| Commit message (Collapse) | Author | Age | Files | Lines |
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Part of #33027, also discussed in #29848.
Enforcing the use of brackets even on single line statements would be
preferred, but `clang-format` doesn't have this functionality yet.
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rotation gizmo visible = false; when camera preview
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Hide and keep the mouse in place when the user oribts the scene via the 3D
rotation widget.
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EricEzaM/adjust-stretch-ratio-value-range-and-documentation
Updated editor spin slider to have better behaviour and adjusted control's size_flags_stretch_ratio value range
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size_flags_stretch_ratio value range
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Format remote printerr properly in script debugger output
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EricEzaM/fix-custom-property-revert-implementation
Stop trying to revert to script/class default values when script implementation of property_can_revert exists
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property_can_revert exists
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Added uniform qualifiers to visual shaders
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Improved go-to definition (Ctrl + Click)
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Co-Authored-By: Bojidar Marinov <bojidar.marinov.bg@gmail.com>
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(cherry picked from commit 00b56637824392d4adefcd2b406ff6998e02152c)
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Change non-existent World to World3D
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Proper naming and ordering when Duplicate nodes in SceneTreeDock
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Fixes: #38162
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Fixes: #38362
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Add AtlasTexture support in SpriteFrames Editor
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Don't focus the selection after using Align Transform With View
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It made minor adjustments difficult as the camera moved every time
Align Transform With View was used.
This closes #36738.
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This fixes numerous false positives coming out of the culling system.
AABB checks are now a full separating-axis check against the frustum, with the points of the frustum being compared to the planes of the box just as the points of the box were being compared to the planes of the frustum. This fixes large objects behind the camera not being culled correctly.
Some systems that used frustums that were (sometimes mistakenly?) unbounded on one or more side have been modified to be fully enclosed.
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[Core] [Mono] [GDNative] Rename "linear_interpolate" methods to "lerp"
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Made the search results more specific.
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When finding a substring, the rating is biased towards substrings
at the end of the path.
Fixes #33504.
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Add option for editor freelook camera sensitivity
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Improve shortcut formatting in docs
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dreamsComeTrue/editor-animation-player-improvements
Allow to rename animation just after it was duplicated in Editor
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in Delete prompt
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EricEzaM/drag-multiple-resources-onto-array-export
Drag multiple resources onto exported array variable at once
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files onto exported arrays.
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Fixed shuffling editor help tabs
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The indexes for the ScriptEditorItemData entries were not getting
updated after sorting. This would cause a page to be open but with a
different tab selected. Whenever _update_script_names was called next,
it would correct this indexing. Now we correct it immediately following
the tab sort.
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Fixed flipped scene preview thumbnail
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No need to flip the image generated from the viewport texture anymore.
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glTF: Fix tangent generation for non-blend shapes
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PR #30877 was bogus as it made a blend shape-specific code block apply
to everything but blend shapes (as it seemed not to work properly *for*
blend shapes).
The proper fix should thus be to simply remove the problematic
block (and thus cleanup unnecessary logic).
Fixes #32712.
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It changed name as part of the DisplayServer and input refactoring
in #37317, with the rationale that input no longer goes through the
main loop, so the previous Input singleton now only does filtering.
But the gains in consistency are quite limited in the renaming, and
it breaks compatibility for all scripts and tutorials that access
the Input singleton via the scripting language. A temporary option
was suggested to keep the scripting singleton named `Input` even if
its type is `InputFilter`, but that adds inconsistency and breaks C#.
Fixes godotengine/godot-proposals#639.
Fixes #37319.
Fixes #37690.
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Add caching the lightmap unwrapping on import
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This commit adds caching to the lightmap mesh unwraps generated on
import. This speeds up re-imports of meshes that haven't changed and
also makes sure that the unwraps are consistent across imports.
The unwrapping process is not deterministic, so one could end up with
a different mapping every time the scene was imported, breaking any
previously baked lightmaps. The changes in this commit prevent that
from happening.
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