Age | Commit message (Collapse) | Author |
|
|
|
|
|
|
|
|
|
|
|
Namely, move the drive dropdown to just the left of the path text box and don't include the former
in the latter.
This improves the UX on Windows.
In the UNIX case, since its concept of drives is (ab)used to provide shortcuts to useful paths, its
dropdown is kept at the original location.
|
|
Fix non-latin layout scancodes on Linux, adds access to physical scancodes.
|
|
There is a deferred call to _update_file_list inside _tree_item_activated but it was not bound.
|
|
Remove now unnecessary bindings of signal callbacks in the public API.
There might be some false positives that need rebinding if they were
meant to be public.
No regular expressions were harmed in the making of this commit.
(Nah, just kidding.)
|
|
Add `physical_keycode` (keyboard layout independent keycodes) to InputEventKey and InputMap.
Fix non-latin keyboard layout keycodes on Linux/X11 (fallback to physical keycodes).
|
|
objects and made them default.
|
|
Typed `PoolTypeArray` types are now renamed `PackedTypeArray` and are
sugar for `Vector<Type>`.
|
|
-Texture renamed to Texture2D
-TextureLayered as base now inherits 2Darray, cubemap and cubemap array
-Removed all references to flags in textures (they will go in the shader)
-Texture3D gone for now (will come back later done properly)
-Create base rasterizer for RenderDevice, RasterizerRD
|
|
Happy new year to the wonderful Godot community!
We're starting a new decade with a well-established, non-profit, free
and open source game engine, and tons of further improvements in the
pipeline from hundreds of contributors.
Godot will keep getting better, and we're looking forward to all the
games that the community will keep developing and releasing with it.
|
|
|
|
|
|
Improved project creation UX
|
|
gui elements and moving the drive selection
|
|
This also changes the behavior in EditorFileDialog.
This closes #26041.
|
|
|
|
|
|
|
|
The custom color introduced in be8d569744e4eed9acb313d355d96e6989e92087
had the same name as the "folder" icon, which could cause conflicts
in the generated documentation.
The new name is also more self-explanatory.
|
|
This makes them easier to distinguish from files for quick
visual grepping.
This can also be used in projects by setting the FileDialog "folder"
color. The default value (`Color(1, 1, 1)`) has no visual impact,
for compatibility with existing projects.
|
|
|
|
Fixes this warning:
```
./core/os/dir_access.h:74:17: warning: 'virtual String DirAccess::get_next(bool*)' was hidden [-Woverloaded-virtual]
```
Part of #30790.
|
|
|
|
|
|
|
|
|
|
It seems to stay compatible with formatting done by clang-format 6.0 and 7.0,
so contributors can keep using those versions for now (they will not undo those
changes).
|
|
|
|
Happy new year to the wonderful Godot community!
|
|
|
|
Fixes GCC 5 warnings of the form:
core/io/http_client.cpp:288:9: warning: enumeration value 'STATUS_SSL_HANDSHAKE_ERROR' not handled in switch [-Wswitch]
core/io/marshalls.cpp:806:9: warning: enumeration value 'AABB' not handled in switch [-Wswitch]
Those can be trivial cases where adding a default fallback is the solution,
or more complex issues/hidden bugs where missed values are actually meant
to be handled.
|
|
|
|
This allows more consistency in the manner we include core headers,
where previously there would be a mix of absolute, relative and
include path-dependent includes.
|
|
Check all selected items on OPEN_MANY/OPEN_FILES in FileDialog, also …
|
|
confusing naming.
|
|
Fixed !is_inside_tree() errors appearing when current_file has a . in it.
|
|
|
|
|
|
while in "Open folder" mode.
|
|
Notable potentially breaking changes:
- PROPERTY_USAGE_NOEDITOR is now PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_NETWORK, without PROPERTY_USAGE_INTERNAL
- Some properties were renamed, and sometimes even shadowed by new ones
- New getter methods (some virtual) were added
|
|
Using `misc/scripts/fix_headers.py` on all Godot files.
Some missing header guards were added, and the header inclusion order
was fixed in the Bullet module.
|
|
Happy new year to the wonderful Godot community!
|
|
Added "mode_overrides_title" property to FileDialog
|
|
|
|
|
|
1. Removed "..", instead you now will see "Select Current Folder" and "Select this Folder" buttons.
2. Added "go to parent folder" (^) button to Save a File dialog.
3. Tree.cpp: "nothing_selected" signal has been re-made (previous implementation, merged in #13308, wasn't optimal in context of performance)
4. Fixed issue in Project Export dialog: MODE_SAVE_FILE wasn't set when you click "Export".
5. Now you can deselect items by clicking on empty space in Open a Directory dialog.
|