| Commit message (Collapse) | Author | Age | Files | Lines |
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Make the NavigationAgent3D icon more readable
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Add PortableCompressedTexture2D icon
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Fix `TileMapEditorPlugin` crash by storing tilemap ID instead of pointer
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Store the tilemap ObjectID instead of raw pointer, and check it is valid before access.
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Fix crash on exit where `TileSet` calls destroyed `TileSetAtlasSourceEditor`
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Removes signal from TileSet on destroying TileSetAtlasSourceEditor, to prevent TileSet calling function in destroyed TileSetAtlasSourceEditor.
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Add CurveXYZTexture icon
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Apply new input validation method for Create Plugin dialog
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Implement numeric blender-style transforms.
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This allows the user to input numbers during an "instant" (blender
style) transform operation to specify exactly how far to transform the
object. For example:
g2.5xx: Translate 2.5 units along the local x-axis
ry-45: Rotate -45 degrees around the y-axis
s.25Z: Scale by a factor of .25 on the xy plane
Some shared code between the traslate/rotate/scale branches of update_transform
was refactored into apply_transform so numeric transforms could reuse it.
This removes any "{X,Y,Z}-Axis Transform" messages. These prevented the
"Transforming: (x,y,z)" messages from showing, and the latter are more
useful, as they tell you the actual units.
This also rearranges finish_transform to clear _edit before updating
the axis rendering, so an axis doesn't remain highlighted.
Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
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[Editor Log] Clear rich print tags only after the last line.
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YuriSizov/editor-hot-singleton-interfaces-in-your-area
Make `EditorInterface` accessible as a singleton
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- EditorPlugin.get_editor_interface() is removed as redundant.
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Register and cleanup resource importer singletons in a predictable way
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Fix menu items that trigger secondary interface missing ellipsis
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fix #80347
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Further separate icon from text of buttons in both editor and default themes
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Avoid retrieving the object ID of a stack variable if it is nil
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Add option to enable HDR rendering in 2D
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This is needed to allow 2D to fully make use of 3D effects (e.g. glow), and can be used to substantially improve quality of 2D rendering at the cost of performance
Additionally, the 2D rendering pipeline is done in linear space (we skip linear_to_srgb conversion in 3D tonemapping) so the entire Viewport can be kept linear.
This is necessary for proper HDR screen support in the future.
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Standardize dialog input validation as a new class
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Fix ColorPicker margin theme property
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The lack of icon gizmo made it no longer possible to select Camera3D
nodes in the 3D viewport by clicking on them.
A new Camera3D icon gizmo was designed to be direction-neutral.
This avoids the issue that the previous icon gizmo had, since it was
always facing right.
This also adds icons for CameraAttributesPractical and CameraAttributesPhysical.
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Use compile-time Unicode string conversion
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Thanks to this syntax introduced in C++11, this reduces the amount of work
that needs to be performed at run-time while making the code more terse.
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Add UndoRedo icon
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Uncollapse favorites by default in the editor FileSystem dock
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Add a shortcut to paste nodes as sibling of the selected node
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This makes quick pasting jobs easier when you don't want a heavily
nested structure, by pressing Ctrl + Shift + V (Cmd + Shift + V on macOS)
instead of Ctrl + V (Cmd + V on macOS).
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Add icons to some placeholder classes
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Add icons for 3D texture classes
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Improve material and mesh preview buttons
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Expose 'Reimport' on right-click context menu in the FileSystem panel
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