Age | Commit message (Collapse) | Author |
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-If re-importing from the "dependency changed" dialog, edited scene will keep the local changes.
-Imported scene will keep track of changes in the source asset
-Geometry changes in source geometry or nodes with a different transform will be updated.
-Materials will be kept if changed locally.
-New nodes added will be kept
-If nodes were reparented or renamed, they will still keep track
-Deleted notes will be restored, use the -noimp option to avoid this.
-In general, you can trust that if you do local modifications to the imported scene, they will not be erased after re-import.
-Erasing your changes is done by re-importing from the "Re-Import" menu, re-opening the "Import 3D Scene" dialog. This wil re-import fresh.
Overall, This should allow you to work on a scene and see changes made to 3D assets in real-time.
So Please test!!
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-More parameters to ESM shadows
-LightMap Octree now can bake to "hdr" (use HDR8 for now)
-New resource PolygonPathFinder, polygon based pathfinder using A-star algorithm. (will add nodes to use it more easily soon)
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Script editor: Add selected text in replace dialog automatically
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Align selected node with current view (3d editor)
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Fixed #185 Setting a new Texture for a Sprite node does not update preview
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for clear search term
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-ESM Shadow Mapping for softer and less glitchy shadows
-HDR Pipeline (convert to Linear on texture import, convert to SRGB at the end)
-Fix to xml parse bug
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current view)
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selected more than 1 line); Replace textbox get focus when there's search text but no replace text; Bump up transparency of FindReplaceDialog
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-Support for lightmap baker, have fun figuring out how it works before tutorial is published.
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Use cStringIO to write editor_icons.cpp
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Set project name automatically when choosing path for new projects in project manager
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Adding search box to scene dock(file system tab)
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Add pin/favorite projects in project manager
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projects (recommit due problem with codeblocks tabs)
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projects
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-Sprite3D and AnimatedSprite3D support.
-Opaque pre-pass works, is compatible with shadows
-Improved shadow map rendering (can differentiate between plain opaque and opaque with shaders/discard/etc)
-Added option to use alpha discard in FixedMaterial
-Improved Glow FX, many more options (three modes, Additive, Screen and SoftLight), strength and scale
-Ability for Background (image or cubemap) to send to glow buffer
-Dumb Deploy of clients now actually works in Android
-Many Many rendering fixes, 3D is much more usable now.
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-Auto indenter in code editor, this makes it much easier to paste external code.
-Zoom in 2D viewport now uses the mouse pointer as reference.
-Obscure hack to see where code/line of GDScript in C++ backtrace.
-Fixed a bug where keys would get stuck on X11 if pressed simultaneously
-Added Api on IP singleton to request local IPs.
-Premultiplied alpha support when importing texture, editing PNGs and as a blend mode.
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conflit when buiding with spawn_jobs
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timer to updated when the setting has changed
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Add 2d unifrom scale
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Resolve issue #406 by adding hotkey for "quit to project manager"
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Auto generate editor_icons.cpp to make it easy to update editor icons
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-IMA-ADPCM support for samples, this means that sound effects can be compressed and use 4 timess less RAM.
-New 3D import workflow based on Wavefront OBJ. Import single objects as mesh resources instead of full scenes. Many people prefers to work this way. Just like the rest of the imported resources, these are updated in realtime if modified externally.
-Mesh resources now support naming surfaces. This helps reimporting to identify which user-created materials must be kept.
-Several fixes and improvements to SurfaceTool.
-Anti Aliasing added to WorldEnvironment effects (using FXAA)
-2D Physics bodies (RigidBody, KinematicBody, etc), Raycasts, Tilemap, etc support collision layers. This makes easy to group which objects collide against which.
-2D Trigger shapes can now also trigger collision reporting in other 2D bodies (it used to be in Area2D before)
-Viewport render target textures can now be filtered.
-Few fixes in GDscript make it easier to work with static functions and class members.
-Several and many bugfixes.
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there're icon changes
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issue #406
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dialog
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Shift+Del to delete nodes without confirmation
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alt + arrow key as local base move mode; Control + arrow key as local +
rotation move mode
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Fix crash in editor when open new scene in editing
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resources_dock->cleanup(); // This will delete GDScript instance (if property_editor->obj is scene's GDScript instance, editor will crash)
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Add F and CMD+F hot key for center/frame selected node(s) in 2d editor
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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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Disalbe auto code completion even there's only one option
Hide auto-completion if only one completion option and it's been typed
Support use tab key to accept code completion option
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one bug that when jump to help tab first time, the scroll position is
wrong.
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