| Commit message (Collapse) | Author | Age | Files | Lines |
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Using 2.2.6.dev180+ge3a2cfbd.
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Propagate error correctly when max texture size for lightmaps is too small.
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Add error handling for BAKE_ERROR_LIGHTMAP_TOO_SMALL, which was previously ignored. Fixes #81453.
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Calinou/editor-property-auto-refresh-add-property-hint
Add a property hint range to Auto Refresh Interval editor setting
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This prevents using zero or negative values, which are invalid and
will cause various issues in the editor (such as the inspector never
updating until the editor is closed and reopened).
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Fix bugs of copying scene root node or pasting node as scene root
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Fix crash when pasting a node as a new scene root.
Fix owner was not set correctly when copying scene root node from unsaved scene.
The owner of the root node is `nullptr`, which was ignored before.
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Daylily-Zeleen/daylily-zeleen/register_internal_class
Allow GDExtension to register unexposed classes.
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Update folder colors when moving or renaming
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(cherry picked from commit f2c8eea60e41add6dac398d6a930d22e03f8b22d)
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Expose `EditorExportPlatform::get_os_name()`
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Fix `EditorFileDialog` clears the file name on changing directory
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Fixes issues with assigning a name for files being saved
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Prevent creating any type of file with a leading dot
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Co-authored-by: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com>
Co-authored-by: gotnospirit <gotnospirit@gmail.com>
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Split GraphNode into GraphElement and GraphNode, add custom
titlebar, and adjust theming.
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UWP: Remove platform port, needs to be redone from scratch for 4.x
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The UWP platform port was never ported to the Godot 4.0+ API,
and it's now accumulating bitrot as it doesn't compile, and thus
we no longer propagate platform changes in it.
So we finally remove to acknowledge this state. There's still some
interest in reviving the UWP port eventually, especially as support
for Direct3D 12 will soon be merged, but when that happens it will
be easiest to redo it from scratch.
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Fix shader text editor include file reloading
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jsjtxietian/fix-property-array-tooltip-shows-wrong-ID-on-later-pages
Fix property array tooltip shows wrong ID on later pages
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Also do some cleanup, use`element_position` instead of
`begin_array_index + i`
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Remove leftover debug print in `FileSystemDock`
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YuriSizov/core-gdvirtual-but-less-confused-about-itself
Extract `ScriptInstance` into its own file to simplify includes
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This allows to include script_instance.h directly in the
generated gdvirtual.gen.inc, and remove excessive includes
from the codebase.
This should also allow Resource to use GDVIRTUAL macros,
which wasn't possible previously due to a circular dependency.
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Implement a system to contextualize global themes
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This commit adds a new View submenu that allows switching
between the project theme (default), the editor theme, and
the default theme. The last selected option is stored per
project and is restored when reloading the project.
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This change defines additional theme contexts for editor
branches to prevent theme leaking between the default
theme, the project theme, and the editor theme.
- Both editor window and EditorNode define an editor-specific
context with the editor theme and the default theme.
- The 2D viewport defines a project-specific context with
the project theme and the default theme.
- Theme editor preview tabs define the default-only context
with the default theme.
Additionally, the default theme context now only includes
the project theme for running projects (both export and debug).
This prevents the project theme from leaking into the editor.
This commit also does a little clean up on the theming aspects
of the EditorNode.
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Fix go to parent folder in `EditorFileDialog`
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Avoid text substitution in EditorHelp messages
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Fix saving editor folder colors
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Also clears setting if none are assigned
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jsjtxietian/Reload-built_in-script-after-create-to-allow-drag-nodes-into-it
Fix an error when dragging nodes into built-in scripts because script does not inherit Node
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Fix a crash when enable a tool plugin uses `make_mesh_previews`
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The bug happens when plugin tree is propagating mouse events
(so it is blocked), but EditorProgress's dtor will make main editor
focused and call update_plugins immediately
which will update the blocked tree.
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Add EditorStringNames singleton
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Godot Android plugin re-architecture
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