Age | Commit message (Collapse) | Author |
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Fix scene import following List iterator changes
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Implement Resource UIDs
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Use C++ range iterators for Lists in many situations
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* Most resource types now have unique identifiers.
* Applies to text, binary and imported resources.
* File formats reference both by text and UID (when available). UID always has priority.
* Resource UIDs are 64 bits for better compatibility with the engine.
* Can be represented and used textually, example `uuid://dapwmgsmnl28u`.
* A special binary cache file is used and exported, containing the mappings.
Example of how it looks:
```GDScript
[gd_scene load_steps=2 format=3 uid="uid://dw86wq31afig2"]
[ext_resource type="PackedScene" uid="uid://bt36ojelx8q6c" path="res://subscene.scn" id="1_t56hs"]
```
GDScript, shaders and other special resource files can't currently provide UIDs, but this should be doable with special keywords on the files.
This will be reserved for future PRs.
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Add a tooltip for Inclusive and Self in the editor profiler
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This also changes the display mode tooltips to reflect the fact that
times are now displayed in milliseconds instead of seconds.
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Node3D gizmo improvements
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* Clean-up of node_3d_editor_plugin.{h,cpp}: removed unused code, fixed some bugs.
* Moved node_3d_editor_gizmos.{h,cpp} to editor/plugins.
* Added support for multiple gizmos per node. This means custom gizmos will no longer override the built-in ones and that multiple gizmos can be used in more complex nodes.
* Added support for handle IDs. When adding handles to a gizmo, an ID can be specified for each one, making it easier to work with gizmos that have a variable number of handles.
* Added support for subgizmos, selectable elements that can be transformed without needing a node of their own. By overriding _subgizmo_intersect_frustum() and/or _subgizmo_intersect_ray() gizmos can define which subgizmos should be selected on a region or click selection. Subgizmo transformations are applied using get/set/commit virtual methods, similar to how handles work.
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Expose an ImportOrder enum in ResourceImporter
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Clarify the purpose of the default asset library URLs in the editor
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Allow for easier editing of rect CollisionShape2D
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`localhost` was removed as it won't work out of the box. It can be added
by the user if they're working on the asset library itself.
This won't affect existing installations due to how the editor settings
are stored, but existing installations will keep working fine.
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This avoids using magic numbers in code.
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This reverts commit 7d20d78847b24586b3f25beb23b41d015a25fb0a.
# Conflicts:
# editor/scene_tree_editor.cpp
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Fix `TexturePreview` crashing
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* Friendlier with version control.
* Generates pseudo unique IDs, to minimize conflicts when merging, but still
user readable (so, not UUID).
* Eventually will also allow to have more precisely named sub-resources in
imported files.
* This will allow better reloading on changes (including resources already
loaded) as well as better keeping track of changes on the DCC.
* Keeps backward compatibility with the old formats.
* Binary and text format version incremented to mark breakage in forward
compatibility.
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Optimize NodePath update when renaming or deleting nodes in the editor
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Fix Output panel colors on theme changing
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Use `is_equal_approx` in more places
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Fix visual script icons
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This pull request fixes an issue where the visual script icons weren't representative of their data.
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add viewport.get_camera_2d()
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Fix Change Node Type after Add Node Here
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Remove leftover prints when using shader global variables
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Add scrolling to tile atlas view
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Improve add item type UI in theme editor
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LightningAA/simplify-subviewport-preview-editor-theme
Remove unnecessary `get_editor_theme()` in `SubViewportPreview`
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Display the class name in the description
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Fix Illegible text in audio bus editor
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Use C++11 raw literals for shader code to improve readability
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Make various strings translatable
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Add shift + [1-5] keyboard shortcuts to zoom out
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Add scaling to the curve editor's handles
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Implement more rendering options as specialization constants
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[Editor Fonts] Add Noto Sans Bold font variant for supported languages.
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