Age | Commit message (Collapse) | Author |
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Fixed renaming/moving of nodes with exported NodePaths in the editor
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1. _gen_unique_bone_name(Ref<GLTFState> state, const GLTFSkeletonIndex skel_i, const String &p_name) won't return an empty string.
2. String GLTFDocument::_sanitize_bone_name(const String &name) will keep Japanese characters. Like: "全ての親".
3. The sanitize function allows the bone name to be not just alphanumeric. The only required conditions are the ones in add_bone.
> ERR_FAIL_COND(p_name == "" || p_name.find(":") != -1 || p_name.find("/") != -1);
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The glTF 2.0 spec only makes `mimeType` mandatory for `bufferView` image data,
so the previous logic to handle URIs with base64-encoded images could fail if
`mimeType` is undefined.
The logic was documented and refactored to better handle the spec, notably:
- `uri` and `bufferView` are now mutually exclusive, and only the latter fails
if `mimeType` is undefined.
- `uri` with a file path will now respect the `mimeType` if defined, and thus
attempt loading the file with the specified format (even if its extension is
not the one expected for this format). So we can support bad extensions (PNG
data with `.jpg` extension) or custom ones (PNG data in `.img` file for
example).
- `uri` with base64 encoded data will infer MIME type from `data:image/png` or
`data:image/jpeg` if it was not documented in `mimeType` initially.
- `uri` with base64 encoded data, no `mimeType` and `application/octet-stream`
or `application/gltf-buffer` will fall back to trying both PNG and JPEG
loaders.
Fully fixes #33796 (and fixes up #42501).
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Updated getters and setters names for toplevel
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types
See https://github.com/KhronosGroup/glTF/issues/944 for context on the
application/gltf-buffer MIME type.
The glTF 2.0 spec supports `image/jpeg` and `image/png` which can also be
base64-encoded in buffer URIs.
Fixes #33796.
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Renamed toplevel to be top_level
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Updates size of float constant in visual shader if empty is selected
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Fix return type on EditorNode3DGizmoPlugin::get_priority.
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Update all get_configuration_warning() to retrieve warnings from the parent
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Fix scale cursor rotation and handle diagonal ones
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Don't warp mouse when selecting tracks
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Drag & drop 3d/2d array/cubemap texture to visual shader
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Entering text will now start searching automatically after 0.25 seconds
have passed (debounce delay).
This removes the need for a separate Search button.
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Remove unnecessary keyword
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Renames Type to OpType in VisualShaderNodeMultiplyAdd
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The privacy here is already private
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Added inspector_only option to inspect_object in EditorInterface.
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Improve rotation gizmo
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iOS: Fix multiple issues with PVRTC import, disable ETC1
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This closes https://github.com/godotengine/godot-proposals/issues/1576.
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Draw selected item on top of everything else
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See discussion in
https://github.com/godotengine/godot-proposals/issues/169.
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We originally used `pt_PT` (i.e. Portuguese (Portugal)) to distinguish with
the Brazilian Portuguese variant `pt_BR`, as both are significantly different
and need separate translation files.
But Portugal's Portuguese (or "European Portuguese") is close to the variant
spoken and written in other Portuguese-speaking countries such as Angola and
Mozambique, so it makes sense for users of these countries to also have access
to the European Portuguese translation (at least until translators decide that
adding e.g. `pt_AO` and `pt_MZ` variants would make sense, taking into account
the translation effort that this duplication implies).
Godot's locale matching checks first for the full locale (e.g. `pt_AO`), and
if no translation is found, it checks for the non-regional language code
(`pt`), so this change enables translations for Portuguese speakers outside
Portugal and Brazil.
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(cherry picked from commit 510d87e468d19836c9946830ffd3a6edcfaebf04)
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Strip edges on node rename in SceneTreeDock
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Create user-dir, if non-existant, so it can be opened with Godot
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Improvement for the Copy button in the Output Log
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Updated docs to reflect change to inspect_object.
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Fixes: #28683, #28621, #28596 and maybe others
For iOS we enable pvrtc feature by default for all backends
Etc1 for iOS doesn't have any sense, so it disabled.
Fixed checks in export editor.
Fixed pvrtc encoding procedure.
Edit by Akien: Forward-ported from #38076, this may not make sense as is for
Godot 4.0, but it's important that we have the latest code in sync with 3.2
for when more rendering backends and proper iOS support are added back.
Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
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Resize the tile shapes when a vertex is outside of the tilesheet
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Fix changing icons' colors when switch dark and light theme
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