b81253b22d
Removed the text from the layouts buttons in the CanvasItemEditor.
2023-09-22 12:46:06 +02:00
443cfea5b2
Fix built in resource drag&drop and scene quick instancing in the editor.
2023-09-22 11:09:41 +02:00
587e896daf
Fix drag and drop for custom script exported resource classes.
2023-09-10 22:24:52 +02:00
5c1254e429
Implemented custom script class types for EditorQuickOpen.
2023-09-10 22:19:26 +02:00
f315784d22
Added shortcust for toggling the default bottom menu items. CTRL + ALT + 1 - 5.
2023-09-09 14:38:45 +02:00
cf7ca783c7
Change the bottom bar collapse shortcut to CTRL (CMD) - U.
2023-09-09 14:21:34 +02:00
c1622601f1
Fix maybe uninitialized warning.
2023-09-09 14:03:21 +02:00
ab82a74b04
Added a shortcut and button to quickly collapse / close the bottom panel (CTRL-B).
2023-09-09 14:03:10 +02:00
edec78785d
The match case option is on by default now when searching in the current file and in files in the editor.
2023-09-09 02:26:36 +02:00
ccb6074ca9
Backported the editor constrol changes for the new shortcut system from godot4.
2023-09-07 13:41:05 +02:00
9a2bf73280
Backported _shortcut_input() virtual from godot4.
2023-09-07 09:56:16 +02:00
448825acc1
Temporarily disabled EditorLog's new shortcuts.
2023-09-06 22:37:21 +02:00
c86269cf49
Hide the editor log search bar by default.
2023-09-06 14:23:55 +02:00
e7fe643ce5
Prefix messages with their thread id if they aren't coming from the main thread in the editor log.
2023-09-06 14:19:28 +02:00
deb5c49700
Backported the new output window from godot4.
2023-09-06 13:08:24 +02:00
2183fe6e0f
Fix double script icon in the editor.
2023-09-06 01:56:17 +02:00
0a9c9ca15e
Ported godot pr: [3.x] Allow exporting custom resources from/to any scripting language (GDScript, VisualScript, C#, NativeScript, PluginScript)
...
- willnationsdev
https://github.com/godotengine/godot/pull/44879
Using the rebased version from 02d1f70ee5
by Atlinx
2023-09-06 01:45:29 +02:00
5a758b5c1e
Fix the tooltip of the Debug Paths option.
2023-09-04 22:29:29 +02:00
8485b37515
Ported from godot4: Fix Navigation API abbreviations inconsistency
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Schema for navigation to name user facing API with "navigation" without abbreviation and e.g. NavigationServer internals with abbr "nav".
- smix8
34e7628f5f
2023-09-04 17:09:39 +02:00
24d7260169
Replaced the text with an icon on the SpatialEditor's and the CanvasItemEditor's view button.
2023-09-03 14:17:49 +02:00
e0bafda416
Replace the Transform text with an icon in SpatialEditor's toolbar.
2023-09-03 14:04:00 +02:00
3b602c87d4
Removed superfluous VSeparator from the SpatialEditor.
2023-09-03 13:56:04 +02:00
0db05de552
Convert MeshInstanceEditorPlugin's toolbar to the new style.
2023-09-03 13:52:22 +02:00
fc1a75c678
Converted the menu buttons of the Portals and Rooms system to the new style.
2023-09-03 13:35:55 +02:00
a5219d45d5
Never show text for the Convert Rooms button.
2023-09-03 13:23:16 +02:00
72119a0ec0
Group the Anchor and Presets buttons under a common HBoxContainer in CanvasItemEditor.
2023-09-03 13:00:55 +02:00
86ee8840ac
Removed the diffferently styled context menu from the SpatialEditor and the CanvasItemEditor. New controls are now added directly to the main FlowContainer, so they wrap properly. While having a different background for context sensitive items can look good, it doesn't work well if it's not per plugin.
2023-09-03 12:36:23 +02:00
eb8943a4f6
Backported from godot4: Add Path2D/3D debug options
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- smix8
e12e239ab4
2023-09-02 11:38:01 +02:00
DeeJayLSP
677c9cfea4
Backport AudioStream icons from 4.0
2023-08-27 12:04:19 +02:00
834cbe8cef
Ported: Single Compilation Unit build.
...
Adds support for simple SCU build.
This speeds up compilation by compiling multiple cpp files within a single translation unit.
- lawnjelly
43e181a00a
2023-07-11 16:07:36 +02:00
Hugo Locurcio
bdaeebce83
Update gamepad button/axis names to match 4.0
2023-06-28 12:24:29 +02:00
Ninni Pipping
26dc653dcb
Bounds fixes in TextureAtlas
import
2023-06-28 12:22:18 +02:00
21003539a3
Added warning for the android editor that android will kill the game after a few seconds if it's opened in the same window as the editor and then it goes to the backgond. Should be still enough to see what's the issue of you don't intentionally debug break though.
2023-06-15 12:04:38 +02:00
c68ec30899
Fix warning in the android editor.
2023-06-15 10:20:18 +02:00
1a5cba555c
Backported godot4 PR: Support threads in the script debugger
...
* This implementation adds threads on the side of the client (script debugger).
* Some functions of the debugger are optimized.
* The profile is also now thread safe using atomics.
* The editor can switch between multiple threads when debugging.
This PR adds threaded support for the script language debugger. Every thread has its own thread local data and it will connect to the debugger using multiple thread IDs.
This means that, now, the editor can receive multiple threads entering debug mode at the same time.
- reduz
PR 76582
Will be available here after it's merged:
6b176671c4
2023-06-14 14:43:55 +02:00
3afa1142b9
Merged the functionality of BSInputEventKey to InputEventKey. This new setting can make input event keys act as if they are shortcut matched.
2023-06-11 16:06:09 +02:00
37fa118ec4
Ported: Adds a scale_gizmo_handles entry to the Touchscreen editor settings
...
When enabled, this scales the editor icons to improve usability on touchscreen devices.
In addition this commit fixes touch detection for the collision_shape_2d_editor_plugin so it scales with the icons size.
- m4gr3d
b78935ef51
2023-06-11 13:16:13 +02:00
d6f5dd35e8
Ported: Enable granular control of touchscreen related settings
...
- m4gr3d
61e41facc7
2023-06-11 12:57:25 +02:00
7e64510427
Ported: Add setting to control the window used to run the project for the Android editor
...
The follow options were added to the (new) `run/window_placement/android_window` editor setting:
- `Auto`: choose how to run the project based on the device screen size
- `Same as Editor`: run the project in the same window as the editor
- `Side-by-side with Editor`: run the project in an adjacent window to the editor
- m4gr3d
b5a908c985
Removed my force launch adjacent solution in favor of this.
2023-06-11 09:52:39 +02:00
Ninni Pipping
41d0abc83e
Fix trim when importing WAV
2023-06-11 09:23:02 +02:00
f058c87868
Backported from godot4: Rework Navigation Avoidance
...
Rework Navigation Avoidance.
- smix8
a6ac305f96
2023-06-10 20:58:49 +02:00
8b18898609
Backported from godot4: Rework const on NavigationServer methods
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`const` is used on all methods, even when they cause modification of the server. This reworks the methods of the server to only use `const` on method that don't change the state of the server.
- DarkKilauea
a0715b30f9
2023-06-09 22:03:42 +02:00
c11500d480
Ported from godot4: Rename Navigation uses of 'location' to 'position'
...
Contrary to the entire rest of the engine NavigationAgent's and NavigationLinks decided to deal with locations instead of positions.
- smix8
bf1571979c
2023-06-09 10:28:31 +02:00
7acef201ce
Fix inconsistent overrides.
2023-06-08 21:00:23 +02:00
ffc0acba42
Fix virtual method overrides.
2023-06-08 20:51:36 +02:00
0438c3cc3f
Backported from godot4: Added node for Navigation links .
...
- DarkKilauea
3dd59013f4
2023-06-08 20:46:09 +02:00
1af5c4c412
Removed the old NavigationPolygonEditorPlugin.
2023-06-06 23:09:16 +02:00
3c9d9bdad4
Ported from godot4: Fix NavigationRegion3D gizmo's odd visual behavior .
...
- DarkKilauea
92c40bcf32
2023-06-05 19:02:24 +02:00
25078b1437
Ported from godot4: Remove / Replace old Navigation Debug Visualization
...
- removes / replaces leftovers from old navigation debug code
- cleanes SceneTree and ProjectSettings from old navigation debug
- smix8
d7f75fab60
2023-06-05 18:56:41 +02:00
654cfb81b7
Renamed NavigationRegion2D back to NavigationPolygonInstance, as I think it fits the engine better.
2023-06-05 18:09:53 +02:00