Age | Commit message (Collapse) | Author |
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Press Ctrl+F to frame selected nodes in 2d editor
Change Frame Selection hotkey in 2d editor from Ctrl to CMD for Mac compatability
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one bug that when jump to help tab first time, the scroll position is
wrong.
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EditorHelpSearch dialog popup with search results
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same time
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-Object Manipulator Gizmo keeps proper scale in all windows and projections, (configurable on settings too).
-Manipulator gizmos for other objects (camera, shapes, etc) massively improved and bug-fixed.
-Manipulator gizmos are different for edited object and other objects.
-Properly highlight manipulator gizmo handles when hovered.
-Fixed bugs in fragment program when using more than 1 light together.
-Reload png/jpg files automatically in editor if edited externally.
-Added 4-stages Parallel Split Shadow Mapping, to improve shadow quality in large scenarios
-Added PCF13 to improve smoothness of shadow borders
-General optimization of directional light shadow mapping for Orthogonal,PSM and PSSM.
-Fixed normal mapping when importing DAE files, works nicely now.
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2D scene snap settings save
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I noticed a bug where I could close Godot while I was running a project.
If the program was left running and then ran into an error,
or if an error was caught by the debugger and then I quit Godot,
I could no longer close the running project without manually killing it.
This fixes that problem by essentially hitting the Stop button automatically
just prior to quitting the editor.
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Previously, only Use Pixel Snap would save to the scene.
Tested and working for me, on Linux.
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editor window title improvements
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-Added new screen resizing options, stretch_2d is removed, new much more flexible ones.
-Fixed bug in viewport (can create more instances in 3d-in-2d demo now)
-Can set android permissions and screen sizes manually in the export settings
-Changed export templates extension to .tpz (too many people unzipped the manually..)
-File dialog now ensures that the proper extension is used (will not allow to save without it)
-Fixed bug that made collision exceptions not work in 2D
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-Made a few demos using Viewport to show it's true power!
-Fixed some start-up error messages.
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Shows the project name in the window title (good to differentiate multiple instances of Godot with different projects loaded).
Clears the previous scene name from the window title when creating a new scene.
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-Detect when free() might crash the project and throw error
-fixed 2D Bounce in physics (3d still broken)
-renamed “on_top” property to “behind_parent”, which makes more sense, old on_top remains there for compatibility but is invisible.
-large amount of fixes
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Ignore auto-generated doc_data_compressed.h
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Maya and modo style navigation
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Add Viewport Hotkeys / Toggle maximize viewport
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Path Editor UI Improvment
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main handle; Add close curve icon in Path editor UI; Fixed mixed EOL
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moving point to activate view base snapping; Path2D editor inherits from
HBoxContainer now"
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Cleanup debug output
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Hotkey added
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Conflicts:
tools/editor/plugins/spatial_editor_plugin.cpp
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Conflicts:
modules/multiscript/register_types.cpp
platform/android/java/src/com/android/godot/GodotLib.java
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-fix some menus
-fixed bug in out transition curves
-detect and remove file:/// in collada
-remove multiscript for now
-remove dependencies on mouse in OS, moved to Input
-avoid fscache from screwing up (fix might make it slower, but it works)
-funcref was missing, it's there now
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Solved bug to select external editor url
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https://github.com/okamstudio/godot/issues/145
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to change value right away.
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