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
8c1c9e53d1
Turned the remaining mesh data resource editor gdscript classes into skeleton c++ classes.
2022-04-11 13:42:49 +02:00
534d758c54
Removed mdr ed's icons and button groups.
2022-04-11 10:21:45 +02:00
eff1e7d5a9
Added skeleton classes for mesh data resource editor's utilities.
2022-04-11 10:17:54 +02:00
d3118e1d4b
Initial skeleton conversion of mdr_ed_mesh_utils.
2022-04-11 02:35:31 +02:00
200b4b0405
Added skeleton classes for mesh data resource editor's uv rect editor.
2022-04-11 01:42:33 +02:00
6c6684b0c3
Added the world_generator, mesh_data_resoure_editor, My Godoxel fork, and mat_maker_gd addons into the modules to help with porting.
2022-04-10 21:14:56 +02:00
8dbfe124f7
Moved my module specific docs under a new central folder.
2022-03-20 12:30:04 +01:00
4d7df62b8e
Clang format all files.
2022-03-18 19:00:13 +01:00
029467ab2c
More include and macro cleanups.
2022-03-18 04:10:09 +01:00
48805f5f8f
Removed now unnecessary version.h includes.
2022-03-18 03:56:41 +01:00
1f0652741c
More version check cleanups.
2022-03-18 03:46:14 +01:00
1bc3c2594c
Same change to classes under modules.
2022-03-17 22:33:22 +01:00
e85cef1745
Run godot's formatting script.
2022-03-16 09:02:48 +01:00
371a6f5f93
Apparently M_PI_2 wasn't defined anywhere.
2022-03-16 08:54:05 +01:00
e6a9caf3a8
Re-extracted the class docs.
2022-03-16 02:51:50 +01:00
1035308489
Removed the collada importer.
2022-03-15 21:12:54 +01:00
49f8e8c398
Added godot with all my currently used engine modules.
2022-03-15 13:29:32 +01:00