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
9e1588160f
Now all Variant math types are structs.
2022-08-16 22:09:26 +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
e4cad690a3
Renamed elements in Transform2D to columns.
2022-08-14 15:37:05 +02:00
d9a8497546
Renamed translate in Transform2D to translate_local.
2022-08-14 14:59:46 +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
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
4b939998a7
Removed AnimationTreePlayer, as it was deprecated (and also practically unusable).
2022-08-11 23:01:27 +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
42607ee8ca
Lots of work on GLTFDocument.
2022-08-08 02:53:46 +02:00
53f274de2f
Ported: AnimatedSprite Fix updating inspector when SpriteFrames is modified - kleonc
...
8ae246f15e
2022-08-07 16:20:57 +02:00
45a1c98332
Ported: SpriteFramesEditor Add animation searchbox - kleonc
...
728a725b7b
2022-07-29 22:45:57 +02:00
Haoyu Qiu
0ed75059cc
Update TextureRegion editor when NinePatchRect/StyleBoxTexture changes
...
Updates the editor when the region rect or margins change.
2022-07-29 19:57:55 +02:00
d480073228
Ported: Use % when dropping unique scene nodes into script
...
This expands uppon #60708 , using `get_node("%NodeName")` for nodes that
have a unique scene name to avoid having to change the onready
statements when the paths of the nodes change.
- Jummit
63f35d24c6
2022-07-29 19:36:33 +02:00
Haoyu Qiu
dea38c63e2
Fix prompt dialog title for Animation operations
2022-07-29 11:10:38 +02:00
Hugo Locurcio
3268544299
Rename "Convert to Mesh2D" to "Convert to MeshInstance2D" in the editor
...
These actions create MeshInstance2D nodes, not Mesh2D resources.
2022-07-28 19:04:16 +02:00
Danny Chung
737942ac85
Increase AnimationPlayer position SpinBox to fit more decimals
...
Fixed UI bug where it appeared that pushing the up or down incrementing
arrows did not increment the SpinBox value appropriately. Just needed
to increase the size of the box horizontally, to display four decimal
points consistently.
(cherry picked from commit 09658f7e3ba7ffc87ae9f90aa42f64dfeeb33f40)
2022-07-28 15:04:58 +02:00
kobewi
f23274bbf2
Properly release LMB even while panning
2022-07-28 15:00:05 +02:00
Arsh Panesar
a55cfb671b
Fixed Populating MultimeshInstance Crash
...
When populating a MultimeshInstance (node), Godot would set the
new Multimesh's color and custom data format as the current node's
multimesh, which would cause a crash if node's multimesh is null.
Populate Function will now check if node has a multimesh or not, and
set the new multimesh with default (NONE) values if node's multimesh is
null.
Fixes Issue #61553
2022-07-28 13:46:23 +02:00
7fd0b29642
Ported: Backport Label3D node implementation and Sprite*3D material render priority. - bruvzg
...
dc6d8d6098
2022-07-27 23:40:35 +02:00
85776387c5
Fix compile.
2022-07-27 20:07:29 +02:00
53f8707713
Ported: Add node list param to GraphEdit::delete_nodes_request signal - Chaosus
...
32b9818965
2022-07-27 20:01:38 +02:00
Haoyu Qiu
9912a99675
Fix crash when editing pinned StyleBox
...
(cherry picked from commit 4b013a9c967ecc063801b3d4a0e833dcbc865f83)
2022-07-27 19:07:26 +02:00
FireForge
71d20ea670
Add interpolation modes to Gradient - Linear, Constant, and Cubic interpolation modes - Partial backport of #53321
2022-07-27 18:12:14 +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
Gustav
7126f79cc6
Stop reset of MultiMesh properties on populate
...
ColorFormat and CustomFormat is not changed when populate is called.
2022-07-27 14:17:19 +02:00
3a4cd703ac
Fix compile.
2022-07-27 14:07:52 +02:00
37413614eb
Ported: Add an inspector preview for BitMap - fire-forge, timothyqiu
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e8d1552af2
2022-07-27 14:04:48 +02:00
FireForge
57bdac4e2b
Add a RayCast2D.cast_to editor handle
2022-07-27 14:02:38 +02:00
9eee70dbb7
Ported: Add an external link editor icon
...
This replaces the existing "chainlink" instance icon that was
used for external links. That icon is still used for scene instancing.
The icon was designed by redlamp.
Co-authored-by: Taylor Wright <taylor@redlamp.org>
- Calinou
2bc036dad5
2022-07-27 09:02:28 +02:00
FireForge
3f22cc9f3b
Fix UndoRedo in Gradient editor
...
(cherry picked from commit a384031326b96dd1185b7ba33809660ba5551549)
2022-07-27 08:54:15 +02:00
2b6b95db1f
Fix compile.
2022-07-26 12:55:53 +02:00
Haoyu Qiu
6191e0f0b8
Add option to paste animation as duplicate
...
Co-authored-by: Tomasz Chabora <kobewi4e@gmail.com>
2022-07-26 12:45:49 +02:00
9d9a394af6
Ported: Add an explicit way to remove a theme type. - timothyqiu and YuriSizov
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f6251724af
2022-07-25 23:46:08 +02:00
79c193aabb
Ported: Improve Select Frames dialog of SpriteFrames editor. - timothyqiu
...
32488b46a6
2022-07-25 22:25:18 +02:00
Haoyu Qiu
168b1c2ae5
Fix popup dialog UI in AnimationTreePlayer editor
2022-07-25 18:48:32 +02:00
Haoyu Qiu
8eb81855d9
Disable "Open in Inspector" when there is no animation
2022-07-25 18:18:44 +02:00
Haoyu Qiu
c0010ad0f1
Focus filter LineEdit after Theme Type dialog popup
2022-07-25 18:15:49 +02:00
85536b1134
Removed the online docs link from the top of the script editor.
2022-03-23 23:29:58 +01:00
32f148ac0c
Mass replaced godot to pandemonium.
2022-03-23 20:46:05 +01:00
5f7421974c
Backported by hand: Add a GradientTexture2D editor plugin - fire-forge. ( d76c9f8d92
)
2022-03-20 14:59:19 +01:00
77ed14e2f8
Fix 2 runtime errors found by tools.
2022-03-19 10:23:56 +01:00
d740ef5d18
Finished cleaning up includes for the classes under the editor folder. I skipped removing a few that needed more changes to the headers / cpp files for now.
2022-03-19 04:08:34 +01:00
bca78798ef
Header include cleanups for the classes in the editor folder.
2022-03-19 02:25:58 +01:00
2ce53f2b9e
Ran include-what-you-use on the classes in the editor/ floder.
2022-03-19 00:01:30 +01:00
b41f01cb92
Cleaned up the rest of the includes in the headers under engine/plugins. They can still be improved, by moving references too, but that will be done later.
2022-03-18 22:55:47 +01:00
2b5cc26584
More include cleanups to the classes under editor/plugins.
2022-03-18 21:48:35 +01:00
6f637e65b0
Include cleanps.
2022-03-18 21:07:58 +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
1ab4a46da0
Moved som of the includes from headers to cpp files under the editor folder.
2022-03-18 19:32:23 +01:00
4d7df62b8e
Clang format all files.
2022-03-18 19:00:13 +01:00
c545717186
Fix EditorScriptCodeCompletionCache::Cache::time_loaded may be used uninitialized error.
2022-03-18 18:53:24 +01:00
340cc8ba45
Run the include guard script on the editor folder.
2022-03-17 22:15:35 +01:00
3965d70ac5
Moved more includes to cpp files.
2022-03-17 19:35:23 +01:00
3ca78453da
Moved more includes.
2022-03-17 12:47:22 +01:00
f55afe20ef
More include moves.
2022-03-17 12:12:41 +01:00
866569d22a
Moved more includes to cpp files.
2022-03-17 11:52:53 +01:00
d34ba0a7f4
Moved more includes from headers to cpp files.
2022-03-17 10:58:07 +01:00
84d139213d
Moved more includes to cpp files.
2022-03-17 10:39:38 +01:00
052027dce4
Moved more includes to cpp files.
2022-03-17 10:26:23 +01:00
38fc0c402e
Moved more includes from headers to cpp files.
2022-03-17 08:38:34 +01:00
c1ebd9905a
Moved more includes.
2022-03-16 21:09:41 +01:00
eeb7c04aaf
Moved more includes to cpp files.
2022-03-16 20:53:38 +01:00
f105eba923
Moved more includes from headers to cpp files.
2022-03-16 20:40:41 +01:00
73baa5545a
Move lots of includes from the h files to cpp files in files under scene/2d.
2022-03-16 20:29:43 +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
50af60ded6
Removed TileMap, and TileSet.
2022-03-16 01:54:27 +01:00
7acd98dcf0
Removed the VCS plugin.
2022-03-16 01:46:11 +01:00
aaf91df4c1
Also removed the MeshLibrary.
2022-03-16 01:30:44 +01:00
84bd8ad20a
Removed VisualShaders.
2022-03-16 00:55:47 +01:00
93d29cbc62
Removed the AssetLib.
2022-03-16 00:47:29 +01:00
a9a83271db
Removed the default skeleton editor, and made my port the default. Also removed the remover.
2022-03-16 00:36:02 +01:00
a9fca142bc
Fully removed Particles and Particles2D, as they were not implemented in gles2.
2022-03-16 00:06:53 +01:00
c0dfdd77f3
Removed particles editor plugins.
2022-03-15 22:25:33 +01:00
6fac6ba7f7
Removed lightmap captures, and also cleaned up almost all lightmap stuff.
2022-03-15 19:57:34 +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