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2021-06-08Merge pull request #49422 from timothyqiu/hani-preview-textRémi Verschelde
Fix font preview text for CJKV ideographs
2021-06-08Fix TextEditor redo shortcut typoPaulb23
2021-06-08Separate version hash from version number in editor and project managerAndrii Doroshenko (Xrayez)
When copy-pasting the version from About dialog to bug reports at GitHub, this makes the version hash linkable to commits at GitHub.
2021-06-08Fix font preview text for CJKV ideographsHaoyu Qiu
2021-06-07Merge pull request #48742 from pycbouh/editor-subresource-selectorRémi Verschelde
Make several actions in the Inspector dock more obvious
2021-06-07Merge pull request #49128 from Calinou/improve-position-node-axis-visibilityRémi Verschelde
Improve axis awareness and visibility for Position2D and Position3D
2021-06-07Merge pull request #49296 from NoFr1ends/fix-49294Rémi Verschelde
EditorSettings: Look for binding while filtering too
2021-06-07Don't remap resources belonging to instancekobewi
2021-06-07Style: Cleanup uses of double spaces between wordsRémi Verschelde
Or after punctuation. Tried to leave third-party stuff alone, unless it has been heavily modified for Godot.
2021-06-07Merge pull request #49337 from Chaosus/vs_texture_funcRémi Verschelde
Adds `UVFunc` for panning/scaling on UV's to VisualShader's.
2021-06-07Adds `UVFunc` for panning/scaling on UV's to VisualShader's.Yuri Roubinsky
2021-06-06Don't save built-in script when adding methodkobewi
2021-06-06Merge pull request #49325 from reduz/rename-gi-classesRémi Verschelde
Rename GI Classes
2021-06-05New and improved IK system for Skeleton2DTwistedTwigleg
This PR and commit adds a new IK system for 2D with the Skeleton2D node that adds several new IK solvers, a way to control bones in a Skeleton2D node similar to that in Skeleton3D. It also adds additional changes and functionality. This work was sponsored by GSoC 2020 and TwistedTwigleg. Full list of changes: * Adds a SkeletonModifier2D resource * This resource is the base where all IK code is written and executed * Has a function for clamping angles, since it is so commonly used * Modifiers are unique when duplicated so it works with instancing * Adds a SkeletonModifierStack2D resource * This resource manages a series of SkeletonModification2Ds * This is what the Skeleton2D directly interfaces with to make IK possible * Adds SkeletonModifier2D resources for LookAt, CCDIK, FABRIK, Jiggle, and TwoBoneIK * Each modification is in its own file * There is also a SkeletonModifier2D resource that acts as a stack for using multiple stacks together * Adds a PhysicalBone2D node * Works similar to the PhysicalBone3D node, but uses a RigidBody2D node * Changes to Skeleton2D listed below: * Skeleton2D now holds a single SkeletonModificationStack2D for IK * Skeleton2D now has a local_pose_override, which overrides the Bone2D position similar to how the overrides work in Skeleton3D * Changes to Bone2D listed below: * The default_length property has been changed to length. Length is the length of the bone to its child bone node * New bone_angle property, which is the angle the bone has to its first child bone node * Bone2D caches its transform when not modified by IK for IK interpolation purposes * Bone2D draws its own editor gizmo, though this is stated to change in the future * Changes to CanvasItemEditor listed below: * Bone2D gizmo drawing code removed * The 2D IK code is removed. Now Bone2D is the only bone system for 2D * Transform2D now has a looking_at function for rotating to face a position * Two new node notifications: NOTIFICATION_EDITOR_PRE_SAVE and NOTIFICATION_EDITOR_POST_SAVE * These notifications only are called in the editor right before and after saving a scene * Needed for not saving the IK position when executing IK in the editor * Documentation for all the changes listed above.
2021-06-05Rename GI Classesreduz
* GIProbe is now VoxelGI * BakedLightmap is now LightmapGI As godot adds more ways to provide GI (as an example, SDFGI in 4.0), the different techniques (which have different pros/cons) need to be properly named to avoid confusion.
2021-06-05Merge pull request #39202 from Calinou/editor-import-invert-green-channelRémi Verschelde
Replace "Invert" import option with more useful "Normal Map Invert Y"
2021-06-05Merge pull request #45364 from madmiraal/rename-quatRémi Verschelde
Rename Quat to Quaternion
2021-06-04KinematicBody split between new CharacterBody and PhysicsBodyPouleyKetchoupp
PhysicsBody now has methods move_and_collide/test_move and needed properties for these methods: safe margin, locked axes (3D only). Moved collision_exceptions from StaticBody to PhysicsBody for 3D (same as 2D, and conforms to documentation). RigidBody doesn't have test_motion method anymore, it's now redundant with PhysicsBody.test_move.
2021-06-04Rename Quat to QuaternionMarcel Admiraal
2021-06-04Replace "Invert" import option with more useful "Normal Map Invert Y"Hugo Locurcio
This can be used to invert a normal map's direction. The "Invert" import option is no longer useful in Godot 4.0 since it uses height maps instead of depth maps in StandardMaterial3D. This closes https://github.com/godotengine/godot-proposals/issues/785.
2021-06-04Merge pull request #49297 from aaronfranke/anim-type-tr3dRémi Verschelde
Rename Animation TYPE_TRANSFORM to TYPE_TRANSFORM3D
2021-06-04Merge pull request #48902 from pycbouh/editor-improve-template-downloaderRémi Verschelde
Improve the UI/UX of the Export Template Manager dialog
2021-06-04Merge pull request #44198 from madmiraal/rename-translation-positionRémi Verschelde
Rename Node3D's property translation to position
2021-06-04Merge pull request #47336 from Calinou/rename-shader-file-extensionRémi Verschelde
Rename the `.shader` file extension to `.gdshader`
2021-06-04Rename Node3D's property translation to positionMarcel Admiraal
2021-06-04Merge pull request #47871 from aaronfranke/assetlib-pmRémi Verschelde
Rename tabs in the project manager
2021-06-04Merge pull request #49300 from aaronfranke/editor-prop-tr3dRémi Verschelde
Rename EditorPropertyTransform to EditorPropertyTransform3D
2021-06-03Rename EditorPropertyTransform to EditorPropertyTransform3DAaron Franke
2021-06-03Rename Animation TYPE_TRANSFORM to TYPE_TRANSFORM3DAaron Franke
2021-06-03Rename tabs in the project managerAaron Franke
2021-06-04EditorSettings: Look for binding while filtering tooJonas Bernemann
2021-06-04Make several actions in the Inspector dock more obviousYuri Sizov
2021-06-03Flip 2D icon to match Godot's handednessAaron Franke
2021-06-03Merge pull request #38430 from aaronfranke/transform3dRémi Verschelde
2021-06-03Improve the UI/UX of the Export Template Manager dialogYuri Sizov
2021-06-03Replace get_settings_dir with get_config_dir when fetching configuration pathsYuri Sizov
2021-06-03Rename Variant TRANSFORM to TRANSFORM3DAaron Franke
Also _transform to _transform3d
2021-06-03Rename Transform to Transform3D in coreAaron Franke
2021-06-03Merge pull request #49271 from Chaosus/vs_fix_error_label_themeRémi Verschelde
Fix changing theme coloring for error label in VisualShader editor
2021-06-03Fix changing theme coloring for error label in VisualShader editorYuri Roubinsky
2021-06-03Merge pull request #44259 from gongpha/new-gradient-iconRémi Verschelde
New icons for Gradient and GradientTexture resources
2021-06-03Merge pull request #49263 from Calinou/add-occluder3d-editor-iconsRémi Verschelde
Add editor icons for Occluder3D and OccluderInstance3D
2021-06-03Add editor icons for Occluder3D and OccluderInstance3DHugo Locurcio
2021-06-03Improve radio checkboxes in the default editor themeHugo Locurcio
2021-06-02Improve axis awareness and visibility for Position2D and Position3DHugo Locurcio
2021-06-02Use bold fonts in editorreduz
* Labels are now bold * Categories in trees are bold * Main editor buttons are bold * Fixed section folding arrows in inspector
2021-06-02i18n: Sync translations with WeblateRémi Verschelde
(cherry picked from commit 0446cf487fab518858af136f81e963df12b5d05e)
2021-06-01Merge pull request #45393 from Paulb23/code_edit_autocompleteRémi Verschelde
2021-06-01Move and expose Code Hint in CodeEditPaulb23
2021-06-01Move and expose AutoComplete in CodeEditPaulb23