Age | Commit message (Collapse) | Author |
|
Automatically display the installer after downloading an asset
|
|
|
|
Merge similar editor strings
|
|
Set minimum size for "Version Control" diff bottom panel
|
|
|
|
Options to clean/simplify convex hull generated from mesh
|
|
Auto-set a first compatible uniform on dragging to create a UniformRef (VisualShaders)
|
|
Fixes for multi-node editing interactions.
|
|
Add both preview sun and sky at the same time when holding Shift
|
|
This generally looks better when adding more nodes to the scene
in the future.
|
|
- To make things easier to follow, display the asset name in
confirmation dialogs.
- Display the number of conflicting files in the asset extraction dialog.
This reduces the number of clicks required to install an asset.
|
|
|
|
Tweak the ORMMaterial3D editor icon to follow the Godot design guidelines
|
|
Add an editor icon for the ImmediateMesh resource
|
|
|
|
|
|
|
|
- Add 1-5 shortcuts to zoom between 100% and 1600% quickly
(similar to GIMP).
- When holding down Alt, go through integer zoom values if above 100%
or fractional zoom values with integer denominators if below 100%
(50%, ~33.3%, 25%, …).
|
|
Allows to see version diffs without having to expand the bottom panel
manually when clicking on a changed file in the "Commit" dock.
|
|
- Update the disabled status when changing an export path.
- Display a tooltip that states why the button is disabled.
- Update the Export All dialog message to have a more friendly tone.
- Suffix button texts with "...", as they display another dialog
when clicked.
This closes #33293.
|
|
This PR implements range iterators in the base containers (Vector, Map, List, Pair Set).
Given several of these data structures will be replaced by more efficient versions, having a common iterator API will make this simpler.
Iterating can be done as follows (examples):
```C++
//Vector<String>
for(const String& I: vector) {
}
//List<String>
for(const String& I: list) {
}
//Map<String,int>
for(const KeyValue<String,int>&I : map) {
print_line("key: "+I.key+" value: "+itos(I.value));
}
//if intending to write the elements, reference can be used
//Map<String,int>
for(KeyValue<String,int>& I: map) {
I.value = 25;
//this will fail because key is always const
//I.key = "hello"
}
```
The containers are (for now) not STL compatible, since this would mean changing how they work internally (STL uses a special head/tail allocation for end(), while Godot Map/Set/List do not).
The idea is to change the Godot versions to be more compatible with STL, but this will happen after conversion to new iterators have taken place.
|
|
|
|
Clean: remove duplicate and interior vertices (uses Bullet algorithm)
Simplify: modify the geometry for further simplification (uses VHACD
algorithm)
In the editor, single convex hull now uses the clean option.
Added a new editor entry to create a simplified convex hull, can be
useful for creating convex hull from highly tessellated triangle meshes.
|
|
|
|
This makes setting up scenes for prototyping faster.
A tooltip was added to let people know about this feature.
|
|
Add a root Node3D automatically if absent when adding preview sun and sky
|
|
Use the Unicode multiplication symbol for the viewport size display
|
|
This makes for a smoother prototyping process compared to displaying
an error message.
|
|
Fix warning message spam when a VoxelGI node is selected in the editor
|
|
Support for anisotropy in VoxelGI was removed during its development
due to the high cost. This was a leftover from anisotropy support.
|
|
|
|
Allows to implement VCS plugins via C++ modules without affecting
the existing script instance mechanism.
|
|
Added 'Select Current' option when user is prompted to select main scene after clicking play
|
|
after clicking play
|
|
shortcuts
|
|
Remove search results limit in FileSystem dock
|
|
Add numpad emulation in 3D viewport
|
|
Allow using the 3D editor's View menu while previewing a camera
|
|
Fixes some problems introduced by #49917
* Tree used minimum size as a stretch ratio, so it forced a minimum size of 1.
* Minimum size redone, stretch ratio moved to a separate setting
* Fitting to contents was enforced, this is more intuitive, but in many situations this is undesired.
* Added a clip content option for situations where fit to contents does not apply.
* Icon would scroll with the item, making it invislbe if the item is too long.
* Made icon always appear to the right (or left if RTL is enabled) of the visible item space.
|
|
|
|
Minor cleanup of the "New Script" dialog
|
|
|
|
|
|
* Fixed and redone the process to obtain render information from a viewport
* Some stats, such as material changes are too difficult to guess on Vulkan, were removed.
* Separated visible and shadow stats, which causes confusion.
* Texture, buffer and general video memory can be queried now.
* Fixed the performance metrics too.
|
|
|
|
|
|
Also use const more often.
|
|
Clean up RenderingServer and its bindings
|
|
* Rewrote bindings for RenderingServer.
* They are now all up to date.
* Several unused methods and deprecated features were cleaned up.
|
|
This is already allowed when using cinematic preview, but not
when previewing a Camera3D the usual way.
Many operations from the View menu still work while previewing
a camera, such as switching between debug draw modes and toggling
information panes.
|