Age | Commit message (Collapse) | Author |
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Duplicate Arrays and Dictionaries when instancing scene in editor
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Fix converting to tileset crashes Godot if existing file is not tileset
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Allows to map an action to all devices.
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Fix all categories unfold when one key binding is changed
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This is accomplished by setting a special value (-1) to the device variable
in the InputEvent that's being used to compare with the one received from the OS.
This special value is invalid for a regular input, so it should be safe.
Implements #17942
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Enhance uri utils
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Extended node rename function to also support renaming node path script instance property
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Radio buttons in menus
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Resloves Replace all doesnt replace all
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Improve popup menus usability
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Fix Collada material roughness import function
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It seems that popups were intended to "grab" the mouse click that triggered them, but their intent was being lost. This commit does the necessary changes to let it happen and updates items that were trying to get advantage of it, because the semantics of `Control::grab_click_focus()` have changed a bit. Namely, it must be called **before** showing the modal.
This allows to popup a menu and activate an item in it in a single click-point-release cycle, instead of having to click once to open the menu and once more to pick an item.
This ability is extended even to context menus activated with the RMB (or any other mouse button, for that matter). The editor benefits from this in the context menu of the tree dock, which has been patched to opt-in for this feature.
This improves UX a bit by saving unnecessary clicks.
From now on, `PopupMenu` always grabs the click and also invalidates the first button release unless the mouse has moved (that's what `set_invalidate_click_until_motion()` was doing and now it's removed), so there is no longer the need of doing both things at every point a pop-up menu is shown.
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For some glTF files, the order of bones in the skeleton array wasn't matching the joints array in the meshes.
Fixes #17808.
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Explicitly print an error when --export fails.
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Added shortcut to rename files
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Previously this would not explicitly say the export failed.
Sure you might see another error somewhere,
but that's not very reliable/obvious.
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#17962)
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FIX: FILE_SHOW_IN_EXPLORER now correctly shows the file's directory
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Add functionality to move selected tiles in tile map editor
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Abstracted the syntax highlighter from text edit.
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This change adds a new entry "Move Selection" to the "Tile Map"
menu in the tile map editor. It allows the user to easily move
as set of selected tiles.
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Fixed some popups not shrinking their size back when losing items
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Ctrl+Clicking a enum now scrolls down to it in the docs.
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Made import conversion linear.
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Removed unneeded sort from SpriteFramesEditor plugin
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Since create_outline can only make outline for PRIMITIVE_TRIANGLES,
when QuadMesh (which is PRIMITIVE_TRIANGLE_FAN) is used to create
outline, will leave `arrays` empty, and crash when it is being indexed
for "indices" subarray.
This PR shows error when there's only one surface and it is not
TRIANGLES. Also prevent the crash if it has more than one surface
and none of them are TRIANGLES (and any other cases that could leave
`arrays` empty) by checking the size of `arrays` == 8 before indexing
it, since the method seems to expect `arrays` to be of that size.
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Improved readability and further tweaking of function
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Fix minus space.
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Fixes NaN roughness in Godot when hardness in Blender is set to more than 255.
Also corrects dependency: more hardness = more roughness (it says shininess, but it actually is hardness).
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Simplify CanvasItemEditor anchor drag logic
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They work exactly the same as current checkbox-decorated items, but in order to preserve compatibility, separate methods are used, like `add_radio_check_item()`. The other option would have been to add a new parameter at the end of `add_check_item()` and the like, but that would have forced callers to provide the defaults manually.
`is_item_checkable()`, `is_item_checked()` and `set_item_checked()` are used regardless the item is set to look as check box or radio button.
Keeping check in the name adds an additional clue about these facts.
Closes #13055.
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There was a percent-prefixed version, which was exposed, and a http-prefixed version which was not (only to GDNative).
This commit keeps the percent-prefixed versions, but with the http-prefixed implementations.
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This PR fixes the code to avoid saving default environment every time
the project is run whitin the editor.
Should fix #17727. Sorry for the troubles!
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also make TileSetEditorPlgn tile list updates the preview modulate
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Overhaul the display scaling editor settings
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This adds more scaling options, in addition to a custom scaling option
which allows any scale between 0.75 and 3.0 to be used.
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properties and fixed animation rename bug perform_node_renames function now also checks for any script instance with node paths so they also get renamed to point to new paths. This also fixes a bug with animation player renaming where two nodes had the same name.
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