Commit Graph

47 Commits

Author SHA1 Message Date
bf45e569c9 Merge pull request #11510 from AndreaCatania/skel
Added skeleton x-ray
2017-12-10 13:03:53 +01:00
63ec5823d1 Implemented skeleton visibility
Removed code visibility code from popup menu
2017-12-10 03:15:52 +01:00
af719a90a7 TileMap Fixes 2017-12-02 20:49:01 -03:00
3f31925b18 Universalize draw-over API for EditorPlugins
- Now it is usable from both `CanvasItem` and `Spatial` editors.
- `EditorPlugin` API changes:
 - `forward_draw_over_canvas()` becomes `forward_draw_over_viewport()`.
 - `update_canvas()` becomes `update_overlays()`, which now triggers the update of every overlay on top of any 2D or 3D viewports present. Also now it returns the number of such viewports, which is useful whenever you need to know the number of draw-over calls you'll get.
 - New: `[set/is]_force_draw_over_forwarding_enabled()` to force overlaying regardless it handles the current object type, in a similar fashion as `[set/is]_input_event_forwarding_always_enabled`. This kind of overlay is also on top of those for regular handled node types.
 - New: `forward_force_draw_over_canvas()`, which is the callback that gets called for plugins that enable forced overlaying.
2017-11-24 21:24:15 +01:00
e38efe22c7 Merge pull request #12301 from MarianoGnu/master
Implement auto-tiling
2017-11-22 15:31:46 +01:00
80ad8afc85 Native pan and zoom for macOS 2017-11-21 09:11:39 +01:00
d1831915bf Merge pull request #12359 from kubecz3k/spatial-lock
ability to lock spatial nodes transform in editor
2017-11-20 16:02:20 +01:00
bcfb0a09f8 Implement auto-tiling 2017-11-20 06:27:47 -03:00
bc26a5bd3a Merge pull request #12936 from n-pigeon/planar_scale_gizmo
Implemented planar scaling with two modes.
2017-11-20 00:16:28 +01:00
55f992942c Add "View FPS" in 3D->Perspective's popup.
"Fixes" to make it acceptable by clang-format.

"Fixes" to make it acceptable by clang-format.
2017-11-20 00:35:46 +03:00
d28763a4c1 Rename Rect3 to AABB.
Fixes #12973.
2017-11-17 11:01:41 -05:00
9cc6d21d9f Implemented planar scaling with two modes.
Modes:
- Scale uniformly on two axes
- Hold SHIFT to scale non uniformly
2017-11-14 23:51:27 +01:00
518d907914 ability to lock spatial nodes transform in editor 2017-11-11 12:56:37 +01:00
a4ea63737c Ability to shrink 3D viewport by half 2017-10-31 14:23:47 -03:00
99c8a8c7b1 Merge pull request #11401 from SaracenOne/snapped_drag
Added snapping to spatial drag and drop.
2017-10-22 12:06:00 +02:00
de42e53671 Freelook interpolation fixes
- Smooth freelook position more explicitely
- Don't let orbit zoom produce translation when it shouldn't
- Make base speed framerate-independent (and tweaked setting for that)
- Don't rely on camera for calculations because it no longer reflect immediate state
- Avoid potential divide-by-zero with zoom inertia
- Make speed/zoom relation optional (if enabled, speed is adjusted from zoom)
- Never change zoom distance when freelook is active
- Orbit inertia also applies on freelook
2017-10-10 02:38:17 +02:00
aad234d5ac Scale editing Gizmo for Spatial Editor
Added support for axis locked scaling with handles, supports both world and local space. Local space recommended for most editing tasks.
Also fixed some small bugs, polished Gizmo looks and cleaned up some dead code.
Happy scaling! :)
2017-09-26 20:39:41 +02:00
5ad9be4c24 Rename pos to position in user facing methods and variables
Rename user facing methods and variables as well as the corresponding
C++ methods according to the folloming changes:

* pos -> position
* rot -> rotation
* loc -> location

C++ variables are left as is.
2017-09-20 13:11:10 +02:00
2e22c07f42 Added snapping to spatial drag and drop. 2017-09-20 01:54:01 +01:00
b1f804094d Modify inertia implementation for freelook and orbit
- freelook now uses position based inertia (holding a key for a
   specific time always rults in the same distance traveled independent
of inertia setting)
 - orbit inertia now is angle bases. (not transformation based) ->
   camera always takes the same path.
 - added setting for orbit inertia
 - added setting hints for freelook settings.
2017-09-07 15:55:58 +02:00
7f262e484a Merge pull request #10907 from SaracenOne/spatial_edit_drag
Added support for drag and drop in spatial editor.
2017-09-04 23:05:31 +02:00
d3cb8d12ff Added support for drag and drop in spatial editor. 2017-09-03 05:00:23 +01:00
78c3cf6e68 Better spatial gizmo.
Now it is posible to move spatial nodes along a plane.
2017-08-28 20:39:45 -05:00
7e8a7dea2e Merge pull request #10667 from Zylann/freelook_inertia
Added freelook inertia
2017-08-28 00:06:25 +02:00
bd282ff43f Use HTTPS URL for Godot's website in the headers 2017-08-27 14:16:55 +02:00
28e1c88f6e Added freelook inertia 2017-08-27 02:21:26 +02:00
1894157c9f -Massive clean up to gizmos
-Make sure handles are always visible (on top)
-Fixed instanced scene selection (should work properly now)
-Added interpolated camera
-Customizable gizmo colors in editor settings
2017-08-26 00:47:28 -03:00
428f03cf06 Updated function argument names 2017-08-12 15:12:49 -04:00
5e1116da4c Added proper local transform snapping, closes #4985 2017-08-08 07:55:21 -03:00
2e73be99d8 Lots of work on Audio & Physics engine:
-Added new 3D stream player node
-Added ability for Area to capture sound from streams
-Added small features in physics to be able to properly guess distance to areas for sound
-Fixed 3D CollisionObject so shapes are added the same as in 2D, directly from children
-Fixed KinematicBody API to make it the same as 2D.
2017-07-15 08:32:34 -03:00
61c82f4356 Restored everything related to information polling, and added information box for viewport. 2017-06-11 18:13:04 -03:00
4d50c7ad8c Restored multiple viewport function, as well as view modes. 2017-06-11 15:52:03 -03:00
ec015a32ae Multiple 3D viewports are not operational. 2017-06-11 11:29:51 -03:00
5bf810b5db -Added proper access to depth texture from shader
-Split Mesh into Mesh (abstrat class) and ArrayMesh, to allow to proper mesh primitives, as well as streamable meshes in the future.
2017-06-07 18:20:04 -03:00
bb20f230ad -Added .hdr format support
-Added default environment editor setting
-Added environment created by default in new projects
-Removed default light and ambient from spatial editor, to make the editor more PBR compliant
2017-05-28 21:48:05 -03:00
5b3709d309 Removal of InputEvent as built-in Variant type..
this might cause bugs I haven't found yet..
2017-05-20 17:05:38 -03:00
231511b2a6 Merge pull request #8631 from volzhs/editor-theme-custom
New customizable editor theme
2017-05-20 07:16:11 +02:00
98a3296702 Removal of Image from Variant, converted to a Resource. 2017-05-17 07:37:45 -03:00
bb81293047 New customizable editor theme 2017-05-09 17:46:54 +09:00
aaf9cacf5f Improved freelook
- Fix movement input affecting all viewports even when clicking outside
- Freelook up movement is now relative
- Prevent tool shortcut conflict when moving
- De-hardcode tool shortcuts (select, move, rotate, scale, wireframe)
- Movement speed depends on zoom distance (like panning)
- Mouse wheel controls speed (Blender-style) due to above point
- Added zoom distance indicator, hides after short delay
2017-05-08 02:57:20 +02:00
7839a89027 Spatial Editor: Mouse warping for orbit & freelook modes. 2017-05-06 14:46:42 +02:00
442006b4bf Added 3D freelook navigation mode
- Triggered by holding RMB
- Can look around in FPS style
- Can move with WASD
- Movement speed accelerates over time
- Can multiply speed with a modifier key to go faster or slower
- Configurable in editor settings and shortcuts
2017-05-04 01:38:12 +02:00
df61dc4b2b Add "Godot Engine contributors" copyright line 2017-04-08 00:11:42 +02:00
74808ac4d9 New particle system, mostly working, some small features missing. 2017-04-06 23:49:27 -03:00
d51fe99a8b Fix highlight typo 2017-04-06 17:35:08 +02:00
5dbf1809c6 A Whole New World (clang-format edition)
I can show you the code
Pretty, with proper whitespace
Tell me, coder, now when did
You last write readable code?

I can open your eyes
Make you see your bad indent
Force you to respect the style
The core devs agreed upon

A whole new world
A new fantastic code format
A de facto standard
With some sugar
Enforced with clang-format

A whole new world
A dazzling style we all dreamed of
And when we read it through
It's crystal clear
That now we're in a whole new world of code
2017-03-05 16:44:50 +01:00
49c065d29c Refactoring: rename tools/editor/ to editor/
The other subfolders of tools/ had already been moved to either
editor/, misc/ or thirdparty/, so the hiding the editor code that
deep was no longer meaningful.
2017-03-05 14:21:25 +01:00