Commit Graph

37 Commits

Author SHA1 Message Date
c3c6d64a50 Portred: Add MergeGroup node to simplify merging Meshes at runtime.
- lawnjelly
8b79135538
2024-02-08 21:00:07 +01:00
99621357a0 File copyright header updates pt4. 2023-12-17 22:50:00 +01:00
11945d7f1d Split material.h. 2023-12-10 21:26:28 +01:00
9df5649c1b Moved CanvasItem, Control, Node2D and Spatial under scene/main. 2023-12-10 15:50:54 +01:00
763f662263 Moved meshes to a new subfolder. 2023-12-10 15:22:09 +01:00
deccaed2cc Moved materials into a new subfolder. 2023-12-10 14:59:22 +01:00
9a2bf73280 Backported _shortcut_input() virtual from godot4. 2023-09-07 09:56:16 +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
1b0aac6028 Renamed Map to RBMap. 2023-01-15 19:12:50 +01:00
f668ceb512 Ported: Update the visibility logic for the spatial editor navigation controls - m4gr3d
0825859a94
2022-12-22 18:01:19 +01:00
94a9792d02 Rearranged ViewportNavigationControl. 2022-12-12 15:55:25 +01:00
ea67b36916 Ported: Minor tweaks/polish to the navigation controls to prevent interference:
- Reduce controls size
- Enable opacity on hover to increase visibility
- m4gr3d
f1e6ecd3b5
2022-12-11 19:30:42 +01:00
bdf4922a1e Ported:
Add navigation control to the spatial editor viewport for the Android editor.
- m4gr3d
cc59e18c9b
2022-11-30 18:30:32 +01:00
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
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
686663d3e4 Moved around more classes in core. 2022-08-17 16:01:01 +02:00
be16fe23ad Moved the error macros. 2022-08-17 15:14:19 +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
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
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
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
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
32f148ac0c Mass replaced godot to pandemonium. 2022-03-23 20:46:05 +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
a112bd877c Ran include-what-you-use on classes under editor/plugins. It still needs cleanups though. 2022-03-18 20:18:56 +01:00
4d7df62b8e Clang format all files. 2022-03-18 19:00:13 +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
052027dce4 Moved more includes to cpp files. 2022-03-17 10:26:23 +01:00
49f8e8c398 Added godot with all my currently used engine modules. 2022-03-15 13:29:32 +01:00