Age | Commit message (Collapse) | Author | |
---|---|---|---|
2022-04-05 | Fix Project Manager hard crashes due to invalid access to Editor Nodes | Marios Staikopoulos | |
2022-04-05 | Merge pull request #56695 from bruvzg/mod_unicode_input | Rémi Verschelde | |
2022-04-05 | [Input] Add extra `shortcut_input` input processing step to process Unicode ↵ | bruvzg | |
character input with Alt / Ctrl modifiers, after processing of shortcuts. | |||
2022-04-05 | Fix lookup symbol in scripts which doesn't open a tab at first attempt | Yuri Roubinsky | |
2022-04-05 | Merge pull request #59891 from ConteZero/editor_log_deselect | Rémi Verschelde | |
2022-04-04 | Merge pull request #59888 from akien-mga/clang-tidy | Rémi Verschelde | |
2022-04-04 | Merge pull request #59885 from Jayman2000/autoload-inheritance-message | Rémi Verschelde | |
2022-04-04 | Disable deselect on focus lost on editor_log | ConteZero | |
2022-04-04 | Improve autoload inheritance error message | Jason Yundt | |
Autoloaded scripts should always inherit from Node. When you run a project that tries to autoload a script which doesn’t inherit from Node, then Godot gives an error. Before this change, the error said “Script does not inherit a Node”. That error message is a little bit misleading. If a class inherits a Node, then one of its superclasses has a Node. If a class inherits _from_ Node, then one of its superclasses is Node. This change corrects that mistake. Fixes #59884. | |||
2022-04-04 | Style: Apply clang-tidy to current code, add `readability-redundant-member-init` | Rémi Verschelde | |
2022-04-04 | Zero initialize all pointer class and struct members | Rémi Verschelde | |
This prevents the pitfall of UB when checking if they have been assigned something valid by comparing to nullptr. | |||
2022-04-04 | Merge pull request #59866 from m4gr3d/update_default_display_scale_main | Rémi Verschelde | |
2022-04-04 | Update the editor display scale based on the device's scaled density | Fredia Huya-Kouadio | |
2022-04-04 | Merge pull request #58010 from jmb462/fix-TextEdit-v_scroll_speed | Rémi Verschelde | |
2022-04-03 | Fix TextEdit v_scroll_speed invalid values breaks wheel scrolling | jmb462 | |
2022-04-03 | Fix creation and reopening of built-in scripts | Michael Alexsander | |
2022-04-03 | Merge pull request #59633 from EricEzaM/better-code-complete-update | Rémi Verschelde | |
Improve sorting of Code Completion options. | |||
2022-04-01 | Improve sorting of Code Completion options. | Eric M | |
Done by ordering options by their location in the code - e.g. local, parent class, global, etc. | |||
2022-04-01 | Merge pull request #59764 from reduz/blender-import-autodetect | Rémi Verschelde | |
2022-04-01 | Add Blender install autodetection and configuration. | reduz | |
This PR is a continuation to #54886 * Changed Blender path editor setting from binary to installation. * Add a class to query whether the format is supported. * This class allows to create proper editors to configure support. **NOTE**: This PR only provides autodetection on Linux. Code needs to be added for Windows and MacOS to autodetect the Blender installation. Co-authored-by: bruvzg <7645683+bruvzg@users.noreply.github.com> Co-authored-by: Pedro J. Estébanez <pedrojrulez@gmail.com> | |||
2022-04-01 | Extract theme property names for localization | Haoyu Qiu | |
2022-03-31 | Fix name of the created static trimesh body | kobewi | |
2022-03-31 | Clip animation track keyframe rects | Haoyu Qiu | |
2022-03-30 | Merge pull request #58395 from Geometror/editor-node-data-cleanup | Rémi Verschelde | |
2022-03-30 | Cleanup EditorNode and EditorData | Hendrik Brucker | |
Co-authored-by: Eric M <itsjusteza@gmail.com> | |||
2022-03-30 | Strip feature tag manually when extracting property paths | Haoyu Qiu | |
2022-03-30 | Add more patterns for property path extraction | Haoyu Qiu | |
2022-03-30 | Add PortableCompressedTexture | reduz | |
* Resource that allows saving textures embedded in scenes or standalone. * Supports only formats that are portable: Lossy, Lossles or BasisUniversal This is something I wanted to add for a long time. I made it now because @fire requires it for importing GLTF2 files with embedded textures, but also this will allow saving Godot scenes as standalone binary files that will run in all platforms (because textures will load everywhere). This is ideal when you want to distribute individual standalone assets online in games that can be built from Godot scenes. | |||
2022-03-30 | Merge pull request #59659 from fountainment/fix_callable_bind_usage | Rémi Verschelde | |
Fix Callable::bind usage in connections_dialog.h and packed_scene.cpp | |||
2022-03-30 | Merge pull request #59677 from fire-forge/debugger-capitalize | Rémi Verschelde | |
Process monitor and profiler item names in the Debugger | |||
2022-03-29 | Merge pull request #59679 from marstaik/upstream_fix_init | Rémi Verschelde | |
Fix lack of ProjectManager nullptr initializations | |||
2022-03-29 | Fix lack of ProjectManager nullptr initializations | Marios Staikopoulos | |
Initialize all pointers to nullptr, fixes a crash with asset_library caused by uninitialized memory. | |||
2022-03-29 | Capitalize names in the debugger | FireForge | |
2022-03-29 | Merge pull request #59558 from V-Sekai/primitive-indicies | Rémi Verschelde | |
2022-03-29 | Merge pull request #59496 from KoBeWi/inspector_teleport | Rémi Verschelde | |
2022-03-29 | Simplify FBX importer project settings registering | Haoyu Qiu | |
2022-03-29 | Merge pull request #59374 from timothyqiu/extract-refactor-master | Rémi Verschelde | |
Refactor editor `extract.py` | |||
2022-03-29 | Remove `SHADOW_ATTENUATION` spatial light shader built-in | Yuri Roubinsky | |
2022-03-29 | Fix Callable::bind usage in connections_dialog.h and packed_scene.cpp | C.Even | |
* Callable::bind takes an array of pointers to Variant * Fixes #57057 | |||
2022-03-29 | i18n: Sync editor translation template after #59349 | Rémi Verschelde | |
(cherry picked from commit 15dc747de8e895c4ac3212cd564266fb31a5d613) | |||
2022-03-29 | i18n: Sync editor translations with Weblate | Rémi Verschelde | |
(cherry picked from commit 0db753ef54a305c32bbf9511ec7de5f1ba1c4c3c) | |||
2022-03-29 | Merge pull request #58160 from m4gr3d/android_editor | Rémi Verschelde | |
2022-03-28 | Android port of the Godot Editor | Fredy Huya-Kouadio | |
These set of changes focus primarily on getting the core logic and overall Godot Editor UI and functionality up and running natively on Android devices. UI tweaks / cleanup / polish, as well configuration for Android specific functionality / restrictions will be addressed in follow-up PRs iteratively based on feedback. Co-authored-by: thebestnom <shoval.arad@gmail.com> | |||
2022-03-28 | Merge pull request #59619 from Chaosus/vs_input_desc | Rémi Verschelde | |
2022-03-28 | Fix inspector group name capitalization | FireForge | |
2022-03-28 | Add refs to shading language to the desciption of input nodes in vshader | Yuri Roubinsky | |
2022-03-28 | Merge pull request #59426 from timothyqiu/name-style-master | Rémi Verschelde | |
2022-03-28 | Merge pull request #59553 from reduz/script-extension-support | Rémi Verschelde | |
2022-03-28 | Add property name style toggle to Inspector | Haoyu Qiu | |
2022-03-28 | Merge pull request #59565 from SirQuartz/master | Rémi Verschelde | |