Age | Commit message (Collapse) | Author |
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The crash happens further down when setting an invalid owner in
`Node::_set_owner_nocheck` but I couldn't figure out how to fix it.
But here the proper fix is to catch the invalid scene file early on
and fail loading it.
Part of #17372.
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Add an editor tooltip to document gizmo visibility options
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See discussion in
https://github.com/godotengine/godot-proposals/issues/716.
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Add visual feedback when hovering layer checkboxes in the Inspector
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Fix dialog spam when inspecting MeshInstance from model file
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- properly visit power of 2 factors (50%, 100%, 200%...)
- index based zoom values to prevent floating point issues
- Fix 2d editor not able to reach min and max zoom values
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Add fallback icons and make custom ones appear in the recent/favorites list in the "Create New" dialog
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Tweak the import compression property hint for clarity
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Preserving "Sync Scene Changes" & "Sync Script Changes" with Project Settings
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Fix excessive bottom cropping in atlas generation
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This also changes how checkboxes are selected, which makes it possible
to click in the small area between two checkboxes and
still toggle a value successfully (which is arguably less frustrating).
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Add a getter and property for the editor distraction-free mode
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FIX CodeTextEditor not respecting focus in _input
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Allow mouse zooming without hovering the texture in the TileSet editor
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Implement zooming using Ctrl + Mouse wheel in the TileMap editor
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Change OK text in snap dialog to OK
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Improve the text appearance in the script editor warnings panel
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This was previously implemented in the GridMap editor. This makes
the same feature available in the TileMap editor.
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This partially addresses
https://github.com/godotengine/godot-proposals/issues/968.
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Fixes: #38739
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dreamsComeTrue/project-manager-grab-focus-on-enter
Grabbing focus on ProjectList after clicking an item.
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Prevent crash attaching a script with no languages registered
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Move `RayShape2D` implementation into its own translation unit
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Fixes: #39012
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Split `Geometry` singleton into `Geometry2D` and `Geometry3D`
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And do the dedent and stripping for both translated and
non-translated strings for consistency, and so that we
don't need to do it at the call site.
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in the "Create New" dialog
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Extra `_2d` suffixes are removed from 2D methods accoringly.
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Add shortcut for Pan Mode (G)
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Custom Skeleton3DEditorPlugin
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And change TileMap Bucket Fill shortcut to (B).
Fixes #8582.
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Dynamic infinite 3D grid
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This patch adds ability to include external, user-defined C++ modules
to be compiled as part of Godot via `custom_modules` build option
which can be passed to `scons`.
```
scons platform=x11 tools=yes custom_modules="../project/modules"
```
Features:
- detects all available modules under `custom_modules` directory the
same way as it does for built-in modules (not recursive);
- works with both relative and absolute paths on the filesystem;
- multiple search paths can be specified as a comma-separated list.
Module custom documentation and editor icons collection and generation
process is adapted to work with absolute paths needed by such modules.
Also fixed doctool bug mixing absolute and relative paths respectively.
Implementation details:
- `env.module_list` is a dictionary now, which holds both module name as
key and either a relative or absolute path to a module as a value.
- `methods.detect_modules` is run twice: once for built-in modules, and
second for external modules, all combined later.
- `methods.detect_modules` was not doing what it says on the tin. It is
split into `detect_modules` which collects a list of available modules
and `write_modules` which generates `register_types` sources for each.
- whether a module is built-in or external is distinguished by relative
or absolute paths respectively. `custom_modules` scons converter
ensures that the path is absolute even if relative path is supplied,
including expanding user paths and symbolic links.
- treats the parent directory as if it was Godot's base directory, so
that there's no need to change include paths in cases where custom
modules are included as dependencies in other modules.
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It used APIs that were changed after the PR was last rebased.
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Improve the editor feature profiles UX
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- Make the Ignore button's position identical across all warnings
by moving it to the left.
- Change the Ignore button's text and color to make it more obvious
that it can be clicked.
- Use the editor font instead of the default project font to match
the rest of the editor.
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Well, infinite for all intents and purposes.
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Avoid load_scene for built-in resources to make sure we don't
open a scene tab and prompt for model file editing.
Load scene as regular resource instead and store the reference to keep
the dependency until the remote inspector cache is cleared.
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Co-authored-by: Marios Staikopoulos <marios@staik.net>
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