Age | Commit message (Collapse) | Author |
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They work exactly the same as current checkbox-decorated items, but in order to preserve compatibility, separate methods are used, like `add_radio_check_item()`. The other option would have been to add a new parameter at the end of `add_check_item()` and the like, but that would have forced callers to provide the defaults manually.
`is_item_checkable()`, `is_item_checked()` and `set_item_checked()` are used regardless the item is set to look as check box or radio button.
Keeping check in the name adds an additional clue about these facts.
Closes #13055.
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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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Mono: Avoid invalid class names.
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Disallow reserved keywords as class names and prefix base class with the Godot
namespace if it's the same as the class name.
Fixes #12483
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Added error checks for fscache saving
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TileMap: add fix_invalid_tiles
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Add icon to TileMapEditor popupmenu
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Update icons when theme changed
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Add an hinting mode setting to DynamicFonts
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More threading in AssetLib
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Fix round preview getting square on "run scene" (issue 16734)
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Make md5's not be in the same file as the import settings
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ScriptEditor: Use EditorSettings instead of hardcoded values in constructor.
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TileSet&TextureRegion: fix error when getting nonexistent tile
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Add "Show Origin" and "Show Viewport" options to 2D Editor Viewport
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EditorAudioBus: expand effects list
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TileSetEditorPlgn: use EditorHandle icon as handle
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Improved error checking at EditorExportPlatformPC::export_project
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AnimationPlayer: fix popups close on double click
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Fix overwriting all common properties when using `Change Type` tool
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AnimationPlayer: fix scrubbing after play backwards
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Properly closing all files in Python build code
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Fixes overlapping text labels in animation editor timeline
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Fix wrong pan direction in animation player ui
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Fix broken hover/select coloring of keys in animation editor
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Update preview on filesystem change
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Show error icon at "Output" in case of errors
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Fix column width on AutoLoad table on hidpi displays
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Build polygon clipper only in tools builds
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ScriptTextEditor: fix capitalize offset
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