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* Merge pull request #48742 from pycbouh/editor-subresource-selectorRémi Verschelde2021-06-074-59/+162
|\ | | | | Make several actions in the Inspector dock more obvious
| * Make several actions in the Inspector dock more obviousYuri Sizov2021-06-044-59/+162
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* | Merge pull request #49128 from Calinou/improve-position-node-axis-visibilityRémi Verschelde2021-06-071-7/+34
|\ \ | | | | | | Improve axis awareness and visibility for Position2D and Position3D
| * | Improve axis awareness and visibility for Position2D and Position3DHugo Locurcio2021-06-021-7/+34
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* | | Merge pull request #49296 from NoFr1ends/fix-49294Rémi Verschelde2021-06-071-4/+4
|\ \ \ | | | | | | | | EditorSettings: Look for binding while filtering too
| * | | EditorSettings: Look for binding while filtering tooJonas Bernemann2021-06-041-4/+4
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* | | | Don't remap resources belonging to instancekobewi2021-06-071-0/+10
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* | | | Style: Cleanup uses of double spaces between wordsRémi Verschelde2021-06-071-49/+0
| | | | | | | | | | | | | | | | | | | | Or after punctuation. Tried to leave third-party stuff alone, unless it has been heavily modified for Godot.
* | | | Merge pull request #49337 from Chaosus/vs_texture_funcRémi Verschelde2021-06-071-0/+14
|\ \ \ \ | | | | | | | | | | Adds `UVFunc` for panning/scaling on UV's to VisualShader's.
| * | | | Adds `UVFunc` for panning/scaling on UV's to VisualShader's.Yuri Roubinsky2021-06-071-0/+14
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* | | | | Don't save built-in script when adding methodkobewi2021-06-061-1/+3
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* | | | Merge pull request #49325 from reduz/rename-gi-classesRémi Verschelde2021-06-0613-148/+148
|\ \ \ \ | | | | | | | | | | Rename GI Classes
| * | | | Rename GI Classesreduz2021-06-0513-148/+148
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | * GIProbe is now VoxelGI * BakedLightmap is now LightmapGI As godot adds more ways to provide GI (as an example, SDFGI in 4.0), the different techniques (which have different pros/cons) need to be properly named to avoid confusion.
* | | | | New and improved IK system for Skeleton2DTwistedTwigleg2021-06-055-587/+69
|/ / / / | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | This PR and commit adds a new IK system for 2D with the Skeleton2D node that adds several new IK solvers, a way to control bones in a Skeleton2D node similar to that in Skeleton3D. It also adds additional changes and functionality. This work was sponsored by GSoC 2020 and TwistedTwigleg. Full list of changes: * Adds a SkeletonModifier2D resource * This resource is the base where all IK code is written and executed * Has a function for clamping angles, since it is so commonly used * Modifiers are unique when duplicated so it works with instancing * Adds a SkeletonModifierStack2D resource * This resource manages a series of SkeletonModification2Ds * This is what the Skeleton2D directly interfaces with to make IK possible * Adds SkeletonModifier2D resources for LookAt, CCDIK, FABRIK, Jiggle, and TwoBoneIK * Each modification is in its own file * There is also a SkeletonModifier2D resource that acts as a stack for using multiple stacks together * Adds a PhysicalBone2D node * Works similar to the PhysicalBone3D node, but uses a RigidBody2D node * Changes to Skeleton2D listed below: * Skeleton2D now holds a single SkeletonModificationStack2D for IK * Skeleton2D now has a local_pose_override, which overrides the Bone2D position similar to how the overrides work in Skeleton3D * Changes to Bone2D listed below: * The default_length property has been changed to length. Length is the length of the bone to its child bone node * New bone_angle property, which is the angle the bone has to its first child bone node * Bone2D caches its transform when not modified by IK for IK interpolation purposes * Bone2D draws its own editor gizmo, though this is stated to change in the future * Changes to CanvasItemEditor listed below: * Bone2D gizmo drawing code removed * The 2D IK code is removed. Now Bone2D is the only bone system for 2D * Transform2D now has a looking_at function for rotating to face a position * Two new node notifications: NOTIFICATION_EDITOR_PRE_SAVE and NOTIFICATION_EDITOR_POST_SAVE * These notifications only are called in the editor right before and after saving a scene * Needed for not saving the IK position when executing IK in the editor * Documentation for all the changes listed above.
* | | | Merge pull request #39202 from Calinou/editor-import-invert-green-channelRémi Verschelde2021-06-051-6/+11
|\ \ \ \ | | | | | | | | | | Replace "Invert" import option with more useful "Normal Map Invert Y"
| * | | | Replace "Invert" import option with more useful "Normal Map Invert Y"Hugo Locurcio2021-06-041-6/+11
| |/ / / | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | This can be used to invert a normal map's direction. The "Invert" import option is no longer useful in Godot 4.0 since it uses height maps instead of depth maps in StandardMaterial3D. This closes https://github.com/godotengine/godot-proposals/issues/785.
* | | | Merge pull request #45364 from madmiraal/rename-quatRémi Verschelde2021-06-058-41/+41
|\ \ \ \ | | | | | | | | | | Rename Quat to Quaternion
| * | | | Rename Quat to QuaternionMarcel Admiraal2021-06-048-41/+41
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* | | | | KinematicBody split between new CharacterBody and PhysicsBodyPouleyKetchoupp2021-06-042-0/+0
|/ / / / | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | PhysicsBody now has methods move_and_collide/test_move and needed properties for these methods: safe margin, locked axes (3D only). Moved collision_exceptions from StaticBody to PhysicsBody for 3D (same as 2D, and conforms to documentation). RigidBody doesn't have test_motion method anymore, it's now redundant with PhysicsBody.test_move.
* | | | Merge pull request #49297 from aaronfranke/anim-type-tr3dRémi Verschelde2021-06-043-26/+26
|\ \ \ \ | | | | | | | | | | Rename Animation TYPE_TRANSFORM to TYPE_TRANSFORM3D
| * | | | Rename Animation TYPE_TRANSFORM to TYPE_TRANSFORM3DAaron Franke2021-06-033-26/+26
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* | | | Merge pull request #48902 from pycbouh/editor-improve-template-downloaderRémi Verschelde2021-06-042-366/+669
|\ \ \ \ | | | | | | | | | | Improve the UI/UX of the Export Template Manager dialog
| * | | | Improve the UI/UX of the Export Template Manager dialogYuri Sizov2021-06-032-366/+669
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* | | | Merge pull request #44198 from madmiraal/rename-translation-positionRémi Verschelde2021-06-041-4/+4
|\ \ \ \ | | | | | | | | | | Rename Node3D's property translation to position
| * | | | Rename Node3D's property translation to positionMarcel Admiraal2021-06-041-4/+4
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* | | | | Merge pull request #47336 from Calinou/rename-shader-file-extensionRémi Verschelde2021-06-042-2/+2
|\ \ \ \ \ | |/ / / / |/| | | | Rename the `.shader` file extension to `.gdshader`
| * | | | Rename the `.shader` file extension to `.gdshader`Hugo Locurcio2021-03-242-2/+2
| | | | | | | | | | | | | | | | | | | | | | | | | This lets third-party software recognize Godot shaders more easily, without relying on guesswork since the `.shader` extension is generic.
* | | | | Merge pull request #47871 from aaronfranke/assetlib-pmRémi Verschelde2021-06-041-2/+2
|\ \ \ \ \ | | | | | | | | | | | | Rename tabs in the project manager
| * | | | | Rename tabs in the project managerAaron Franke2021-06-031-2/+2
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* | | | | Merge pull request #49300 from aaronfranke/editor-prop-tr3dRémi Verschelde2021-06-046-17/+17
|\ \ \ \ \ | | | | | | | | | | | | Rename EditorPropertyTransform to EditorPropertyTransform3D
| * | | | | Rename EditorPropertyTransform to EditorPropertyTransform3DAaron Franke2021-06-036-17/+17
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* / / / / Flip 2D icon to match Godot's handednessAaron Franke2021-06-031-1/+1
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* | | | Merge pull request #38430 from aaronfranke/transform3dRémi Verschelde2021-06-0333-256/+255
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| * | | Rename Variant TRANSFORM to TRANSFORM3DAaron Franke2021-06-036-11/+11
| | | | | | | | | | | | Also _transform to _transform3d
| * | | Rename Transform to Transform3D in coreAaron Franke2021-06-0332-245/+244
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* | | | Replace get_settings_dir with get_config_dir when fetching configuration pathsYuri Sizov2021-06-034-11/+5
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* | | Merge pull request #49271 from Chaosus/vs_fix_error_label_themeRémi Verschelde2021-06-032-24/+17
|\ \ \ | | | | | | | | Fix changing theme coloring for error label in VisualShader editor
| * | | Fix changing theme coloring for error label in VisualShader editorYuri Roubinsky2021-06-032-24/+17
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* | | | Merge pull request #44259 from gongpha/new-gradient-iconRémi Verschelde2021-06-032-2/+2
|\ \ \ \ | | | | | | | | | | New icons for Gradient and GradientTexture resources
| * | | | New icons for Gradient and GradientTexture resourcesgongpha2020-12-152-2/+2
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* | | | | Merge pull request #49263 from Calinou/add-occluder3d-editor-iconsRémi Verschelde2021-06-032-0/+2
|\ \ \ \ \ | | | | | | | | | | | | Add editor icons for Occluder3D and OccluderInstance3D
| * | | | | Add editor icons for Occluder3D and OccluderInstance3DHugo Locurcio2021-06-032-0/+2
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* / | | | Improve radio checkboxes in the default editor themeHugo Locurcio2021-06-032-1/+2
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* | | | Use bold fonts in editorreduz2021-06-027-23/+57
| | | | | | | | | | | | | | | | | | | | | | | | | | | | * Labels are now bold * Categories in trees are bold * Main editor buttons are bold * Fixed section folding arrows in inspector
* | | | i18n: Sync translations with WeblateRémi Verschelde2021-06-0268-1006/+1149
| | | | | | | | | | | | | | | | (cherry picked from commit 0446cf487fab518858af136f81e963df12b5d05e)
* | | | Merge pull request #45393 from Paulb23/code_edit_autocompleteRémi Verschelde2021-06-015-25/+53
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| * | | | Move and expose Code Hint in CodeEditPaulb232021-06-014-10/+3
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| * | | | Move and expose AutoComplete in CodeEditPaulb232021-06-013-15/+18
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| * | | | Add comment and string tracking to CodeEditPaulb232021-06-013-0/+32
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* | | | | TextureRegionEditor Fix not updating on editing region with autoslice cachedkleonc2021-06-011-1/+0
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