Commit Graph

512 Commits

Author SHA1 Message Date
Haoyu Qiu
3ba2db45b4 Fix long category name display in Inspector 2024-07-14 08:43:11 +02:00
lawnjelly
84864fbe35 Optimize Editor _init_grid()
Use static `LocalVectors` instead of `PoolVectors` for temporaries.
2024-07-14 08:22:51 +02:00
Ovnuniarchos
c96a4b0317 FIXED: Locale fallback selector doesn't appear in project options. 2024-07-14 07:38:52 +02:00
b1261c65c5 Fix the type of the rotation tracks in AnimationTrackKeyEdit. 2024-05-11 20:08:33 +02:00
06e0be8d04 Remove unused variable. 2024-04-26 23:55:16 +02:00
a0cbd4f777 Remove unused variable. 2024-04-26 22:30:55 +02:00
f09ab537e0 Clang-format everything. 2024-04-21 15:27:36 +02:00
Haoyu Qiu
63fac11503 Add option to toggle visibility of position gizmos in 2D editor
Co-authored-by: J. N. Witch <127793256+J-N-Witch@users.noreply.github.com>
2024-04-21 14:27:27 +02:00
Haoyu Qiu
8f7ea2132b Don't error multiple times when trying to load missing default bus layout 2024-04-21 14:15:09 +02:00
e27a506312 Hide the FileSystemDock's empty dock slot when it's in bottom bar mode by default. 2024-04-17 20:57:10 +02:00
f6d9ca069f Fix build. 2024-04-06 13:46:57 +02:00
Ovnuniarchos
efcdf40d0c FIXED: Trying to connect inexistent signal text_submitted. 2024-04-06 12:37:10 +02:00
bruvzg
620b30a86a Backport locale selection improvements. 2024-04-06 12:37:02 +02:00
lawnjelly
a607ec6545 Fix SceneTree dock filter crash
The filter was crashing for two reasons:
1) Deleting a child invalidated the iteration of children
2) Child was accessed after deletion
2024-04-06 12:24:45 +02:00
lawnjelly
909acac329 Discrete Level of Detail
Add scene side discrete level of detail.

New node `LOD` for UI, and `LODManager` within `World` for automatically updating child visibilities based on distance from cameras.
2024-04-06 12:06:01 +02:00
Morris Tabor
b9f8901b5e Fix finding AnimationPlayer in scene import
The scene importer always assumed that the AnimationPlayer is called
"AnimationPlayer".

This is not always true: for example the GLTF importer just creates an
AnimationPlayer with the default name, which may be "animation_player",
depending on the project settings.

This fix instead chooses the first node that is an AnimationPlayer, and
warns if there is more than one.
2024-04-06 11:06:20 +02:00
lawnjelly
da78ed110a Fix Mesh::get_face_count()
This fixes a minor bug whereby facecount was actually returning the facecount * 3.
There were no major problems from this, but it did mean the optional threshold poly count used when merging was out by a factor of 3.
2024-04-06 10:42:03 +02:00
f277dfc227 Don't use icons and don't sort in EditorQuickOpen for some easy speed gains. 2024-03-17 08:41:30 +01:00
062ccd439f Now EditorPropertyEnums can be setup multiple times. 2024-03-12 06:35:44 +01:00
d630dec41a Added missing icon. 2024-03-09 08:27:24 +01:00
60eb59ab19 Backpoered from Godot 4: Add is_built_in() method to Resource.
- KoBeWi
e393c2a734
2024-03-08 21:16:16 +01:00
70bd32682c Backported from godot4: Use a SpinBox in the inspector array resize dialog.
- fire-forge
d6188b4632
2024-03-08 16:43:22 +01:00
fc18954d20 Backported from godot 4: Reduce contrast in inspector array element backgrounds.
- fire-forge, reduz
f26414762f
2024-03-08 16:14:41 +01:00
b757336215 Backported from godot4: Defer EditorInspector::update_tree to the process stage to improve performance
`EditorInspector::update_tree` is expensive, so defer the call to the process phase
to prevent multiple calls in a single frame (when switching scene tabs).
- Rindbee
f352c30ad5
2024-03-08 16:12:21 +01:00
a44fb35ca1 Bakcported a change to the EditorInspector from:
Implement polygons editors in the tiles selection mode
- groud
cec004adf0
2024-03-08 16:06:42 +01:00
d1c0bc9cde Backported from godot4:
Fix property array tooltip shows wrong ID on later pages. Also do some cleanup, use`element_position` instead of `begin_array_index + i`
- jsjtxietian
d4ac65bc48
2024-03-08 16:03:16 +01:00
6027c323be Backported parts of:
Clean-up array editing
- reduz
0351a0908f
And:
Fixup array property inspector.
- rburing
4a59188898
2024-03-08 15:00:09 +01:00
1eb0c9347c Fix drag and drop with the editor properties array inspector. 2024-03-08 11:41:47 +01:00
54e735c1f2 Added an another piece of missing code. Now properties arrays work. 2024-03-08 11:12:06 +01:00
2e48acd426 Added some missing code from:
Implement properties arrays in the Inspector.
- groud
godotengine/godot@4bd7700
2024-03-08 11:00:13 +01:00
6e90a74706 Backported min and max zoom setting to the EditorZoomWidget from godot 4. 2024-03-03 18:47:57 +01:00
2b57397fa7 Backported PROPERTY_USAGE_ARRAY from Godot 4. Reused one of the old deprecated property usage flags for it.
Original commit:
Implement properties arrays in the Inspector.
- groud
4bd7700e89
2024-03-02 22:35:19 +01:00
cf7b59b6c8 Fix small formatting inconsistencies. 2024-03-01 16:25:19 +01:00
6a6d3acd96 Clang format everything. 2024-03-01 11:56:19 +01:00
8c06dce33f Now PROPERTY_HINT_BUTTON adds the property's name as the called method's first parameter. 2024-02-25 22:09:25 +01:00
5c9996fd58 Added an editor plugin for HTMLTemplateData. Double clicking one in the editor will open the underlying file on the text editor tab (if enabled). 2024-02-25 17:26:28 +01:00
a5fcaa536f Fix errors during filtering Nodes in the editor. 2024-02-08 22:42:42 +01:00
da41965485 Added back ResourceImporterOBJ from godot. 2024-02-08 21:52:13 +01:00
a5d8696021 Ported: Vertex cache optimizer
Optimizes indices to make good use of vertex cache on GPU.
- lawnjelly
0aa22b8f13
2024-02-08 21:35:01 +01:00
c3c6d64a50 Portred: Add MergeGroup node to simplify merging Meshes at runtime.
- lawnjelly
8b79135538
2024-02-08 21:00:07 +01:00
37d2f96834 Fix more errors. 2024-02-08 17:43:26 +01:00
4836053b07 Fix build. 2024-02-08 17:30:15 +01:00
Rémi Verschelde
d111a460b3 Linux: Add support for arm64 and arm32 export templates
This is done in a hacky way, mostly to keep it simple and avoid having
to do a refactoring of the `EditorExportPlatform` interface.

Only Windows and Linux use `EditorExportPlatformPC`, and thus to
handle the new architectures for Linux, we simply do a few checks here
and there with a couple new methods to register the export template
names for Linux arm64 and arm32.

For Godot 4.0, we did refactor everything to allow exporting binaries
for different architectures cleanly. For 3.6, which is likely the last
feature release for the 3.x branch, I tend to cut corners as these
improvements will be shorter lived and thus new tech debt isn't as big
a concern.
2024-02-08 15:01:00 +01:00
Micky
f3833e82ac Improve Scene Tree Dock's Node filter (Allow multiple terms & more) 2024-02-08 14:46:41 +01:00
James
4d93f4434d Prevent using name with leading dot when create/rename/duplicate scene/folder/script/resource Fixes #62497 2024-02-08 13:58:32 +01:00
kleonc
44453b1d58 Make gizmo plugin handle SpriteBase3D instead of Sprite3D 2023-12-20 22:44:23 +01:00
Haoyu Qiu
838b46ac1a Allow dragging editable children 2023-12-20 22:28:25 +01:00
99621357a0 File copyright header updates pt4. 2023-12-17 22:50:00 +01:00
88e9ad04f2 Moved back the servers and resources from core. 2023-12-10 23:11:07 +01:00
11945d7f1d Split material.h. 2023-12-10 21:26:28 +01:00