Age | Commit message (Collapse) | Author |
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Use real_t in 2D nodes
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Fix translations update in window & Dialogs (AcceptDialog/ConfirmationDialog/FileDialog) (Fix 39320, 39258 & 45887)
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* Added option for importers to show an Advanced settings dialog
* Created advanced settings dialog for Scene Importer
* Cleaned up importers (remove many old/unused options)
* Added the ability to customize every node, material, mesh and animation individually
* Saving to animations and meshes to files is now a manual process, making it more predictable
* Added the ability for materials to be replaced by external files (or to be made external, up to you).
* When doubleclicking an impoted scene in the filesystem dock, it automatically shows the import settings instead of asking to open it.
WARNING: Lightmap UV unwrap is not working, it needs to be re-made.
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Support for duplication of nested instanced scenes
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Relaxes node name sanitization in gltf documents.
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Hide more options of disabled properties
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Fix Window returning `INVALID_WINDOW_ID` when being embedded
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Hide extra options from various nodes if they're not enabled
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Disconnect while downloading
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Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
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Node::duplicate_from_editor, which is also used by "Duplicate" function of the SceneTreeDock
- Removed Node::duplicate_and_reown method as it is not used anymore
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Fixed popup not calculating size correctly before adjusting its rect.
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This fix request_completed being emitted two times, the first with the
result, the second as a failure when retrieving responses served with
read-until-EOF.
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Prevent crash when clicking Mesh in MeshInstance when is scene root
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SceneTree.quit(<exit_code>) should be used instead
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Added option in project settings to draw Shape2D outlines
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Disabling collision outlines can be useful for performance when the game
is running and many collision shapes are displayed.
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* Adds both a preview sun and preview environment to the 3D editor.
* They are valid as long as a DirectionalLight3D and WorldEnvironment are not in the scene.
* If any is added to the scene, the respective preview is disabled.
* Changed WorldEnvironment to better handle multiple node versions.
* Added a function in SceneTree to get the first node in a group.
* Fixed button minimum size to also consider font height if no text is there, this broke with the TextSever PR.
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Improve the `get_node()` error message to be more descriptive
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- Mention the origin of the `get_node()` call.
- Mention whether the attempted path is absolute or relative.
See #46214.
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This makes them easier to distinguish, especially when used
in a TileMap.
The default color's opacity has been slightly decreased to account
for the new outline.
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And fix various bogus bindings following previous PRs.
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Refactor Process Mode
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Renamed to ActionMapEditor as it is more generic and can be used for more than just the InputMapEditor if required.
This also includes a new Event Configuration dialog (previously "Press A key...") which can be used to create and edit InputEvents for any use - like the Project Settings input map, or the Editor Settings shortcuts.
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Implements https://github.com/godotengine/godot-proposals/issues/1835#issuecomment-727186192
* PauseMode is now ProcessMode, containing the following states:
```
PROCESS_MODE_INHERIT, // same as parent node
PROCESS_MODE_NORMAL, // process only if not paused
PROCESS_MODE_PAUSE_ONLY, // process only if paused
PROCESS_MODE_ALWAYS, // process always
PROCESS_MODE_DISABLED, // never process
```
* NOTIFICATION_PAUSED and NOTIFICATION_UNPAUSED are received effectively when the node is paused and unpaused (not any longer when pause mode is set in SceneTree).
* Renamed some nodes that used ProcessMode/process_mode to specify a callback type to ProcessCallback to avoid clashes.
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Modernize atomics (and fix `volatile`)
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- Based on C++11's `atomic`
- Reworked `SafeRefCount` (based on the rewrite by @hpvb)
- Replaced free atomic functions by the new `SafeNumeric<T>`
- Replaced wrong cases of `volatile bool` by the new `SafeFlag`
- Platform-specific implementations no longer needed
Co-authored-by: Hein-Pieter van Braam-Stewart <hp@tmm.cx>
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-Advanced Settings toggle also hides advanced properties when disabled
-Simplified Advanced Bar (errors were just plain redundant)
-Reorganized rendering quality settings.
-Reorganized miscelaneous settings for clean up.
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Yet another node copy-paste PR
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Fix StringName type checks in other `_rpc*_bind` methods.
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-For inspector refresh, the inspector now detects if a property change by polling a few times per second and then does update the control if so. This process is very cheap.
-For property list refresh, a new signal (property_list_changed) was added to Object. _change_notify() is replaced by notify_property_list_changed()
-Changed all objects using the old method to the signal, or just deleted the calls to _change_notify(<property>) since they are unnecesary now.
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Initialize class variables with default values in scene/ [2/2]
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