Age | Commit message (Collapse) | Author |
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The focus is switching back and forth between the popup dialog and
the editor window, causing an infinite loop.
Fix #65824.
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input map.
* Focus into the LineEdit, then perform input to search the list of events by the events assigned.
* New specialised editor-only control for this: EventListenerLineEdit. Line edit is a good candidate for such a control because you can focus it, override it's input handling, and show the event all in one control.
Update InputEventConfigurationDialog to use event listener line edit rather than the separate tabs.
* Cleaner look - no need for tabs.
* Simpler code.
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Android was the last platform to still attempt to disable RTTI (for binary
size), but both the Android editor and now the ICU library used by templates
need RTTI.
There could still be the possibility to support this for non-ICU template
builds (i.e. without the TextServerAdvanced module), but since this isn't one
of the build configurations we test regularly it's pretty risky to keep this
option only for that specific use case. And our code is already littered with
`dynamic_cast`s which weren't guarded with `!defined(NO_SAFE_CAST)`.
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fix error dialog from appearing after loading material res
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Separate TextShaderEditor and ShaderEditorPlugin into different files
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Remember scripts panel's visibility state
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Rename Copy/Paste Property –> Copy/Paste Value
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Fixed shader editor not allowing open files when there is no files already open
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TileMap mouse right can delete autotile
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- give shorter search matches more weight
- allow matching against "Node"
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Right-click to erase TileSet terrains and bugfixes
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ci: add Python static analysis check via mypy
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Fixes #63544.
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Using codespell 2.3-dev from current git.
And fix typo in `methods.py` for `vsproj=yes` option (still won't work
though).
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Project converter: JSON.print -> JSON.stringify
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gotnospirit/master-project_converter-os-get_datetime
Project converter: OS.get_datetime -> Time.get_datetime_dict_from_system
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Fix wrong docs opening in script override gutter
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Fix typos - "collison" -> "collision"
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akien-mga/animation-workaround-disable-onion-skinning
Animation editor: Disable onion skinning temporarily due to rendering bug
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Rename Indent Left/Right options in the Script Editor to Indent/Unindent
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Works around #53870.
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Clean up canvas light shader API.
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Signed-off-by: MisterMX <mbxd12@web.de>
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Expose LIGHT_ENERGY and LIGHT_IS_DIRECTIONAL.
Add LIGHT_DIRECTION
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Part of #66537.
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Prevent docks to be reset to first tab when switching dock visibility
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(cherry picked from commit 7ee90a080f88d7f5786b25cc829da65b5c33faa7)
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Fix mouse release leaving dock area
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Fix project run/stop buttons disappearing in the editor
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Implements https://github.com/godotengine/godot-proposals/issues/3371.
New `target` presets
====================
The `tools` option is removed and `target` changes to use three new presets,
which match the builds users are familiar with. These targets control the
default optimization level and enable editor-specific and debugging code:
- `editor`: Replaces `tools=yes target=release_debug`.
* Defines: `TOOLS_ENABLED`, `DEBUG_ENABLED`, `-O2`/`/O2`
- `template_debug`: Replaces `tools=no target=release_debug`.
* Defines: `DEBUG_ENABLED`, `-O2`/`/O2`
- `template_release`: Replaces `tools=no target=release`.
* Defines: `-O3`/`/O2`
New `dev_build` option
======================
The previous `target=debug` is now replaced by a separate `dev_build=yes`
option, which can be used in combination with either of the three targets,
and changes the following:
- `dev_build`: Defines `DEV_ENABLED`, disables optimization (`-O0`/`/0d`),
enables generating debug symbols, does not define `NDEBUG` so `assert()`
works in thirdparty libraries, adds a `.dev` suffix to the binary name.
Note: Unlike previously, `dev_build` defaults to off so that users who
compile Godot from source get an optimized and small build by default.
Engine contributors should now set `dev_build=yes` in their build scripts or
IDE configuration manually.
Changed binary names
====================
The name of generated binaries and object files are changed too, to follow
this format:
`godot.<platform>.<target>[.dev][.double].<arch>[.<extra_suffix>][.<ext>]`
For example:
- `godot.linuxbsd.editor.dev.arm64`
- `godot.windows.template_release.double.x86_64.mono.exe`
Be sure to update your links/scripts/IDE config accordingly.
More flexible `optimize` and `debug_symbols` options
====================================================
The optimization level and whether to generate debug symbols can be further
specified with the `optimize` and `debug_symbols` options. So the default
values listed above for the various `target` and `dev_build` combinations
are indicative and can be replaced when compiling, e.g.:
`scons p=linuxbsd target=template_debug dev_build=yes optimize=debug`
will make a "debug" export template with dev-only code enabled, `-Og`
optimization level for GCC/Clang, and debug symbols. Perfect for debugging
complex crashes at runtime in an exported project.
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Add ability to open multiple scenes in the Dependency Editor
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Make Replace in Files always visible in Search
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