| Commit message (Collapse) | Author | Age | Files | Lines |
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Use real_t in editor plugins
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Also use const more often and delete dead code in CanvasItemEditor
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VCS: Allow to stage and commit all files with Ctrl + Enter
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Prevent warning spam to console when dragging a CanvasItem in container
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Fix being able to add duplicate files in the Localization editor
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Fix theming in the audio bus editor
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Put multiple colons back into translated strings
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Rationalize property reversion
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Bake RESET animation.
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Co-authored-by: MMMaellon <mmmaellon@gmail.com>
Co-authored-by: Eron <rufsketch1@gmail.com>
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This pull request fixes an issue where searches using the "Find in Files" function would include folders with `.gdignore` files in them. The editor is supposed to ignore directories with these files in them altogether.
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Optimize theme change in code editor
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Postpone applying the whole theme when a setting changes, to avoid
updating everything many times when the whole editor theme is changed.
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Expose Vulkan's clustered and mobile backends in the project manager
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Since OpenGL will not be available in Godot 4.0, this exposes a
choice between Vulkan clustered and Vulkan mobile in the project manager.
Despite the name, Vulkan mobile has many benefits on desktop platforms.
It provides better performance on simple scenes, and ensures that you
won't accidentally use unsupported features while testing your project
on desktop platforms.
The Vulkan backend setting was made into a "basic" setting so that
it can be changed without having to enable the Advanced Settings toggle.
This also improves list formatting to use bullet points and tweaks
the property hint to be more descriptive.
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doc: Use self-closing tags for `return` and `argument`
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For the time being we don't support writing a description for those, preferring
having all details in the method's description.
Using self-closing tags saves half the lines, and prevents contributors from
thinking that they should write the argument or return documentation there.
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Name new resource files with `snake_case`
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Highlight context menu items at the top of the 2D/3D viewports
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This makes it easier to notice that some menu items only appear when
specific nodes are selected.
This change applies to both 2D and 3D editors, including both plugin-based
menus and the hardcoded 2D layout/animation contextual menus.
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This makes the focus outline less distracting on the
2D and 3D editor viewports.
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Use bullet points in the editor instead of dashes where relevant
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When dragging and dropping a texture, mesh, or scene from the FileSystem into the
2D or 3D viewport, it will be added as a child of the current scene's root node.
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Clear debug process identifiers array at `stop()` to prevent invalid checking of them
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Fix duplicate shortcut for paint and erase in TileMap editor
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This pull request fixes an issue where the paint and erase tools in the TileMap editor had the same shortcut (E). The erase tool having "E" be its shortcut makes more sense than the paint tool having that be its shortcut. So I changed the paint tool's shortcut to be "D" since nothing else uses it and it's short for "draw", it's also right next to "S" on the keyboard which happens to be the selection tool.
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Multiple cosmetic fixes for embedded windows
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- Use the ° symbol instead of "deg" to reduce clutter.
- Round the displayed lengths to only one decimal instead of two
to further reduce clutter.
- Don't make the `px` suffix localizable, as it isn't localizable
anywhere else in the editor.
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Improve the 3D editor manipulation gizmo
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- Allow some tolerance when clicking the plane move/scale,
even if the click is actually slightly outside the plane
(similar to Blender).
- Make the rotate manipulation circles visually thinner to be
less distracting.
- Make the hovered color less saturated to be more distinguishable
from the non-hovered state.
- Don't set brightness above 1.0 to prevent the gizmo from glowing
when hovered.
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Improve MeshInstance3D UV preview in the editor
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- Use background and line colors that match better with the
rest of the editor.
- Use translucent lines to make overlapping lines visible.
- Tweak the error message to mention the UV layer in question
when there is no UV for a defined layer.
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Add shortcut to toggle the 3D editor's camera preview
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A Camera3D node still has to be selected to initially enable camera
preview, but another node can then be selected and the preview can
be disabled by pressing the shortcut key again.
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