Age | Commit message (Collapse) | Author |
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Make the root motion track candidates all the bones of the Skeleton existing in the tracks
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EricEzaM/68617-fix-event-text-and-jpmotion-deadzone
Refactor `get_event_text` to a static method, remove high deadzone from event configuration
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Move editor class and plugin registrations to a dedicated file
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Prevent stack overflow when setting a shader global value
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Add raise -> move_to_front rename line
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event configuration.
* `get_event_text` and `get_device_string` are now static methods (they always could have been)
* Applied 90% deadzone on joypad motion inputs in the configurator had the effect of ignoring most joypad motion inputs. Low ones do not need to be filtered out as JoypadMotion is only considered 'pressed' if it as above 50% strength - and that works well.
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Last rebase was too old, didn't include this API rename.
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MisterMX/fix/tileset-custom-data-type-reload-editor
fix(tileset): Recreate custom data editor if type has changed
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Properly center labels in the TileMap/Set editors
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Small changes to some tooltips
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Fix GUI update timing when AnimationEditor changes FPS
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ClarkThyLord/fix_code_editor_search_match_inconsistencies
Fix code editor search match inconsistencies
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- Offset by searched length not line text
- Continue searching line for whole word matches on mismatch: Breaking at this point makes it so that upon any whole word mismatch all potential matches after this point inline are skipped, to avoid this unwanted behavior we continue searching the line positioned after the mismatch.
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Remove more instances of 'instance' being used as a verb
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Improve BoneRenamer to avoid conflicting with original bone name
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Change EditorQuickOpen base_type to String
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Change docs' Typed Array & void representation
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Typed Arrays now look the same as to how they're defined in GDScript.
Also modifies "void" to be darkened and show a tooltip.
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Don't reparent dragged node when non needed
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Uncomment drag forwarding in CreateDialog
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Fix double hint paste in EditorResourcePicker
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Change EditorSpinSlider's popup to Control
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Add EditorInterface.get_selected_paths()
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Remove redundant non-trivial Variant types initializations
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Exposes the selected paths in the editor filesystem dock.
Implements this proposal : https://github.com/godotengine/godot-proposals/issues/2424
Also renamed the old `get_selected_path` to `get_selected_directory` to
better match the already existing get_current_path function.
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Somehow I missed the failing CI report from trailing whitespace.
Fixed a couple typos found by codespell while at it, and misc
trailing semicolons in one of the files.
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Fix editor crash on audio preview
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Fix clicking in gradient editor
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Fix nested actions in EditorUndoRedoManager
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Add more info to WAV import errors
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Print mismatched header contents and file size, which can provide more clues to users when debugging.
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Also refactor the editor plugin out of the ReplicationEditor.
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Now splitted into two classes:
- EditorDebuggerPlugin (RefCounted).
- EditorDebuggerSession (abstract).
This allows the EditorPlugin to be in control of the debugger plugin
lifecycle, be notified when sessions are created, and customize each of
them independently.
We should slowly transition the various profilers and captures in
ScriptEditorDebugger to their own plugins, and decouple
ScriptEditorDebugger from it's UI part (making it the "real"
EditorDebuggerSession potentially dropping the wrappers).
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- When double-clicking on the gradient we should open the colour picker and create a colour key.
- Instead, we were also evaluating the click further down producing the colour key to move around.
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- Crash was due to getting -1 values when clamping [0, -1].
- This was happening due to 'max' being zero.
- If 'max' is zero we should return zero, as it can never be any other
value.
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[Image Font Importer] Hide unused font size, add image and character margins.
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[Font] Add an import option to pre-render all glyphs required for the translation.
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Improve Editor Documentation colors
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