| Commit message (Collapse) | Author | Age | Files | Lines |
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Rename editor plugins to match the new node names.
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Fixes #30736.
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Still a lot of work to do.
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Changes made:
* Added dirty bit for SpatialEditorSelectedItem's last_xform
* SpatialEditorViewport checks that dirt bit too before skipping the selection
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For us, it practically only changes the fact that `A<A<int>>` is now
used instead of the C++03 compatible `A<A<int> >`.
Note: clang-format 10+ changed the `Standard` arguments to fully
specified `c++11`, `c++14`, etc. versions, but we can't use `c++17`
now if we want to preserve compatibility with clang-format 8 and 9.
`Cpp11` is still supported as deprecated alias for `Latest`.
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Update snap setting only with OK
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restore previous values with cancel
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Fix the VIEW_INFORMATION checkbox not being selected (visually)
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Generated id of "Display Advanced..." was in conflict with "View Information"
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limiter.
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-Texture renamed to Texture2D
-TextureLayered as base now inherits 2Darray, cubemap and cubemap array
-Removed all references to flags in textures (they will go in the shader)
-Texture3D gone for now (will come back later done properly)
-Create base rasterizer for RenderDevice, RasterizerRD
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The crosshair makes freelook navigation a bit easier, while making it
clearer that it's possible to select nodes by clicking while in
freelook mode.
The crosshair is only displayed while in freelook mode.
It uses an icon designed to be visible on any background.
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Tint 3D light gizmos using the light's color
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This makes navigation more convenient in the 3D viewport, especially
when using the unshaded display mode.
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Happy new year to the wonderful Godot community!
We're starting a new decade with a well-established, non-profit, free
and open source game engine, and tons of further improvements in the
pipeline from hundreds of contributors.
Godot will keep getting better, and we're looking forward to all the
games that the community will keep developing and releasing with it.
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Implemented uniform API in Viewport class to override 2D and/or
3D camera.
Added buttons in 2D and 3D editor viewport toolbars that override
the running game camera transform with the editor viewport camera
transform. Implemented via remote debugger protocol and camera
override API.
Removed LiveEditFuncs function pointers from ScriptDebugger class.
Since the debugger got access to the SceneTree instance (if one
exists), there is no need to store the function pointers. The live
edit functions in SceneTree are used directly instead. Also removed
the static version of live edit functions in SceneTree for the same
reason. This reduced the SceneTree -> Debugger coupling too since
the function pointers don't need to be set from SceneTree anymore.
Moved script_debugger_remote.h/cpp from 'core/' to 'scene/debugger/'.
This is because the remote debugger is now using SceneTree directly
and 'core/' classes should not depend on 'scene/' classes.
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Fixes `SpatialEditorPlugin::_calculate_spatial_bounds` so the displayed
selection doesn't break with transformed scenes.
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Use the same axis colors consistently in the 2D and 3D editors
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The new colors should make it easier to see the manipulator gizmo.
Highlighted gizmos are now fully opaque (instead of being white),
keeping the color information while a gizmo is highlighted.
This also adds a setting hint for the manipulator gizmo opacity
editor setting.
Axis colors were taken from Blender 2.80.
This partially addresses #16154.
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ptrcall assumes methods that return a Reference type do so with Ref<T>. Returning Reference* from a method exposed to the scripting API completely breaks ptrcalls to this method (it can be quite hard to debug!).
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Made use of semicolons after GDCLASS more consistent, added semicolons where I found them missing.
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Make 3D snapping finer when holding Shift
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This also changes the default rotation and scale snapping increments
to better make use of fine snapping possibilities.
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User defined gizmos will haave higher preference than editor gizmos by
default. Also fixed some inconsistencies in the gizmos menu when using
custom gizmos.
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Happy new year to the wonderful Godot community!
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Expose the new gizmo plugin system to scripting
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