31bcbb0184
Hide the transform gizmo while editing a mesh data resource.
2022-08-20 01:42:19 +02:00
3220e9c592
Now in order to edit MeshDataInstance a new edit mode has to be togged from the top bar. While this mode is enabled the edited MeshDatainstace can't be deselected. Also now Mesh Data Editor's sidebar will only be visible in this mode, along with the editor gizmo.
2022-08-20 01:33:02 +02:00
95767b2cea
Moved the editor only modules to a new editor_modules folder.
2022-08-19 22:46:53 +02:00
cffe742085
Renamed the VisualServer to RenderringServer like in Godot4, as I think it's a lot better name for it. I did not yet rename the files.
2022-08-19 20:50:20 +02:00
4c4e19223e
Added _theme_ infix to the theme helper methods in Control.
2022-08-17 20:57:16 +02:00
9757c39f05
Moved a few more core classes.
2022-08-17 17:43:49 +02:00
99e94b08c4
Moved base input related classes to core/input.
2022-08-17 17:02:24 +02:00
220b2db443
Moved String and related classes under a string folder in core.
2022-08-17 14:19:55 +02:00
dc9cc716c7
Moved Object related classes under core/object.
2022-08-17 13:45:14 +02:00
9555ee56b9
Moved Variant related classes under a variant folder in core.
2022-08-17 13:17:12 +02:00
388b88678e
Moved container related classes in core under a new containers directory.
2022-08-17 12:53:49 +02:00
0d2fc2e9f2
Moved color to core/math.
2022-08-17 11:38:15 +02:00
730bce8587
Renamed Quat to Quaternion for consistency with the other engine math classes.
2022-08-13 15:22:33 +02:00
f423b30714
Backported from Godot4: Fix secondary handles in editor gizmos
...
Primary and secondary handles are no longer differentiated by their ids, so a bool was added to tell them apart in all the handle-related methods.
Includes a minor fix in CollisionPolygon3DEditor, unrelated to editor gizmos.
- JFonS
5ebea2d120
2022-08-12 22:21:00 +02:00
b6eb2db442
Backported returning AfterGUIInput from forward_spatial_gui_input from Godot4. Also removed the first index parameter. This fully broke the skeleton editor, it will be fixed soon.
2022-08-11 02:24:30 +02:00
58539a22b6
Backported from Godot4: Node3D gizmo improvements
...
* Clean-up of node_3d_editor_plugin.{h,cpp}: removed unused code, fixed some bugs.
* Moved node_3d_editor_gizmos.{h,cpp} to editor/plugins.
* Added support for multiple gizmos per node. This means custom gizmos will no longer override the built-in ones and that multiple gizmos can be used in more complex nodes.
* Added support for handle IDs. When adding handles to a gizmo, an ID can be specified for each one, making it easier to work with gizmos that have a variable number of handles.
* Added support for subgizmos, selectable elements that can be transformed without needing a node of their own. By overriding _subgizmo_intersect_frustum() and/or _subgizmo_intersect_ray() gizmos can define which subgizmos should be selected on a region or click selection. Subgizmo transformations are applied using get/set/commit virtual methods, similar to how handles work.
- JFonS
cfb555a081
- Note: MeshDataResourceEditor is now kind of painful to use, it will be fixed a bit later.
2022-08-11 01:24:29 +02:00
f8ac4e5708
Check whether the gltf module is enabled or not before trying to use it.
2022-08-07 20:50:41 +02:00
8e6e429653
Removed unnecessary import.
2022-08-07 20:49:57 +02:00
81145db235
Actually check whether modules are enabled, not just for their existence in mesh_data_resource's SCsub.
2022-08-07 20:49:29 +02:00
0d6c6230fc
Went through mdr ed, and made as much parameters references as I could.
2022-04-14 17:13:07 +02:00
3406a11f5c
Went through mdr ed's code for bad poolvector assigns, hopefully fixed all of them.
2022-04-14 14:06:15 +02:00
386f52d84b
Fix the connect actions.
2022-04-14 13:05:11 +02:00
fe18c0f02d
Call the proper method.
2022-04-14 13:01:31 +02:00
7f2cb4da8e
Fix uv island editing.
2022-04-14 12:14:59 +02:00
cd45c37881
Fix shadowed declaration warning.
2022-04-14 01:43:40 +02:00
93652c7f03
Fix crash in apply seams.
2022-04-14 01:26:16 +02:00
ea20b2fd09
Fix input and draw for the rect view nodes.
2022-04-14 01:04:20 +02:00
29972b6f6d
Also ported the uv rect editor's ui.
2022-04-14 00:57:27 +02:00
dfa336c427
Fixed the uv previewer node.
2022-04-13 23:56:34 +02:00
7abae74f96
Cleanups and smaller fixes to MDIEd.
2022-04-13 23:54:26 +02:00
52f53b785d
Fix signal already connected error.
2022-04-13 23:48:02 +02:00
68591bb15c
Fix nonexistent signal error.
2022-04-13 23:45:16 +02:00
4dba63cb69
Properly give separate button groups for handle selection types and pivots.
2022-04-13 23:34:03 +02:00
4d49128e4c
Bind a few methods to fix undo redo support, and events for mdr ed.
2022-04-13 23:31:23 +02:00
10b7d20418
Fix crash.
2022-04-13 23:10:48 +02:00
c7de534f03
Fully ported mdr editor's main ui.
2022-04-13 22:22:40 +02:00
34607ff21e
Ported the actions buttons for mdr ed's ui.
2022-04-13 20:39:17 +02:00
496b1b7f34
Small cleanups, and enabled / registered the mesh data instance editor plugins. Editing itself seems to work, however the UI still need to be fixed.
2022-04-13 19:39:55 +02:00
cd3366f6c4
Implement the uv editor popup.
2022-04-13 18:23:43 +02:00
f930ee6063
Also update the SCSub file.
2022-04-13 17:42:33 +02:00
233fcf39ff
Renamed the uv rect editor popup aswell.
2022-04-13 17:39:35 +02:00
4e025703f8
Renamed MDIEdUVEditor to MDIEdUVPreviewer.
2022-04-13 17:32:14 +02:00
bb4504d2f7
Finished the initial logic port for mdr ed's classses.
2022-04-13 14:59:40 +02:00
b0c2deab78
Work on the logic port for the rest of mdr ed's classes.
2022-04-13 02:08:30 +02:00
49d2b181a1
Initial logic port of mdr ed's uv editor.
2022-04-12 21:46:03 +02:00
0cc14121fa
Added const qualifiers, and made everything I could references in the mesh utils class.
2022-04-12 13:20:19 +02:00
5b8a89216b
Also port the logic in the mesh utils.
2022-04-12 13:04:53 +02:00
f5c1a5eec1
Ported the logic of the mesh outline generator.
2022-04-11 20:56:59 +02:00
4af170d9fb
Fix shadowed declaration.
2022-04-11 15:10:28 +02:00
30a2cda543
Ported the logic of MDREDMeshDecompose to c++, and added it to the build.
2022-04-11 15:06:09 +02:00