Age | Commit message (Collapse) | Author |
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8 uvs for glTF2, URI decode and Vertex Custom api
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Replace stb_vorbis with libvorbis
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Add glTF2 uri decode for paths.
Add vertex custom apis.
Add scene importer api.
Change Color to float; add support for float-based custom channels in SurfaceTool and EditorSceneImporterMesh
Co-authored-by: darth negative hunter
<thenegativehunter2@users.noreply.github.com>
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Save branch as scene by dropping to filesystem
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Make some enhancements to the POT generation
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Add Listener2D
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Fixed regression of skinning with skeleton
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Optimise TextEdit get line height and width
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Display the node name in scene tree dock tooltips
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Fix TileSet terrain painting reset to no terrain
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Full inspector update was triggered only on property changed, but not on
undo/redo actions, which can cause inspector discrepancies when some
properties are supposed to be shown or hidden.
Now update all flag is passed into _edit_set() method which already has
logic to handle this case properly (it still triggers update_tree() down
the line).
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Make platform feature tag names lowercase
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Cosmetic: explicitly convert signed to unsigned value
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Show help for built-in functions (@GlobalScope)
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Implement properties arrays in the Inspector.
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Add AnimatableBody inherited from StaticBody for moving platforms
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Capitalize properties in the remote inspector
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Implement more advanced features for DAP
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This makes long node names previewable without having to rename them.
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Instead of having a physics node named Static that can be either Static
or Kinematic, AnimatableBody is added again as a separate node:
-Inherited from StaticBody to make its usage clearer
-Still separated from CharacterBody to make its usage more focused
Properly implemented constant velocity for kinematic bodies in godot
physics servers (induced velocity without actually moving).
Also updated description for the different physics nodes to make their
usage clearer.
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Feature tag names are still case-sensitive, but this makes built-in
feature tags more consistent.
- `Windows` -> `windows`
- `OSX` -> `osx`
- `LinuxBSD` -> `linuxbsd`
- `Android` -> `android`
- `iOS` -> `ios`
- `HTML5` -> `html5`
- `JavaScript` -> `javascript`
- `UWP` -> `uwp`
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This makes property casing consistent with the editor.
If property capitalization is disabled in the Editor Settings,
the remote inspector will also disable capitalization.
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Respect client "supportsVariableType" capability
Implement "breakpointLocations" request
Implement "restart" request
Implement "evaluate" request
Fix error messages not being shown, and improved wrong path message
Removed thread option and behavior
Implemented detailed inspection of complex variables
Fix "const"ness of functions
Added a configurable timeout for requests
Implement Godot custom data request/event
Implement syncing of breakpoints
Added support for debugging native platforms
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Rename `String::is_rel_path` to `String::is_relative_path`
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Clear connection data from/to empty after used
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workflow."
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Improve collision generation usability in the new 3D scene import workflow.
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EditorPropertyText, pass changing variable false.
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When the `EditorPropertyText` change is triggered, it pass the `changing` as true, while there is an early return that blocks such event to be emitted when the Editor is updating.
This commit aligns the early return with the passes parameter.
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With this PR it's possible to add a collision during the Mesh import, directly in editor.
To generate the shape is possible to chose between the following options:
- Decompose Convex: The Mesh is decomposed in one or many Convex Shapes (Using the VHACD library).
- Simple Convex: Is generated a convex shape that enclose the entire mesh.
- Trimesh: Generate a trimesh shape using the Mesh faces.
- Box: Add a primitive box shape, where you can tweak the `size`, `position`, `rotation`.
- Sphere: Add a primitive sphere shape, where you can tweak the `radius`, `position`, `rotation`.
- Cylinder: Add a primitive cylinder shape, where you can tweak the `height`, `radius`, `position`, `rotation`.
- Capsule: Add a primitive capsule shape, where you can tweak the `height`, `radius`, `position`, `rotation`.
It's also possible to chose the generated body, so you can create:
- Rigid Body.
- Static Body.
- Area.
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Use sorted map for autoloads in ProjectSettings to preserve order.
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Clamp EditorZoomWidget zoom
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Make FontData importable resource. Add multi-channel SDF font rendering.
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Refactor RayShape and rename to SeparationRayShape
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