Commit Graph

2695 Commits

Author SHA1 Message Date
d93f75fae5 Merge pull request #45698 from KoBeWi/callables_are_love_callables_are_life
Change sort_custom/bsearch_custom to use Callables
2021-02-05 09:30:19 +01:00
fb83d905da Change sort_custom/bsearch_custom to use Callables 2021-02-04 14:37:52 +01:00
2d4cda89e1 Make margins obey the snap option in the TextureRegion editor 2021-02-03 22:44:17 -03:00
f995d6cd17 Fix swapped front/rear view 2021-02-02 19:44:38 +01:00
ee3b51250a Fix port previews for uniforms in visual shaders 2021-02-02 13:41:05 +03:00
b24c24f64b Merge pull request #45594 from JFonS/improve_3d_grid
3D editor grid improvements
2021-02-01 23:18:24 +01:00
73e62dffb9 3D editor grid improvements
This commit adds a view-dependant fade to the 3D viewport grid. It fades out
at steep view angles to hide the solid regions that appear far from the camera.
I also included a fade to hide the grid borders.

I added some improvements to the dynamic grid when the camera is in orthogonal mode.
It properly handles zoom now, and the grid center is now set to the intersection point
between the grid plane and the camera forward ray, keeping the grid
always visible.
2021-02-01 22:19:54 +01:00
d2e1216504 Merge pull request #37547 from aaronfranke/tau
Use Math_TAU and deg2rad/etc in more places and optimize code
2021-02-01 20:55:25 +01:00
2d134b6ddd Merge pull request #45596 from Calinou/editor-add-viewport-resolution
Add viewport resolution to the 3D editor's View Information pane
2021-02-01 20:43:34 +01:00
d811f86102 Merge pull request #45281 from Chaosus/vs_unify
Unified several visual shader nodes
2021-02-01 08:56:03 +01:00
fe217efa2c Merge pull request #45506 from Chaosus/vs_connection_fix
Attempt to connect to first correct port on dragging in visual shader
2021-02-01 08:55:06 +01:00
85ed695836 Add viewport resolution to the 3D editor's View Information pane 2021-01-31 00:21:36 +01:00
e829b7aee4 Unify URI encoding/decoding and add to C#
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
3927066cac Attempt to connect to first correct port on dragging in visual shader 2021-01-27 17:34:43 +03:00
86c7faa169 Fix zero scaling and material mappings being mapped to wrong fields
- 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
7601ccb0f1 Merge pull request #45202 from aaronfranke/assetlib-url
Move the Asset Library API URLs to the Editor Settings
2021-01-26 15:25:53 +01:00
268f32bada Merge pull request #45226 from Chaosus/vs_expression_port
Auto-creates a port in visual shader expression on dragging from (and to)
2021-01-26 12:50:40 +01:00
887d3ee733 Merge pull request #43875 from addmix/create-physical-skeleton-collider-fix
Create physical skeleton collider orientation fix
2021-01-26 00:35:23 +01:00
6cba658934 Merge pull request #44194 from madmiraal/fix-font_selected_color
Change themes font_color_selected to font_selected_color
2021-01-26 00:03:40 +01:00
9d9d0f0bc9 Fix minimap capturing events and improve its theme
Add an editor setting for minimap opacity in visual editors
2021-01-25 21:49:07 +03:00
a9beb7aa8c Shadow map rendering optimization
-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
8eb39f4e8b Change themes *_color_* to *_*_color
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
099dee35f4 Added GPU based cluster builder
Clustering is now GPU based, uses an implementation based on the Activision algorithm.
2021-01-19 23:31:06 +01:00
4618e09f3b Added SDF nodes to visual shader 2021-01-18 15:04:54 +01:00
de5a8128d7 Unified several visual shader nodes 2021-01-18 13:32:12 +03:00
fa1d853eeb Hide the rotation gizmo when editor cinematic preview is enabled
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
d87303d058 Auto-creates a port in visual shader expression on dragging from 2021-01-16 12:57:09 +03:00
c955a16b39 Fix invalid visual shader context menu popup size 2021-01-15 19:55:21 +03:00
c7fb7674c8 Merge pull request #44805 from Chaosus/vs_convert
Add convert options between constants and uniforms in visual shaders
2021-01-15 16:58:26 +01:00
d1f2644cfa Merge pull request #45164 from Calinou/texture-region-editor-line-background
Draw a "background" line behind the dashed line in TextureRegion editor
2021-01-15 15:58:32 +01:00
8a33107086 Merge pull request #35572 from dankan1890/drag_sheet
Create spritesheet for SpriteFrames by drag and dropping.
2021-01-15 09:17:05 +01:00
925d28e822 Move the asset library API URLs to the Editor Settings 2021-01-15 01:30:40 -05:00
656aba1273 Draw a "background" line behind the dashed line in TextureRegion editor
This makes the dashed line visible on any background.
2021-01-13 17:22:37 +01:00
af878716f2 CI: Update to clang-format 11 and apply ternary operator changes 2021-01-12 19:32:53 +01:00
1218441b16 Merge pull request #44514 from madmiraal/split-os-execute
Split OS::execute into two methods
2021-01-12 16:17:04 +01:00
390ff22a8c Create spritesheet for SpriteFrames by drag and dropping.
Close godotengine/godot-proposals#378
2021-01-12 00:51:59 +01:00
4194447a21 Fix script list only showing their names regardless of display option 2021-01-11 18:01:21 -03:00
69033672b7 Pushes visual shader code preview to separate window 2021-01-11 14:23:59 +03:00
2a74b388d0 Split OS::execute into two methods
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
1d5042c9e2 Use Math_TAU and deg2rad/rad2deg in more places and optimize code 2021-01-09 03:47:14 -05:00
3d359d1311 Merge pull request #44283 from jeffuntildeath/fix-stf-offset
Fixed incorrect offset of snap to floor
2021-01-08 07:53:45 +01:00
0abd7e7b35 Merge pull request #44892 from KoBeWi/gentle_drag
Commit CanvasItem state only if it changed
2021-01-05 14:12:59 +01:00
036f6a3fa8 Commit CanvasItem state only if it changed 2021-01-05 13:06:15 +01:00
8a1c37dc22 Merge pull request #44893 from Chaosus/shader_reference
[4.0] Fix shader editor documentation link
2021-01-05 12:01:20 +01:00
88924bbbc6 Fix shader editor documentation link 2021-01-05 13:46:33 +03:00
f4d8733777 Merge pull request #44890 from KiritoAM/my-bug-fix
Fix for reselecting a TileMap node without first de-selecting it #44824
2021-01-05 10:48:41 +01:00
8e7cbf315e Fix Leak with Gradient in Node3DEditorViewport 2021-01-04 10:06:46 +01:00
15cffe060c Fix for reselecting a TileMap node without first de-selecting it 2021-01-03 15:44:36 +00:00
b5334d14f7 Update copyright statements to 2021
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
c98c6eadbe Add convert options between constants and uniforms in visual shaders 2020-12-30 13:07:08 +03:00