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2021-06-30Fix editor suffixes and degrees conversionreduz
* Functions to convert to/from degrees are all gone. Conversion is done by the editor. * Use PROPERTY_HINT_ANGLE instead of PROPERTY_HINT_RANGE to edit radian angles in degrees. * Added possibility to add suffixes to range properties, use "min,max[,step][,suffix:<something>]" example "0,100,1,suffix:m" * In general, can add suffixes for EditorSpinSlider Not covered by this PR, will have to be addressed by future ones: * Ability to switch radians/degrees in the inspector for angle properties (if actually wanted). * Animations previously made will most likely break, need to add a way to make old ones compatible. * Only added a "px" suffix to 2D position and a "m" one to 3D position, someone needs to go through the rest of the engine and add all remaining suffixes. * Likely also need to track down usage of EditorSpinSlider outside properties to add suffixes to it too.
2021-06-29Merge pull request #49713 from nekomatata/fix-export-var-override-runtimeRémi Verschelde
Fix export var override in PackedScene at runtime
2021-06-29Implement painting properties over TileSetsGilles Roudière
2021-06-28Merge pull request #49951 from ↵Rémi Verschelde
Calinou/standardmaterial3d-height-triplanar-print-warning Print warning in StandardMaterial3D when height and triplanar are active
2021-06-28Print warning in StandardMaterial3D when height and triplanar are activeHugo Locurcio
Using both height mapping and triplanar mapping isn't supported.
2021-06-28Fix auto-connection from output node to input (VisualShaders)Yuri Roubinsky
2021-06-27Fix flipped binormal in StandardMaterial3D triplanar mappingHugo Locurcio
This made normal maps on triplanar materials use an inverted Y direction compared to non-triplanar materials.
2021-06-24Merge pull request #49583 from timothyqiu/texture-crashRémi Verschelde
Fix crash when freeing GradientTexture and NoiseTexture
2021-06-23Allow a top and bottom radius equal to 0 in CylinderMeshHugo Locurcio
The CylinderMesh generation code handles this special case and avoids generating the top and bottom faces if their radius is equal to 0. This improves performance by reducing the number of vertices to draw. If both values are set to 0, nothing will be visible but the mesh generation will still succeed. This also improves the CylinderMesh class documentation.
2021-06-19Rename `instance()`->`instantiate()` when it's a verbLightning_A
2021-06-20Merge pull request #49741 from RandomShaper/fix_save_scene_side_effectsRémi Verschelde
Remove side effects of scene save
2021-06-19Remove side effects of scene savePedro J. Estébanez
2021-06-18Fix export var override in PackedScene at runtimePouleyKetchoupp
Regression fix: update_exports is tool only and should be used only in the editor, otherwise it can cause export variable overrides from instances to be discarded in favor of the parent's value.
2021-06-18Make LineShape2D normal point upwards by defaultPouleyKetchoupp
Allows line shapes to collide with objects falling from the top by default, which makes more sense for the most common cases.
2021-06-18Merge pull request #49659 from LightningAA/string-valid-integer-to-intRémi Verschelde
2021-06-17Add PROPERTY_USAGE_NONE and use itAaron Franke
2021-06-17Re-add extents property to box shapes for compatibilityAaron Franke
2021-06-16Rename VisibilityNotifierXD to VisibleOnScreenNotifierXDreduz
* Renames for 2D and 3D * Class name was confusing, given both 2D and 3D have a "visible" property that is unrelated to actual on-screen visibility. * New name makes it clear that this is about visibility on screen.
2021-06-16Refactor VisibilityNotifier3Dreduz
* This is the 3D counterpart to #49632 * Implemented a bit different as 3D works using instancing After merged, both 2D and 3D classes will most likely be renamed in a separate PR to DisplayNotifier2D/3D.
2021-06-16Merge pull request #49238 from Paulb23/code_edit_code_foldingRémi Verschelde
Move code folding into CodeEdit and hide line hiding API
2021-06-16Rename `is_valid_integer()` to `is_valid_int()`Lightning_A
Method from `String`
2021-06-16Merge pull request #49632 from reduz/refactor-visibility-notifier-2dRémi Verschelde
Refactor VisibilityNotifier2D
2021-06-16Merge pull request #49401 from fire/8-weightsK. S. Ernest (iFire) Lee
Fix 8 bone weights in glTF2
2021-06-16Refactor VisibilityNotifierreduz
* Works from RenderinServer * Accurately tells when on or off-scren, its no longer approximate. * VisibilityEnabler also simplified to use the process mode instead.
2021-06-15Merge pull request #49624 from nekomatata/fix-sub-resource-cacheRémi Verschelde
Fix sub-resource storing the wrong index in cache
2021-06-15Fix sub-resource storing the wrong index in cachePouleyKetchoupp
The subindex within Resource wasn't synchronized with the path stored in cache when saving a packed scene. It could cause sub-resources to be swapped when loading the same packed scene in the same session. Now the subindex in Resource reflects the sub-resource path in cache, making saving and loading sub-resources consistent. Co-authored-by: latorril <latorril@gmail.com>
2021-06-14Overhaul the theme editor and improve user experienceYuri Sizov
2021-06-14Fix crash when freeing GradientTexture and NoiseTextureHaoyu Qiu
2021-06-13Merge pull request #49227 from pycbouh/editor-theme-freeze-changesRémi Verschelde
Prevent `Theme` resource from emitting changes during bulk operations
2021-06-13Merge pull request #49526 from Chaosus/fix_textureregion_errorsRémi Verschelde
2021-06-13Merge pull request #49543 from greatmomo/SkeletonModification_bugfixRémi Verschelde
2021-06-13Merge pull request #49558 from timothyqiu/invalid-refRémi Verschelde
2021-06-13Validate parameter of SkeletonModificationStack2D::add_modificationHaoyu Qiu
2021-06-13Add range check for TileSet::CellNeighbor parameterHaoyu Qiu
2021-06-12Fixed crash on calling set_editor_draw without properly setupMoritz Kaltenbrunner
SkeletonModification
2021-06-12Fixed a bunch of connection errors in TextureEditorPluginYuri Roubinsky
2021-06-12Fix tangents array in SurfaceTooljfons
2021-06-11Merge pull request #49312 from RandomShaper/reference_to_ref_countRémi Verschelde
Rename `Reference` to `RefCounted`
2021-06-11Merge pull request #47835 from mortarroad/master-lossless-webpRémi Verschelde
Implement lossless WebP encoding
2021-06-11Rename Reference to RefCountedPedro J. Estébanez
2021-06-11Implement lossless WebP encodingMorris Tabor
2021-06-11Core: Move DirAccess and FileAccess to `core/io`Rémi Verschelde
File handling APIs are typically considered part of I/O, and we did have most `FileAccess` implementations in `core/io` already.
2021-06-09Merge pull request #42248 from Chaosus/vs_particles_shaderRémi Verschelde
Continuation of work on visual particles system
2021-06-08Removes deleted OrenNayar mode from shaders and materialsYuri Roubinsky
2021-06-07Fix 8 bone weights in glTF2K. S. Ernest (iFire) Lee
Don't spam in glTF2 import either. Clear() in SurfaceTool does not keep 8 weights.
2021-06-07Continuation of work on visual particles systemYuri Roubinsky
2021-06-07Merge pull request #49308 from pycbouh/theme-prevent-type-overrideRémi Verschelde
Fix `Theme` overriding existing theme types with empty
2021-06-07Style: Cleanup uses of double spaces between wordsRémi Verschelde
Or after punctuation. Tried to leave third-party stuff alone, unless it has been heavily modified for Godot.
2021-06-07Adds `UVFunc` for panning/scaling on UV's to VisualShader's.Yuri Roubinsky
2021-06-05New and improved IK system for Skeleton2DTwistedTwigleg
This PR and commit adds a new IK system for 2D with the Skeleton2D node that adds several new IK solvers, a way to control bones in a Skeleton2D node similar to that in Skeleton3D. It also adds additional changes and functionality. This work was sponsored by GSoC 2020 and TwistedTwigleg. Full list of changes: * Adds a SkeletonModifier2D resource * This resource is the base where all IK code is written and executed * Has a function for clamping angles, since it is so commonly used * Modifiers are unique when duplicated so it works with instancing * Adds a SkeletonModifierStack2D resource * This resource manages a series of SkeletonModification2Ds * This is what the Skeleton2D directly interfaces with to make IK possible * Adds SkeletonModifier2D resources for LookAt, CCDIK, FABRIK, Jiggle, and TwoBoneIK * Each modification is in its own file * There is also a SkeletonModifier2D resource that acts as a stack for using multiple stacks together * Adds a PhysicalBone2D node * Works similar to the PhysicalBone3D node, but uses a RigidBody2D node * Changes to Skeleton2D listed below: * Skeleton2D now holds a single SkeletonModificationStack2D for IK * Skeleton2D now has a local_pose_override, which overrides the Bone2D position similar to how the overrides work in Skeleton3D * Changes to Bone2D listed below: * The default_length property has been changed to length. Length is the length of the bone to its child bone node * New bone_angle property, which is the angle the bone has to its first child bone node * Bone2D caches its transform when not modified by IK for IK interpolation purposes * Bone2D draws its own editor gizmo, though this is stated to change in the future * Changes to CanvasItemEditor listed below: * Bone2D gizmo drawing code removed * The 2D IK code is removed. Now Bone2D is the only bone system for 2D * Transform2D now has a looking_at function for rotating to face a position * Two new node notifications: NOTIFICATION_EDITOR_PRE_SAVE and NOTIFICATION_EDITOR_POST_SAVE * These notifications only are called in the editor right before and after saving a scene * Needed for not saving the IK position when executing IK in the editor * Documentation for all the changes listed above.