Commit Graph

79 Commits

Author SHA1 Message Date
213f393293 Fix typos with codespell. 2022-12-22 19:51:25 +01:00
41f130d9fd Re-extracted the class docs. 2022-11-20 23:27:04 +01:00
6c0008a912 Added custom Paint, Web, and Mesh (MDI) nodes to the SceneTreeDock. 2022-11-20 23:16:20 +01:00
258857332c Replaced MESH_UTILS_PRESENT defines aswell. 2022-10-05 14:35:44 +02:00
50e1108e18 Replaced PROPS_2D_PRESENT define for the module system's equivalent. 2022-10-05 13:20:42 +02:00
ea2a36c4ea Also replaced the old PROPS_PRESENT defines with the module system's generated defines. 2022-10-05 11:16:32 +02:00
ece362681d Replaced the old TEXTURE_PACKER_PRESENT defines with the module system's generated defines. 2022-10-05 10:25:48 +02:00
a1974c8338 Re-extracted the class docs. 2022-08-23 13:09:12 +02:00
714547cb17 Re-extracted class docs. 2022-08-21 00:40:49 +02:00
ead97d9164 Added an icon for MeshDataResource, MeshDataInstance, and for the meshDataInstance editor toggle. 2022-08-20 03:11:31 +02:00
5925b62b2c Fix newly introduced potential crashes in mesh data resource editor. 2022-08-20 02:13:09 +02:00
a426e173f5 Hide MDIEd's toggle button by default. 2022-08-20 02:07:52 +02:00
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