Age | Commit message (Collapse) | Author |
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Resloves Replace all doesnt replace all
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Improve popup menus usability
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Fix Collada material roughness import function
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It seems that popups were intended to "grab" the mouse click that triggered them, but their intent was being lost. This commit does the necessary changes to let it happen and updates items that were trying to get advantage of it, because the semantics of `Control::grab_click_focus()` have changed a bit. Namely, it must be called **before** showing the modal.
This allows to popup a menu and activate an item in it in a single click-point-release cycle, instead of having to click once to open the menu and once more to pick an item.
This ability is extended even to context menus activated with the RMB (or any other mouse button, for that matter). The editor benefits from this in the context menu of the tree dock, which has been patched to opt-in for this feature.
This improves UX a bit by saving unnecessary clicks.
From now on, `PopupMenu` always grabs the click and also invalidates the first button release unless the mouse has moved (that's what `set_invalidate_click_until_motion()` was doing and now it's removed), so there is no longer the need of doing both things at every point a pop-up menu is shown.
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For some glTF files, the order of bones in the skeleton array wasn't matching the joints array in the meshes.
Fixes #17808.
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Explicitly print an error when --export fails.
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Added shortcut to rename files
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Previously this would not explicitly say the export failed.
Sure you might see another error somewhere,
but that's not very reliable/obvious.
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#17962)
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FIX: FILE_SHOW_IN_EXPLORER now correctly shows the file's directory
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Add functionality to move selected tiles in tile map editor
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Abstracted the syntax highlighter from text edit.
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This change adds a new entry "Move Selection" to the "Tile Map"
menu in the tile map editor. It allows the user to easily move
as set of selected tiles.
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Fixed some popups not shrinking their size back when losing items
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Ctrl+Clicking a enum now scrolls down to it in the docs.
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Made import conversion linear.
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Removed unneeded sort from SpriteFramesEditor plugin
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Since create_outline can only make outline for PRIMITIVE_TRIANGLES,
when QuadMesh (which is PRIMITIVE_TRIANGLE_FAN) is used to create
outline, will leave `arrays` empty, and crash when it is being indexed
for "indices" subarray.
This PR shows error when there's only one surface and it is not
TRIANGLES. Also prevent the crash if it has more than one surface
and none of them are TRIANGLES (and any other cases that could leave
`arrays` empty) by checking the size of `arrays` == 8 before indexing
it, since the method seems to expect `arrays` to be of that size.
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Improved readability and further tweaking of function
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Fix minus space.
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Fixes NaN roughness in Godot when hardness in Blender is set to more than 255.
Also corrects dependency: more hardness = more roughness (it says shininess, but it actually is hardness).
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Simplify CanvasItemEditor anchor drag logic
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This PR fixes the code to avoid saving default environment every time
the project is run whitin the editor.
Should fix #17727. Sorry for the troubles!
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Overhaul the display scaling editor settings
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This adds more scaling options, in addition to a custom scaling option
which allows any scale between 0.75 and 3.0 to be used.
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Allow Attach and Clear Script on multiple nodes
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Fix non-valid characters for `input_action`
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Fix pressing `F3` do both changing to script editor AND find next text
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add option to invert y-axis
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Allow users to add items to Tool menu
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Fixes #16923. I'm not a fan of the special case for scripts in editor_node.cpp, but in any case,
I made it so it wouldn't make the external editor to re-open just because we switched scenes.
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Fix saving unmodified scenes and resources
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A couple of fixes for glTF importing
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Aside from the colors themselves, the rejection was adding somes issues later in the mesh import process.
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When `_save_all_scenes` or `save_resource_in_path` was called, they
always saved all the scenes and the resource no matter if they were
modified or not. For example, when `saving before run` option was
checked, it always overwrote the current scene and the default
environment simply by opening and runing the project.
This PR adds checks for unsaved scenes (using the same `unsave` check
others method used) and modified resources (comparing last modified
time and last import time).
Fix #6025.
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Add a new function to check action names, `_validate_action_name`, in
the spirit of `_valprop`. Offending characters include non-printable
ascii, and `\/=:"`. Also set only one text for the UI message.
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As `KEY_F3` was used both for changing to script editor window and, in
the script editor, for finding the next result in the last search, and
the key event is **not** consumed, the resulting behaviour was similar
to press `F3` twice, first to change to script editor and second to
find the next result of a previous search.
This PR sets the `key_pressed` status of `InputEvent` to `false` if
this event is responsible of an editor change, simulating the
consumption of the event.
Fix #17334
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