Age | Commit message (Collapse) | Author |
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Remove SkeletonModificationStack3D, and Skeleton3D api cleanup
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Button shortcuts no longer "press" the Button.
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* Button shortcuts were treated as generic input events on buttons. This means that to activate a button shortcut you had to press and release.
* This logic is removed and now shortcuts always activate on press.
* This makes the editor feel more responsive and solves problems related to this behavior.
Fixes #45033 and possibly others.
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Automatically reparent editor progress dialog to avoid error spam.
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Remove normal_map from MeshInstance2D and MultiMeshInstance2D
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Removes all 3D modification resources. SkeletonIK3D is a node and still supported.
Remove deprecated Skeleton3D functionality for 4.0, so we can add it back in 4.x.
Remove local_pose_override feature from Skeleton3D and BoneAttachment3D.
Expose Skeleton3D::get_version() so IK scripts/extensions can cache bones.
Note: This change only affects 3D. SkeletonModification2D will work as before.
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Add expand modes to TextureRect
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Somehow that PR didn't run the CI checks.
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Fix debug shape of `ShapeCast3D` not updating on `Shape` change
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Fix crash in RichTextLabel table parsing
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Split pause() from AnimationPlayer's stop()
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Fixed with help of feedback from bruvzg. Prevents invalid items getting to stack.
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Tweak NavigationAgent2D defaults
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Tweaks default values for NavigationAgent2D to work better out of the box within a new 2D project using default resolution.
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EricEzaM/68176-codeedit_update_code_completion_options_crash
Fix crash in CodeEdit when caret column exceeds line length.
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Add SceneTree.unload_current_scene()
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Ensure that the cached layout mode is in sync
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Text resource loader fixes
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Change set_drag_forwarding() to use callables.
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marzecdawid/only-cursor-multiselect-tree-text-search
Fix text search in Tree with multiselect
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* Moved the order of progress update to after the actual resource loading to give better % numbers.
* Fix a bug introduced by #67714, which broke cache ignoring.
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* This solution is much cleaner than the one in 3.x thanks to the use of callables.
* Works without issues in any language (no need to worry about camel or snake case).
* Editor code uses a compatibility function (too much work to redo).
Fixes #59899
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Provides an obvious way to unload the currently loaded scene (which is nowhere to be found in the docs).
The SceneTree.change_scene_to() method must now always provide a valid PackedScene.
Fixes #63565.
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Calinou/particles-tweak-animation-offset-property-hint
Tweak particles animation offset property hint to allow more precise values
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Add Node::get_window() method.
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Expose Tree::deselect_all to GDScript
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Set main window min. size via Window object instead of DisplayServer to preserve it during window updates.
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Ability to change a resource UID from API
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Clarify some parent item checks in `CanvasItem`
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* Works for text, binary and imported resources
* Allows better clean up of duplicate files.
TODO (future PRs):
* Use this API for assigning new UIDs to copied files.
* Use this API for UID conflict on FS scanning (if more than one file has the same UID, the newer one(s) should get assigned a different UID).
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* Remove unused `EditorPropertyMember` and related hints, previouly used by
VisualScript. Such logic should be implemented in the VS module itself.
* As the above broke compatibility with the VS module, clean up the other
hacks that were still in core in support of VisualScript.
* `PROPERTY_USAGE_INTERNATIONALIZED` was only used in Object's
`get_translatable_strings()`, which is a legacy function not used anywhere.
So both are removed.
* Reordered some usage flags after the above removal to minimize the diff.
* General clean up.
Fixes #30203.
Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
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Use BitField<> in core type masks
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Use BitField<> hint for Mesh.ArrayFormat and Control.SizeFlags
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