Age | Commit message (Collapse) | Author |
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Rationalize property reversion
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Bake RESET animation.
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This pull request fixes an issue where searches using the "Find in Files" function would include folders with `.gdignore` files in them. The editor is supposed to ignore directories with these files in them altogether.
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Optimize theme change in code editor
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Expose Vulkan's clustered and mobile backends in the project manager
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Postpone applying the whole theme when a setting changes, to avoid
updating everything many times when the whole editor theme is changed.
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Since OpenGL will not be available in Godot 4.0, this exposes a
choice between Vulkan clustered and Vulkan mobile in the project manager.
Despite the name, Vulkan mobile has many benefits on desktop platforms.
It provides better performance on simple scenes, and ensures that you
won't accidentally use unsupported features while testing your project
on desktop platforms.
The Vulkan backend setting was made into a "basic" setting so that
it can be changed without having to enable the Advanced Settings toggle.
This also improves list formatting to use bullet points and tweaks
the property hint to be more descriptive.
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doc: Use self-closing tags for `return` and `argument`
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Name new resource files with `snake_case`
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For the time being we don't support writing a description for those, preferring
having all details in the method's description.
Using self-closing tags saves half the lines, and prevents contributors from
thinking that they should write the argument or return documentation there.
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Highlight context menu items at the top of the 2D/3D viewports
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This makes the focus outline less distracting on the
2D and 3D editor viewports.
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Use bullet points in the editor instead of dashes where relevant
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Co-authored-by: MMMaellon <mmmaellon@gmail.com>
Co-authored-by: Eron <rufsketch1@gmail.com>
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When dragging and dropping a texture, mesh, or scene from the FileSystem into the
2D or 3D viewport, it will be added as a child of the current scene's root node.
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Clear debug process identifiers array at `stop()` to prevent invalid checking of them
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Fix duplicate shortcut for paint and erase in TileMap editor
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This pull request fixes an issue where the paint and erase tools in the TileMap editor had the same shortcut (E). The erase tool having "E" be its shortcut makes more sense than the paint tool having that be its shortcut. So I changed the paint tool's shortcut to be "D" since nothing else uses it and it's short for "draw", it's also right next to "S" on the keyboard which happens to be the selection tool.
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Multiple cosmetic fixes for embedded windows
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- Use the ° symbol instead of "deg" to reduce clutter.
- Round the displayed lengths to only one decimal instead of two
to further reduce clutter.
- Don't make the `px` suffix localizable, as it isn't localizable
anywhere else in the editor.
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Improve the 3D editor manipulation gizmo
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Improve MeshInstance3D UV preview in the editor
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This makes it easier to notice that some menu items only appear when
specific nodes are selected.
This change applies to both 2D and 3D editors, including both plugin-based
menus and the hardcoded 2D layout/animation contextual menus.
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Add shortcut to toggle the 3D editor's camera preview
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Fix icon colors in 3d editor on theme changing
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* Fixed subgizmo editing on scaled nodes.
* Added more clarifications on the coordinate space of subgizmos.
* Given input priority to the transform gizmo over subgizmo selection.
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Remove the remains of ImmediateGeometry3D
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Use Ref<T> references as iterators where relevant
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And const when possible.
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against physics rather than visual geometry.
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Implement Binary Shader Compilation
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(cherry picked from commit c406c8512f059eab29a3fc135218b7b60a5315d1)
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* Added an extra stage before compiling shader, which is generating a binary blob.
* On Vulkan, this allows caching the SPIRV reflection information, which is expensive to parse.
* On other (future) RenderingDevices, it allows caching converted binary data, such as DXIL or MSL.
This PR makes the shader cache include the reflection information, hence editor startup times are significantly improved.
I tested this well and it appears to work, and I added a lot of consistency checks, but because it includes writing and reading binary information, rare bugs may pop up, so be aware.
There was not much of a choice for storing the reflection information, given shaders can be a lot, take a lot of space and take time to parse.
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Hide the 3D editor selection box when View Gizmos is disabled
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Follow-up typos found via `codespell -q 3 -S ./thirdparty,*.po,./DONORS.md -L ackward,ang,ans,ba,beng,cas,childs,childrens,dof,doubleclick,fave,findn,hist,inout,leapyear,lod,nd,numer,ois,ony,paket,seeked,sinc,switchs,te,uint`
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A Camera3D node still has to be selected to initially enable camera
preview, but another node can then be selected and the preview can
be disabled by pressing the shortcut key again.
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