2cd4e4d828
Renamed Set to RBSet.
2023-01-15 19:42:08 +01:00
1b0aac6028
Renamed Map to RBMap.
2023-01-15 19:12:50 +01:00
213f393293
Fix typos with codespell.
2022-12-22 19:51:25 +01:00
f668ceb512
Ported: Update the visibility logic for the spatial editor navigation controls - m4gr3d
...
0825859a94
2022-12-22 18:01:19 +01:00
422629c281
Bind ViewportNavigationControl::_on_mouse_entered.
2022-12-11 20:06:18 +01:00
ea67b36916
Ported: Minor tweaks/polish to the navigation controls to prevent interference:
...
- Reduce controls size
- Enable opacity on hover to increase visibility
- m4gr3d
f1e6ecd3b5
2022-12-11 19:30:42 +01:00
Alfred Reinold Baudisch
1d8716a903
Cast dragged file extension name to lowercase, closes #68104
...
(cherry picked from commit 07e367cb0b07f02fef92420fde53e05be3d4b247)
2022-11-30 19:21:43 +01:00
bdf4922a1e
Ported:
...
Add navigation control to the spatial editor viewport for the Android editor.
- m4gr3d
cc59e18c9b
2022-11-30 18:30:32 +01:00
e003437196
Get gizmo names using the proper method for the toggle popup in the SpatialEditor.
2022-10-09 00:34:31 +02:00
5a4bcf4be3
Fix errors on new scene creation.
2022-10-09 00:21:43 +02:00
Jummit
059d393d42
Keep Perspective menu open on selection
...
Makes the Perspective menu consistent with the View menu in the 3D
viewport. This allows for quicker inspection of the scene, and makes
missclicks more forgiving.
(cherry picked from commit e3ab344af9839bbe1ffa690093acd9ea7ffde554)
2022-09-16 21:19:38 +02:00
b886d14cf5
Added _3d postfix to the end of the World3D related getters and setters in Viewport.
2022-08-29 17:54:41 +02:00
24a1580dbf
Renamed the files aswell.
2022-08-29 17:33:10 +02:00
e4ae7f2ebc
Renamed Environment to Environment3D, and WorldEnvironment to WorldEnvironment3D.
2022-08-29 17:21:40 +02:00
dc28777321
Moved Skeleton and it's related classes to a module.
2022-08-28 15:46:12 +02:00
bfc1679f14
Actually register EditorInterface, SpatialEditor, CanvasItemEditor, and WebNodeEditor as globals.
2022-08-23 13:21:09 +02:00
bafd6d1d8d
Renamed AFTER_GUI_INPUT_DESELECT to AFTER_GUI_INPUT_NO_DESELECT.
2022-08-20 01:01:18 +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
1cab11a1c1
Removed tool mode external support from the spatial editor.
2022-08-19 14:53:18 +02:00
dfe183d3e0
Ported: Use FlowContainer to handle toolbar overflow more gracefully - YuriSizov
...
842c3a644f
2022-08-19 14:46:00 +02:00
0438da9841
Ported: [3.x] Add ShapeCast and ShapeCast2D nodes - PrecisionRender
...
47a62e28ac
2022-08-19 03:12:32 +02:00
4c4e19223e
Added _theme_ infix to the theme helper methods in Control.
2022-08-17 20:57:16 +02:00
99e94b08c4
Moved base input related classes to core/input.
2022-08-17 17:02:24 +02:00
686663d3e4
Moved around more classes in core.
2022-08-17 16:01:01 +02:00
04feb63860
Moved Engine and projectSettings.
2022-08-17 15:35:28 +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
8c2e76840c
Removed CameraMatrix, and switched to Projection.
2022-08-16 10:26:35 +02:00
220954cf08
Backported most of the improvements to String from Godot4.
2022-08-15 22:54:03 +02:00
5cd44e02d0
Backported the improvements to Transform from Godot4.
2022-08-14 20:35:11 +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
2bc7355910
Ported from Godot4: Fixes to editor subgizmos
...
* Fixed subgizmo editing on scaled nodes.
* Added more clarifications on the coordinate space of subgizmos.
* Given input priority to the transform gizmo over subgizmo selection.
- JFonS
d7b58ebc9c
2022-08-12 00:43:53 +02:00
92600420ba
Backported from Godot4: Implemented SkeletonEditorGizmo.
...
-TokageItLab, lyuma
f2e9867e9f
- It still has some issues, as this one works differently than the 3.x version, they will be fixed later.
2022-08-11 17:31:02 +02:00
aebf3ecc9d
Ported some missing changes.
2022-08-11 11:20:37 +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
061bdd1f2e
Fix shadowed declaration.
2022-08-11 01:33:57 +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
ed5024d3c3
Moved AnimationPlayerEditor::singleton to private, and added getter method for it.
2022-08-10 18:53:15 +02:00
7e451e0f30
Removed the built in SkeletonSpatialGizmoPlugin. (The skeleton editor module used to remove it anyway.)
2022-08-10 14:44:15 +02:00
7fd0b29642
Ported: Backport Label3D node implementation and Sprite*3D material render priority. - bruvzg
...
dc6d8d6098
2022-07-27 23:40:35 +02:00
Hugo Locurcio
263c6ab535
Use physical keys for numpad emulation in the 3D editor
...
This makes numpad emulation work on non-QWERTY keyboard layouts
more reliably.
2022-07-27 14:17:52 +02:00
32f148ac0c
Mass replaced godot to pandemonium.
2022-03-23 20:46:05 +01:00
77ed14e2f8
Fix 2 runtime errors found by tools.
2022-03-19 10:23:56 +01:00
a112bd877c
Ran include-what-you-use on classes under editor/plugins. It still needs cleanups though.
2022-03-18 20:18:56 +01:00
3965d70ac5
Moved more includes to cpp files.
2022-03-17 19:35:23 +01:00
052027dce4
Moved more includes to cpp files.
2022-03-17 10:26:23 +01:00
f105eba923
Moved more includes from headers to cpp files.
2022-03-16 20:40:41 +01:00
4d80a4f047
Actually add the tool mode external button to the spatial editor's menu. This also fixes a memleak.
2022-03-16 12:02:55 +01:00