Rémi Verschelde
2d134b6ddd
Merge pull request #45596 from Calinou/editor-add-viewport-resolution
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Add viewport resolution to the 3D editor's View Information pane
2021-02-01 20:43:34 +01:00
Rémi Verschelde
d811f86102
Merge pull request #45281 from Chaosus/vs_unify
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Unified several visual shader nodes
2021-02-01 08:56:03 +01:00
Rémi Verschelde
fe217efa2c
Merge pull request #45506 from Chaosus/vs_connection_fix
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Attempt to connect to first correct port on dragging in visual shader
2021-02-01 08:55:06 +01:00
Hugo Locurcio
85ed695836
Add viewport resolution to the 3D editor's View Information pane
2021-01-31 00:21:36 +01:00
Aaron Franke
e829b7aee4
Unify URI encoding/decoding and add to C#
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http_escape and percent_encode have been unified into uri_encode, and http_unescape and percent_decode have been unified into uri_decode.
2021-01-28 07:45:01 -05:00
Yuri Roubinsky
3927066cac
Attempt to connect to first correct port on dragging in visual shader
2021-01-27 17:34:43 +03:00
Gordon MacPherson
86c7faa169
Fix zero scaling and material mappings being mapped to wrong fields
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- fixes scale values of 0.0013 (det == 0.00004) not rendering, they should render even at small values, but not at zero like the editor grid plugin supplies zero exactly.
- fixes node_3d_editor_plugin visibility bug when scale is zero
- fix culling with small scaling values - which are still valid to be rendered like 0.00004
note: grid is still not fixed, it has det == 0 issues but this fixes one of them.
2021-01-26 19:48:18 +00:00
Rémi Verschelde
7601ccb0f1
Merge pull request #45202 from aaronfranke/assetlib-url
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Move the Asset Library API URLs to the Editor Settings
2021-01-26 15:25:53 +01:00
Rémi Verschelde
268f32bada
Merge pull request #45226 from Chaosus/vs_expression_port
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Auto-creates a port in visual shader expression on dragging from (and to)
2021-01-26 12:50:40 +01:00
Rémi Verschelde
887d3ee733
Merge pull request #43875 from addmix/create-physical-skeleton-collider-fix
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Create physical skeleton collider orientation fix
2021-01-26 00:35:23 +01:00
Rémi Verschelde
6cba658934
Merge pull request #44194 from madmiraal/fix-font_selected_color
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Change themes font_color_selected to font_selected_color
2021-01-26 00:03:40 +01:00
Yuri Sizov
9d9d0f0bc9
Fix minimap capturing events and improve its theme
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Add an editor setting for minimap opacity in visual editors
2021-01-25 21:49:07 +03:00
reduz
a9beb7aa8c
Shadow map rendering optimization
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-All shadow rendering is done with raster now (no compute)
-All shadow rendering is done by rendering directly to the shadow atlas
-Improved how buffer clearing is done to optimize the above.
-Ability to set shadows as 16 bits.
2021-01-24 20:17:28 -03:00
Marcel Admiraal
8eb39f4e8b
Change themes *_color_* to *_*_color
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Changed:
font_color_accel -> font_accelerator_color
font_color_bg -> font_unselected_color
font_color_disabled -> font_disabled_color
font_color_fg -> font_selected_color
font_color_hover -> font_hover_color
font_color_hover_pressed -> font_hover_pressed_color
font_color_pressed -> font_pressed_color
font_color_readonly -> font_readonly_color
font_color_selected -> font_selected_color
font_color_shadow -> font_shadow_color
font_color_uneditable -> font_uneditable_color
icon_color_disabled -> icon_disabled_color
icon_color_hover -> icon_hover_color
icon_color_hover_pressed -> icon_hover_pressed_color
icon_color_normal -> icon_normal_color
icon_color_pressed -> icon_pressed_color
Also includes:
font_outline_modulate -> font_outline_color
tab_fg -> tab_selected
tab_bg -> tab_unselected
2021-01-24 06:28:49 +00:00
reduz
099dee35f4
Added GPU based cluster builder
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Clustering is now GPU based, uses an implementation based on the Activision algorithm.
2021-01-19 23:31:06 +01:00
Yuri Roubinsky
4618e09f3b
Added SDF nodes to visual shader
2021-01-18 15:04:54 +01:00
Yuri Roubinsky
de5a8128d7
Unified several visual shader nodes
2021-01-18 13:32:12 +03:00
Hugo Locurcio
fa1d853eeb
Hide the rotation gizmo when editor cinematic preview is enabled
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Cinematic preview enables the Camera3D preview automatically.
When previewing a Camera3D, the rotation gizmo isn't displayed as
it can't be used.
2021-01-18 03:19:05 +01:00
Yuri Roubinsky
d87303d058
Auto-creates a port in visual shader expression on dragging from
2021-01-16 12:57:09 +03:00
Yuri Roubinsky
c955a16b39
Fix invalid visual shader context menu popup size
2021-01-15 19:55:21 +03:00
Rémi Verschelde
c7fb7674c8
Merge pull request #44805 from Chaosus/vs_convert
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Add convert options between constants and uniforms in visual shaders
2021-01-15 16:58:26 +01:00
Rémi Verschelde
d1f2644cfa
Merge pull request #45164 from Calinou/texture-region-editor-line-background
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Draw a "background" line behind the dashed line in TextureRegion editor
2021-01-15 15:58:32 +01:00
Rémi Verschelde
8a33107086
Merge pull request #35572 from dankan1890/drag_sheet
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Create spritesheet for SpriteFrames by drag and dropping.
2021-01-15 09:17:05 +01:00
Aaron Franke
925d28e822
Move the asset library API URLs to the Editor Settings
2021-01-15 01:30:40 -05:00
Hugo Locurcio
656aba1273
Draw a "background" line behind the dashed line in TextureRegion editor
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This makes the dashed line visible on any background.
2021-01-13 17:22:37 +01:00
Rémi Verschelde
af878716f2
CI: Update to clang-format 11 and apply ternary operator changes
2021-01-12 19:32:53 +01:00
Rémi Verschelde
1218441b16
Merge pull request #44514 from madmiraal/split-os-execute
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Split OS::execute into two methods
2021-01-12 16:17:04 +01:00
dankan1890
390ff22a8c
Create spritesheet for SpriteFrames by drag and dropping.
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Close godotengine/godot-proposals#378
2021-01-12 00:51:59 +01:00
Michael Alexsander
4194447a21
Fix script list only showing their names regardless of display option
2021-01-11 18:01:21 -03:00
Yuri Roubinsky
69033672b7
Pushes visual shader code preview to separate window
2021-01-11 14:23:59 +03:00
Marcel Admiraal
2a74b388d0
Split OS::execute into two methods
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1. execute(): Executes a command and returns the results.
2. create_process(): Creates a new process and returns the new process' id.
2021-01-09 10:03:23 +00:00
Rémi Verschelde
3d359d1311
Merge pull request #44283 from jeffuntildeath/fix-stf-offset
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Fixed incorrect offset of snap to floor
2021-01-08 07:53:45 +01:00
Rémi Verschelde
0abd7e7b35
Merge pull request #44892 from KoBeWi/gentle_drag
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Commit CanvasItem state only if it changed
2021-01-05 14:12:59 +01:00
kobewi
036f6a3fa8
Commit CanvasItem state only if it changed
2021-01-05 13:06:15 +01:00
Rémi Verschelde
8a1c37dc22
Merge pull request #44893 from Chaosus/shader_reference
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[4.0] Fix shader editor documentation link
2021-01-05 12:01:20 +01:00
Yuri Roubinsky
88924bbbc6
Fix shader editor documentation link
2021-01-05 13:46:33 +03:00
Rémi Verschelde
f4d8733777
Merge pull request #44890 from KiritoAM/my-bug-fix
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Fix for reselecting a TileMap node without first de-selecting it #44824
2021-01-05 10:48:41 +01:00
Rafał Mikrut
8e7cbf315e
Fix Leak with Gradient in Node3DEditorViewport
2021-01-04 10:06:46 +01:00
andrew-softdev
15cffe060c
Fix for reselecting a TileMap node without first de-selecting it
2021-01-03 15:44:36 +00:00
Rémi Verschelde
b5334d14f7
Update copyright statements to 2021
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Happy new year to the wonderful Godot community!
2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.
We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)
Here's to a great year 2021 for all Godot users 🎆
2021-01-01 20:19:21 +01:00
Yuri Roubinsky
c98c6eadbe
Add convert options between constants and uniforms in visual shaders
2020-12-30 13:07:08 +03:00
Rémi Verschelde
59b30e1d23
Merge pull request #44709 from Calinou/editor-frame-time-color
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Color 3D editor frame time labels depending on the performance level
2020-12-29 17:41:40 +01:00
Rémi Verschelde
edccc0bbdf
Merge pull request #44759 from Huberion/master
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Fix Scrollbar range calculation error
2020-12-29 11:05:44 +01:00
Hugo Locurcio
8221037be0
Add an editor setting for the 3D selection box color
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A restart is required to apply the setting change.
2020-12-29 07:35:59 +01:00
Rémi Verschelde
6cebb8c117
Merge pull request #44586 from madmiraal/rename-stepify
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Rename Math::stepify to snapped
2020-12-28 21:46:43 +01:00
Rémi Verschelde
44357ddc28
Editor: Fix invalid use of Node::get_viewport() after rename of EditorNode::get_viewport()
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Fixes #44761 , was a regression from #44524 .
The PR passed CI because EditorNode::get_viewport() used to shadow Node::get_viewport()
(which was a bug in itself, fixed by #44524 ), so once it was renamed the existing code
relying on it fell back to the now available Node::get_viewport().
This might bite some thirdparty modules too.
2020-12-28 19:51:39 +01:00
Rémi Verschelde
4ca98c7a35
Merge pull request #44183 from madmiraal/box_shape-size
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Use a size Vector for adjusting the size of Rectangles and Boxes
2020-12-28 16:06:50 +01:00
Rémi Verschelde
058f3fe069
Merge pull request #44149 from madmiraal/rename-tangent-orthogonal
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Rename Vector2.tangent() to Vector2.orthogonal()
2020-12-28 16:00:12 +01:00
BiBi
849a8b5f58
Fix Scrollbar range calculation error
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When zoomed in, the right and bottom edges of the resource image will be outside the viewing area.
2020-12-28 22:49:18 +08:00
Rémi Verschelde
8f4c4bb610
Merge pull request #44434 from madmiraal/rename-camera3d-near-and-far
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Rename Camera3D near and far getters and setters
2020-12-28 14:57:31 +01:00