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2022-07-26Split up editor export code into multiple filesAaron Franke
2022-07-26Merge pull request #63096 from aaronfranke/exp-template-namesRémi Verschelde
2022-07-26Merge pull request #63344 from ↵Rémi Verschelde
alfredbaudisch/feature-select-node-toggle-inspector-only
2022-07-26Fix repeatedly opening the Advanced Import Settings dialog for fonts getting ↵Rindbee
an error
2022-07-25When selecting Nodes in the Scene Tree, if the current EditorPlugin is ↵Alfred R. Baudisch
"Script" and if text_editor/behavior/navigation/stay_in_script_editor_on_node_selected is true, force inspector_only in order to not switch the EditorPlugin to the Node's main plugin.
2022-07-25Remove ThreadWorkPool, replace by WorkerThreadPoolJuan Linietsky
The former needs to be allocated once per usage. The later is shared for all threads, which is more efficient. It can also be better debugged.
2022-07-25Merge pull request #63436 from Calinou/editor-debugger-require-script-instanceRémi Verschelde
2022-07-25Merge pull request #63432 from bruvzg/scr_zoomRémi Verschelde
2022-07-25Merge pull request #63424 from Chaosus/shader_preprocessor_inc_fixRémi Verschelde
2022-07-25Merge pull request #63368 from akien-mga/fix_header_guardsRémi Verschelde
Code quality: Fix header guards consistency
2022-07-25Require ScriptInstance to be valid in the editor debuggerHugo Locurcio
This fixes an issue with visual scripts spamming error messages in the editor when running the project with the remote scene tree visible.
2022-07-25Fix script editor zoom shortcuts not marking events as accepted.bruvzg
2022-07-25Merge pull request #63364 from nathanfranke/dep-editorRémi Verschelde
2022-07-25Fix errors when using built-ins in shaderincYuri Rubinsky
2022-07-25Merge pull request #62907 from bruvzg/warn_exit_codeRémi Verschelde
2022-07-25Code quality: Fix header guards consistencyRémi Verschelde
Adds `header_guards.sh` bash script, used in CI to validate future changes. Can be run locally to fix invalid header guards.
2022-07-25Merge pull request #63219 from reduz/implement-vector4-projectionRémi Verschelde
2022-07-25Merge pull request #63416 from V-Sekai/bone-map-empty-crashRémi Verschelde
Avoid crash when when the editor_property_map is empty.
2022-07-24Avoid crash when when the editor_property_map is empty.K. S. Ernest (iFire) Lee
2022-07-24improve animation player warning for imported scenesNathan Franke
2022-07-24Fix missing method qualifiers in script docXwdit
Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
2022-07-23dependency editor: set current directory to closest existing directoryNathan Franke
2022-07-23Implement Vector4, Vector4i, Projectionreduz
Implement built-in classes Vector4, Vector4i and Projection. * Two versions of Vector4 (float and integer). * A Projection class, which is a 4x4 matrix specialized in projection types. These types have been requested for a long time, but given they were very corner case they were not added before. Because in Godot 4, reimplementing parts of the rendering engine is now possible, access to these types (heavily used by the rendering code) becomes a necessity. **Q**: Why Projection and not Matrix4? **A**: Godot does not use Matrix2, Matrix3, Matrix4x3, etc. naming convention because, within the engine, these types always have a *purpose*. As such, Godot names them: Transform2D, Transform3D or Basis. In this case, this 4x4 matrix is _always_ used as a _Projection_, hence the naming.
2022-07-23Merge pull request #63265 from reduz/stream-bpm-supportRémi Verschelde
Implement BPM support in AudioStream files.
2022-07-23Fix clearing errors indication in the shader editorYuri Rubinsky
2022-07-23Fix some errors after shader preprocessor PRYuri Rubinsky
2022-07-23Implement BPM supportreduz
Based on #62896, only implements the BPM support part. * Implements BPM support in the AudioStreamOGG/MP3 importers. * Can select BPM/Bar Size and total beats in a song file, as well as edit looping points. * Looping is now BPM aware * Added a special importer UI for configuring this. * Added a special preview showing the audio waveform as well as the playback position in the resource picker. * Renamed `AudioStream::instance` to `instantiate` for correctness.
2022-07-22Update export template names for Windows, Mac, and LinuxAaron Franke
2022-07-23Merge pull request #62513 from reduz/shader_preprocessor_remakeRémi Verschelde
2022-07-22Merge pull request #62581 from Guh-Feng/Color-Picker-UpdateRémi Verschelde
2022-07-22Merge pull request #63093 from aaronfranke/export-templates-dirRémi Verschelde
2022-07-22Clean up Shader Preprocessorreduz
* Moved preprocessor to Shader and ShaderInclude * Clean up RenderingServer side * Preprocessor is separate from parser now, but it emits tokens with include location hints. * Improved ShaderEditor validation code * Added include file code completion * Added notification for all files affected by a broken include.
2022-07-22Adding shader preprocessor supportYuri Roubinsky
Co-authored-by: TheOrangeDay <6472143+TheOrangeDay@users.noreply.github.com>
2022-07-22Rename directory for export templates from templates to export_templatesAaron Franke
2022-07-22Fix in editor drag and dropping a `Node` to generic `NodePath` propertykleonc
2022-07-22Merge pull request #62996 from reduz/feature-build-profilesRémi Verschelde
2022-07-22Implement Feature Build Profilesreduz
This PR is a continuation of #50381 (which was implemented exactly a year ago!) * Add a visual interface to select which classes should not be built into Godot (well, they are built if something else uses them, but if not used the optimizer will remove them out). * Add a detection system to scan the project and figure out the actual classes used. * Added the ability for SCons to load build profiles. Obligatory Screen: A simple test with a couple of nodes in the scene resulted in a 25% reduction for the final binary size TODO: * Script languages need to implement used class detection (left for another PR). * Options to disable servers or server functionalities (like 2D or 3D physics, navigation, etc). Are missing, that should also greatly aid in reducing binary size. * Options to disable some modules would be desired. * More options to disable drivers (OpenGL, Vulkan, etc) would be desired. In general this PR is a starting point for more contributors to improve and enhance this functionality.
2022-07-22Merge pull request #63286 from RandomShaper/fix_debugger_focusRémi Verschelde
2022-07-21Color Pickers Respect SettingsGuh-Feng
Updated editor_node with function that sets up color pickers throughout Godot to respect editor's settings.
2022-07-21Fix node dragging not working when dock is movedkobewi
2022-07-21Fix editor re-focus on debugger break on WindowsPedro J. Estébanez
2022-07-21Merge pull request #63244 from KoBeWi/canvas_pickerRémi Verschelde
2022-07-21Fix various typos not caught by codespellluz paz
Revert upstream `core/input/gamecontrollerdb.txt`. Upstream fix: https://github.com/gabomdq/SDL_GameControllerDB/pull/600
2022-07-21Fix selection list in 2D editorkobewi
2022-07-21Rename OSX to macOS and iPhoneOS to iOS.bruvzg
2022-07-20Fix FileInfo::import_valid always being set to false for TextFile in some casesMinusKube
2022-07-20Merge pull request #58457 from PhoenixFlame101/masterRémi Verschelde
Fix code folding icon color not matching defined color
2022-07-20Merge pull request #63229 from Chaosus/vs_fix_iconsRémi Verschelde
2022-07-20Fix code folding icon color not matching defined colorPhoenixFlame101
Caused by reusing icons from the main editor in the code editor. These icons were converted based on the main editor theme and not the code editor theme. - Create new icons for use specifically in the code editor - Add these icons to the exceptions when converting dark theme icons to light theme automatically - Change the default value of the code folding color to match previous color - Code folding icon is now pure white by default to correctly match the color defined in settings
2022-07-20Merge pull request #63247 from YuriSizov/toolbars-go-with-the-flowRémi Verschelde