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path: root/editor/plugins/node_3d_editor_plugin.cpp
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* Rename ButtonList enum and members to MouseButtonAaron Franke2021-03-231-16/+11
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* Tweak the 3D editor grid default to not go below subdivisions of 1 meterHugo Locurcio2021-03-211-1/+1
| | | | | Small subdivisions aren't useful that often and make it difficult for people to get a sense of scale in 3D.
* Fix hardcoded Maya style navigation pan key modifierjmb4622021-03-131-3/+2
| | | | | ALT key modifier was hardcoded is node_3d_editor_plugin.cpp and didn't take editor settings into account. Fix #46973
* Fix gizmo namesAndy Maloney2021-02-281-6/+6
| | | | | | Commit 5ef62e546f485e5f2798230dcfbea2b4ddecbe6e renamed EditorNode3DGizmoPlugin "get_name" to "get_gizmo_name", but it wasn't done everywhere. Because EditorNode3DGizmoPlugin inherits from Resource, it was then using Resource::get_name() which resulted in null names. Fixes godotengine/godot#46349
* Merge pull request #46452 from hilfazer/click_mesh_instance_crash_40Rémi Verschelde2021-02-261-2/+8
|\ | | | | Prevent crash when clicking Mesh in MeshInstance when is scene root
| * Prevent crash when clicking Mesh in MeshInstance when is scene roothilfazer2021-02-261-2/+8
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* | Allow CollisionObject3D to show collision shape meshestrollodel2021-02-241-0/+1
| | | | | | | | | | Add an editor gizmo to CollisionObject3D. CollisionShape3D no longer shows collision shapes directly.
* | Apply minor visual enhancements to the Sun/Env PreviewMichael Alexsander2021-02-231-15/+20
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* | Add preview Sun and Environmentreduz2021-02-221-0/+433
|/ | | | | | | | | * Adds both a preview sun and preview environment to the 3D editor. * They are valid as long as a DirectionalLight3D and WorldEnvironment are not in the scene. * If any is added to the scene, the respective preview is disabled. * Changed WorldEnvironment to better handle multiple node versions. * Added a function in SceneTree to get the first node in a group. * Fixed button minimum size to also consider font height if no text is there, this broke with the TextSever PR.
* Prevent selecting hidden nodes in 3D and Canvas Item editorshilfazer2021-02-211-9/+3
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* Reorganize Project Settingsreduz2021-02-181-9/+9
| | | | | | | -Advanced Settings toggle also hides advanced properties when disabled -Simplified Advanced Bar (errors were just plain redundant) -Reorganized rendering quality settings. -Reorganized miscelaneous settings for clean up.
* Fix editor always redrawingreduz2021-02-131-31/+36
| | | | | | -Only update rendering settings when project settings change -Fixes the update spinner (and editor rendering) updating all the time. -Added a "project_settings_changed" signal to EditorNode and EditorPlugin
* Fix swapped front/rear viewTom Langwaldt2021-02-021-2/+2
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* Merge pull request #45594 from JFonS/improve_3d_gridRémi Verschelde2021-02-011-63/+129
|\ | | | | 3D editor grid improvements
| * 3D editor grid improvementsjfons2021-02-011-63/+129
| | | | | | | | | | | | | | | | | | | | | | This commit adds a view-dependant fade to the 3D viewport grid. It fades out at steep view angles to hide the solid regions that appear far from the camera. I also included a fade to hide the grid borders. I added some improvements to the dynamic grid when the camera is in orthogonal mode. It properly handles zoom now, and the grid center is now set to the intersection point between the grid plane and the camera forward ray, keeping the grid always visible.
* | Merge pull request #37547 from aaronfranke/tauRémi Verschelde2021-02-011-6/+9
|\ \ | | | | | | Use Math_TAU and deg2rad/etc in more places and optimize code
| * | Use Math_TAU and deg2rad/rad2deg in more places and optimize codeAaron Franke2021-01-091-6/+9
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* | | Add viewport resolution to the 3D editor's View Information paneHugo Locurcio2021-01-311-0/+7
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* | Fix zero scaling and material mappings being mapped to wrong fieldsGordon MacPherson2021-01-261-0/+15
| | | | | | | | | | | | | | | | - fixes scale values of 0.0013 (det == 0.00004) not rendering, they should render even at small values, but not at zero like the editor grid plugin supplies zero exactly. - fixes node_3d_editor_plugin visibility bug when scale is zero - fix culling with small scaling values - which are still valid to be rendered like 0.00004 note: grid is still not fixed, it has det == 0 issues but this fixes one of them.
* | Shadow map rendering optimizationreduz2021-01-241-0/+2
| | | | | | | | | | | | | | -All shadow rendering is done with raster now (no compute) -All shadow rendering is done by rendering directly to the shadow atlas -Improved how buffer clearing is done to optimize the above. -Ability to set shadows as 16 bits.
* | Added GPU based cluster builderreduz2021-01-191-1/+19
| | | | | | | | Clustering is now GPU based, uses an implementation based on the Activision algorithm.
* | Hide the rotation gizmo when editor cinematic preview is enabledHugo Locurcio2021-01-181-0/+2
|/ | | | | | | Cinematic preview enables the Camera3D preview automatically. When previewing a Camera3D, the rotation gizmo isn't displayed as it can't be used.
* Merge pull request #44283 from jeffuntildeath/fix-stf-offsetRémi Verschelde2021-01-081-10/+12
|\ | | | | Fixed incorrect offset of snap to floor
| * Snap To Floor improperly offsets nodejeffuntildeath2020-12-101-10/+12
| | | | | | | | | | | | | | fix for issue #44282 AABB for collision geometry was being calculated based on parent nodes transform without consideration for collision geometries translation. Also hopefully clarified logic for selecting starting point for ray cast
* | Fix Leak with Gradient in Node3DEditorViewportRafał Mikrut2021-01-041-0/+4
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* | Update copyright statements to 2021Rémi Verschelde2021-01-011-2/+2
| | | | | | | | | | | | | | | | | | | | | | | | | | | | Happy new year to the wonderful Godot community! 2020 has been a tough year for most of us personally, but a good year for Godot development nonetheless with a huge amount of work done towards Godot 4.0 and great improvements backported to the long-lived 3.2 branch. We've had close to 400 contributors to engine code this year, authoring near 7,000 commit! (And that's only for the `master` branch and for the engine code, there's a lot more when counting docs, demos and other first-party repos.) Here's to a great year 2021 for all Godot users 🎆
* | Merge pull request #44709 from Calinou/editor-frame-time-colorRémi Verschelde2020-12-291-22/+47
|\ \ | | | | | | Color 3D editor frame time labels depending on the performance level
| * | Color 3D editor frame time labels depending on the performance levelHugo Locurcio2020-12-261-22/+47
| | | | | | | | | | | | | | | This provides easier visual grepping for each value (CPU time, GPU time, FPS).
* | | Add an editor setting for the 3D selection box colorHugo Locurcio2020-12-291-3/+3
| | | | | | | | | | | | A restart is required to apply the setting change.
* | | Editor: Fix invalid use of Node::get_viewport() after rename of ↵Rémi Verschelde2020-12-281-1/+1
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | EditorNode::get_viewport() Fixes #44761, was a regression from #44524. The PR passed CI because EditorNode::get_viewport() used to shadow Node::get_viewport() (which was a bug in itself, fixed by #44524), so once it was renamed the existing code relying on it fell back to the now available Node::get_viewport(). This might bite some thirdparty modules too.
* | | Merge pull request #44434 from madmiraal/rename-camera3d-near-and-farRémi Verschelde2020-12-281-8/+8
|\ \ \ | | | | | | | | Rename Camera3D near and far getters and setters
| * | | Rename Camera3D near and far getters and settersMarcel Admiraal2020-12-201-8/+8
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Renames: - get_znear() -> get_near() - set_znear() -> set_near() - get_zfar() -> get_far() - set_zfar() -> set_far()
* | | | Rename empty() to is_empty()Marcel Admiraal2020-12-281-9/+9
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* | | | Merge pull request #44500 from Calinou/editor-gizmo-hover-brightness-variableRémi Verschelde2020-12-271-5/+8
|\ \ \ \ | |_|/ / |/| | | Move the brightness factor for highlighted 3D gizmos to a variable
| * | | Move the brightness factor for highlighted 3D gizmos to a variableHugo Locurcio2020-12-271-5/+8
| | | | | | | | | | | | | | | | | | | | See https://github.com/godotengine/godot/commit/8522ac77113c3d5239ff4c6cd74ab7b92e1ee663#r45230326.
* | | | Rename Control margin to offsetMarcel Admiraal2020-12-231-19/+19
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* | | Merge pull request #44521 from madmiraal/rename-rect2-clipRémi Verschelde2020-12-191-1/+1
|\ \ \ | | | | | | | | Rename Rect2 and Rect2i clip() to intersection()
| * | | Rename Rect2 and Rect2i clip() to intersection()Marcel Admiraal2020-12-191-1/+1
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* | | | Increase the default Camera Zfar to 4000Hugo Locurcio2020-12-191-8/+8
|/ / / | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | This makes it possible to view far away objects without having to tweak any settings. This results in a more usable editor when working on large-scale levels. This change should have no impact on performance, but note that Z-fighting will be visible at a distance. This can be made less visible by increasing the Znear value (however, doing so will cause nearby surfaces to disappear). This change was also applied to the editor, but it will only apply to newly created scenes. This also changes the default camera settings in the glTF importer to match the Camera node's defaults.
* / / Implement automatic LOD (Level of Detail)reduz2020-12-181-1/+6
|/ / | | | | | | | | | | | | -Happens on import by default for all models -Just works (tm) -Biasing can be later adjusted per node or per viewport (as well as globally) -Disabled AABB.get_support test because its broken
* | Changed the rotation gizmo handle to use the active axis colorMarcus Brummer2020-12-161-1/+20
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* | Merge pull request #44384 from Calinou/increase-manipulator-gizmo-opacityRémi Verschelde2020-12-151-6/+6
|\ \ | | | | | | Increase the default 3D manipulator gizmo opacity for better visibility
| * | Increase the default 3D manipulator gizmo opacity for better visibilityHugo Locurcio2020-12-141-6/+6
| |/ | | | | | | | | | | - Brighten gizmos when highlighted to make the difference between a non-highlighted and a highlighted gizmo more visible. - Tweak the manipulator gizmo size property hint.
* / Rename AcceptDialog get_ok() to get_ok_button()Marcel Admiraal2020-12-141-1/+1
|/ | | | | | Also renames: - AcceptDialog add_cancel() to add_cancel_button() - ConfirmationDiaglog get_cancel() to get_cancel_button()
* Merge pull request #44234 from jeffuntildeath/masterRémi Verschelde2020-12-101-5/+17
|\ | | | | fix for snap to floor editor crash bug
| * fix for snap to floor editor crash bugjeffuntildeath2020-12-091-5/+17
| | | | | | | | | | fix for issue #44231: snap_selected_nodes_to_floor() results in an editor crash when a child collisionshape has invalid shape object
* | Fix trying to set grid visibility on an invalid instanceAaron Franke2020-12-091-4/+0
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* | Static analyzer fixes:bruvzg2020-12-091-1/+1
|/ | | | | | Removes unused code in OS. Fixes return types. Fixes few typos.
* Remove connect *_compat methodsAaron Franke2020-12-051-1/+1
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* Rename EditorNode3DGizmoPlugin "get_name" to "get_gizmo_name"Aaron Franke2020-12-041-3/+3
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