Age | Commit message (Collapse) | Author |
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Don't save unchanged script upon closing
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Allow to create a node at specific position
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Check before connecting `TileMapEditor::settings_changed`
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Fix Node3D gizmo names
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Commit 5ef62e546f485e5f2798230dcfbea2b4ddecbe6e renamed EditorNode3DGizmoPlugin "get_name" to "get_gizmo_name", but it wasn't done everywhere. Because EditorNode3DGizmoPlugin inherits from Resource, it was then using Resource::get_name() which resulted in null names.
Fixes godotengine/godot#46349
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Node::duplicate_from_editor, which is also used by "Duplicate" function of the SceneTreeDock
- Removed Node::duplicate_and_reown method as it is not used anymore
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Prevent crash when clicking Mesh in MeshInstance when is scene root
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Prevent 'Change Type' on nodes from a foreign scene
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files.
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Fix import selector resetting in Import Defaults Editor
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Add an editor gizmo to CollisionObject3D.
CollisionShape3D no longer shows collision shapes directly.
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Added Import Defaults Editor in Project Settings
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Apply minor visual enhancements to the Sun/Env Preview
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Change fallback icon for abstract nodes to have a grayed out color
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-Change importer defaults in project settings.
-Ability to change them or reset them.
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* Adds both a preview sun and preview environment to the 3D editor.
* They are valid as long as a DirectionalLight3D and WorldEnvironment are not in the scene.
* If any is added to the scene, the respective preview is disabled.
* Changed WorldEnvironment to better handle multiple node versions.
* Added a function in SceneTree to get the first node in a group.
* Fixed button minimum size to also consider font height if no text is there, this broke with the TextSever PR.
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(cherry picked from commit d0bc9144913a831500a24fc4d8d9f4cb3fd13286)
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Fix "editor/editor_help" shortcut (again)
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Calinou/editor-array-dictionary-increase-page-size
Increase the page size for array/dictionary editors to 20
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Refactor Process Mode
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Fix connecting signal to `SceneTreeEditor::update_timer`
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Built-in actions can now be edited for the Editor too.
Also added usage of the new Event confifiguration dialog to for better UX.
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Renamed to ActionMapEditor as it is more generic and can be used for more than just the InputMapEditor if required.
This also includes a new Event Configuration dialog (previously "Press A key...") which can be used to create and edit InputEvents for any use - like the Project Settings input map, or the Editor Settings shortcuts.
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Fix file dialog filename cleared when selecting favorites
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Implements https://github.com/godotengine/godot-proposals/issues/1835#issuecomment-727186192
* PauseMode is now ProcessMode, containing the following states:
```
PROCESS_MODE_INHERIT, // same as parent node
PROCESS_MODE_NORMAL, // process only if not paused
PROCESS_MODE_PAUSE_ONLY, // process only if paused
PROCESS_MODE_ALWAYS, // process always
PROCESS_MODE_DISABLED, // never process
```
* NOTIFICATION_PAUSED and NOTIFICATION_UNPAUSED are received effectively when the node is paused and unpaused (not any longer when pause mode is set in SceneTree).
* Renamed some nodes that used ProcessMode/process_mode to specify a callback type to ProcessCallback to avoid clashes.
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Modernize atomics (and fix `volatile`)
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- Based on C++11's `atomic`
- Reworked `SafeRefCount` (based on the rewrite by @hpvb)
- Replaced free atomic functions by the new `SafeNumeric<T>`
- Replaced wrong cases of `volatile bool` by the new `SafeFlag`
- Platform-specific implementations no longer needed
Co-authored-by: Hein-Pieter van Braam-Stewart <hp@tmm.cx>
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This removes hardcoded actions from things like LineEdit and TextEdit.
Previously, things like copy, paste, etc were all hardcoded to Ctrl+C, Ctrl+V, etc. They could not be changed. This allows the possibility of them being changed, by making them use the action map. This has the added benefit of greatly simplifying the input handling logic in those controls. The logic which was previously in a huge and hard to follow switch statement has been extracted to individual methods.
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This adds the ability to add overrides for built-in actions (i.e. ui_*) in the editor. Also added a number of additional built-in actions for various text-related actions, gui-generic actions (like copy and paste) and graph-related actions (duplicate nodes), etc. Moved the definition of input actions to input_map, rather than in project_settings so the editor can make use of these actions as well.
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-Advanced Settings toggle also hides advanced properties when disabled
-Simplified Advanced Bar (errors were just plain redundant)
-Reorganized rendering quality settings.
-Reorganized miscelaneous settings for clean up.
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Remove Merge From Scene
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Fixes function bindings
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