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
c0dfdd77f3
Removed particles editor plugins.
2022-03-15 22:25:33 +01:00
03890f9e38
Removed GIProbes.
2022-03-15 19:03:03 +01:00
9e6d2fa653
Removed the Lightmapper and BakedLightmap classes.
2022-03-15 15:45:56 +01:00
49f8e8c398
Added godot with all my currently used engine modules.
2022-03-15 13:29:32 +01:00