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2020-06-10Merge pull request #39423 from Phischermen/fix-new-text-file-crashRémi Verschelde
Fix crash when creating new text file with no name
2020-06-09Fix scene tree showing up when the root selection is presentMichael Alexsander
2020-06-09Fix crash when creating new text file with no namePhischermen
2020-06-09Merge pull request #39372 from aaronfranke/editor-cam-rotRémi Verschelde
Change the default editor camera rotation to position it in +X +Y +Z
2020-06-09Tweak the invalid preset error message to mention `export_presets.cfg`Hugo Locurcio
2020-06-08Merge pull request #39389 from akien-mga/packedscene-root-aint-got-parentsRémi Verschelde
PackedScene: Prevent crash when root node has `parent` attribute
2020-06-08Merge pull request #39152 from abustin/fbx_mesh_compression_fix_masterRémi Verschelde
Respect 'mesh compression' editor import option in Assimp and glTF importers [master]
2020-06-08PackedScene: Prevent crash when root node has `parent` attributeRémi Verschelde
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.
2020-06-08Merge pull request #39365 from Calinou/editor-gizmos-visibility-tooltipRémi Verschelde
Add an editor tooltip to document gizmo visibility options
2020-06-07Re-apply basis of newly added node (via drag-n-drop) in editor viewportMarcus Brummer
2020-06-07Change the default editor camera rotation to position it in +X +Y +ZAaron Franke
2020-06-07Add an editor tooltip to document gizmo visibility optionsHugo Locurcio
See discussion in https://github.com/godotengine/godot-proposals/issues/716.
2020-06-06Merge pull request #33858 from Calinou/inspector-layers-add-hoverRémi Verschelde
Add visual feedback when hovering layer checkboxes in the Inspector
2020-06-06Merge pull request #38967 from nekomatata/remote-inspector-builtin-resRémi Verschelde
Fix dialog spam when inspecting MeshInstance from model file
2020-06-042D Editor: modified zoom increment to the twelveth root of twojohan
- 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
2020-06-04Enable text selection in execute output of EditorNodeMarcus Brummer
2020-06-04Merge pull request #39099 from YeldhamDev/create_dialog_icon_fallbackRémi Verschelde
Add fallback icons and make custom ones appear in the recent/favorites list in the "Create New" dialog
2020-06-04Merge pull request #38924 from Calinou/tweak-import-compression-hintRémi Verschelde
Tweak the import compression property hint for clarity
2020-06-04Merge pull request #39154 from dreamsComeTrue/sync-script-change-rememberRémi Verschelde
Preserving "Sync Scene Changes" & "Sync Script Changes" with Project Settings
2020-06-04Merge pull request #39271 from RandomShaper/fix_atlas_cropRémi Verschelde
Fix excessive bottom cropping in atlas generation
2020-06-03Add visual feedback when hovering layer checkboxes in the InspectorHugo Locurcio
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).
2020-06-03Merge pull request #39204 from Calinou/distraction-free-property-getterRémi Verschelde
Add a getter and property for the editor distraction-free mode
2020-06-03Merge pull request #37839 from MrRevington/3.2-_input_focus_checkRémi Verschelde
FIX CodeTextEditor not respecting focus in _input
2020-06-03Merge pull request #39167 from Calinou/tileset-editor-zoom-mouse-wheel-anywhereRémi Verschelde
Allow mouse zooming without hovering the texture in the TileSet editor
2020-06-03Merge pull request #39165 from Calinou/tilemap-editor-zoom-mouse-wheelRémi Verschelde
Implement zooming using Ctrl + Mouse wheel in the TileMap editor
2020-06-03Merge pull request #39262 from aaronfranke/okRémi Verschelde
Change OK text in snap dialog to OK
2020-06-03Merge pull request #39009 from Calinou/improve-script-editor-warnings-textRémi Verschelde
Improve the text appearance in the script editor warnings panel
2020-06-03Fix excessive bottom cropping in atlas generationPedro J. Estébanez
2020-06-03Add a getter and property for the editor distraction-free modeHugo Locurcio
2020-06-03Implement zooming using Ctrl + Mouse wheel in the TileMap editorHugo Locurcio
This was previously implemented in the GridMap editor. This makes the same feature available in the TileMap editor.
2020-06-03Allow mouse zooming without hovering the texture in the TileSet editorHugo Locurcio
This partially addresses https://github.com/godotengine/godot-proposals/issues/968.
2020-06-03Change OK text in snap dialog to OKAaron Franke
2020-06-03Preserving "Sync Scene Changes' and "Sync Script Changes" with Project SettingsDominik 'dreamsComeTrue' Jasiński
Fixes: #38739
2020-06-03Merge pull request #39150 from ↵Rémi Verschelde
dreamsComeTrue/project-manager-grab-focus-on-enter Grabbing focus on ProjectList after clicking an item.
2020-06-03Merge pull request #39203 from Xrayez/fix-no-lang-crashRémi Verschelde
Prevent crash attaching a script with no languages registered
2020-06-03Merge pull request #39209 from Xrayez/ray-shape-indieRémi Verschelde
Move `RayShape2D` implementation into its own translation unit
2020-06-01Improved warning shown when autoload cannot be added.Eric M
2020-06-01Move `RayShape2D` implementation into its own translation unitAndrii Doroshenko (Xrayez)
2020-05-31Prevent crash attaching a script with no languages registeredAndrii Doroshenko (Xrayez)
2020-05-30Grabbing focus on ProjectList after clicking an item.Dominik 'dreamsComeTrue' Jasiński
Fixes: #39012
2020-05-29Respect 'mesh compression' editor import option in Assimp (ie. FBX) and glTF ↵Alex Bustin
importers
2020-05-29Merge pull request #39051 from Xrayez/geometry-splitRémi Verschelde
Split `Geometry` singleton into `Geometry2D` and `Geometry3D`
2020-05-28Use translated docs in PropertySelectorRémi Verschelde
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.
2020-05-27Add fallback icons and make custom ones appear in the recent/favorites list ↵Michael Alexsander
in the "Create New" dialog
2020-05-27Split `Geometry` singleton into `Geometry2D` and `Geometry3D`Andrii Doroshenko (Xrayez)
Extra `_2d` suffixes are removed from 2D methods accoringly.
2020-05-27Merge pull request #39062 from akien-mga/du-pain-et-des-jeuxRémi Verschelde
Add shortcut for Pan Mode (G)
2020-05-27Merge pull request #36409 from fire/skeleton-custom-inspectorRémi Verschelde
Custom Skeleton3DEditorPlugin
2020-05-26Add shortcut for Pan Mode (G)Rémi Verschelde
And change TileMap Bucket Fill shortcut to (B). Fixes #8582.
2020-05-26Merge pull request #28289 from aaronfranke/gridRémi Verschelde
Dynamic infinite 3D grid
2020-05-25Add `custom_modules` build option to compile external user modulesAndrii Doroshenko (Xrayez)
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.