Commit Graph

4202 Commits

Author SHA1 Message Date
b9f2e57d62 Merge pull request #38555 from ThakeeNathees/rotation-gizmo-visible-fix
rotation gizmo visible = false; when camera preview
2020-05-08 12:59:31 +02:00
60d67f13da rotation gizmo visible = false; when camera preview 2020-05-08 06:44:24 +05:30
051f02a3a0 Keep mouse inside 3D viewport rotation widget
Hide and keep the mouse in place when the user oribts the scene via the 3D
rotation widget.
2020-05-07 19:19:54 +02:00
42649565e9 Merge pull request #38475 from Chaosus/vs_quals
Added uniform qualifiers to visual shaders
2020-05-06 07:27:35 +02:00
4d50f747d5 Merge pull request #37293 from Janglee123/ctrl-click-improvements
Improved go-to definition (Ctrl + Click)
2020-05-05 16:49:15 +02:00
463e4ad0f5 Some fixes for canvas item visual shader inputs 2020-05-05 13:19:36 +03:00
082542b525 Added uniform qualifiers to visual shaders 2020-05-05 11:25:48 +03:00
be7a353c70 Improved go-to definition (Ctrl + Click)
Co-Authored-By: Bojidar Marinov <bojidar.marinov.bg@gmail.com>
2020-05-05 10:46:12 +05:30
878adb22b7 Merge pull request #37717 from qarmin/world_fix
Change non-existent World to World3D
2020-05-04 16:37:40 +02:00
03c3abae88 Fix Soft Reload Script shortcut clash with Replace in Files
Fixes: #38362
2020-05-01 12:17:14 +02:00
13aff5338a Merge pull request #37939 from MrRevington/SpriteFramesEditoAtlasTextureSupport
Add AtlasTexture support in SpriteFrames Editor
2020-05-01 08:52:17 +02:00
13770ac08d Add AtlasTexture support in SpriteFrames Editor - Add Frames from a Sprite Sheet 2020-04-30 23:28:58 +02:00
bd8d5e1b65 Merge pull request #38325 from Calinou/editor-no-focus-on-align-with-view
Don't focus the selection after using Align Transform With View
2020-04-30 10:03:29 +02:00
87ba4daf4b Fixed false positives in the culling system.
This fixes numerous false positives coming out of the culling system.

AABB checks are now a full separating-axis check against the frustum, with the points of the frustum being compared to the planes of the box just as the points of the box were being compared to the planes of the frustum. This fixes large objects behind the camera not being culled correctly.

Some systems that used frustums that were (sometimes mistakenly?) unbounded on one or more side have been modified to be fully enclosed.
2020-04-29 19:33:42 -07:00
58435b0c91 Merge pull request #20371 from aaronfranke/vector-lerp
[Core] [Mono] [GDNative] Rename "linear_interpolate" methods to "lerp"
2020-04-29 15:50:00 +02:00
a636631e33 Don't focus the selection after using Align Transform With View
It made minor adjustments difficult as the camera moved every time
Align Transform With View was used.

This closes #36738.
2020-04-29 15:39:33 +02:00
a277c89556 Merge pull request #37523 from 1abinitio1/master
Add option for editor freelook camera sensitivity
2020-04-29 11:20:13 +02:00
540156b387 [Core] Rename linear_interpolate to lerp 2020-04-29 04:02:49 -04:00
2ed231521b Merge pull request #37705 from dreamsComeTrue/editor-animation-player-improvements
Allow to rename animation just after it was duplicated in Editor
2020-04-29 09:37:53 +02:00
712a5aff1d Add option for editor freelook camera sensitivity 2020-04-29 09:36:29 +02:00
4b5d4bbe48 Merge pull request #38235 from BigRed-118/help_tabs_shuffle_fix
Fixed shuffling editor help tabs
2020-04-29 09:06:00 +02:00
fdf58a5858 Rename InputFilter back to Input
It changed name as part of the DisplayServer and input refactoring
in #37317, with the rationale that input no longer goes through the
main loop, so the previous Input singleton now only does filtering.

But the gains in consistency are quite limited in the renaming, and
it breaks compatibility for all scripts and tutorials that access
the Input singleton via the scripting language. A temporary option
was suggested to keep the scripting singleton named `Input` even if
its type is `InputFilter`, but that adds inconsistency and breaks C#.

Fixes godotengine/godot-proposals#639.
Fixes #37319.
Fixes #37690.
2020-04-28 15:19:49 +02:00
fe53c1b0bd Fixed shuffling editor help tabs
The indexes for the ScriptEditorItemData entries were not getting
updated after sorting. This would cause a page to be open but with a
different tab selected. Whenever _update_script_names was called next,
it would correct this indexing. Now we correct it immediately following
the tab sort.
2020-04-26 12:23:00 -05:00
ef08e64afb Fixed output prints " Signal 'node_removed' is already connected " when the editor settings window is closed.
Close #38012
2020-04-22 04:26:44 +02:00
3e77b6d49d Update Joint gizmos automatically 2020-04-21 21:51:33 +02:00
ae09b55a19 Exposed RenderingDevice to script API
Also added an easier way to load native GLSL shaders.

Extras:

Had to fix no-cache for subresources in resource loader, it was not properly working, making shaders not properly reload.

Note:

The precommit hooks are broken because they don't seem to support enums from one class being used in another.
Feel free to fix this after merging this PR.
2020-04-20 21:21:58 -03:00
6d8e1aea89 Merge pull request #37989 from Calinou/add-freelook-navigation-scheme-settings
Add editor freelook navigation scheme settings
2020-04-20 23:57:34 +02:00
2cd952bd84 Fix handling of PROPERTY_USAGE_SUBGROUP in DocData and editor
Subgroups were added in #37678 but not properly handled everywhere
where PROPERTY_USAGE_GROUP is.
2020-04-20 17:13:06 +02:00
8a48fb3517 Add editor freelook navigation scheme settings
Depending on what one is trying to achieve, a different freelook mode
may be more desirable.

This closes #34034.
2020-04-18 16:24:12 +02:00
559bc3ca87 Change non-existent World to World3D 2020-04-18 11:00:51 +02:00
0e1c66d9fc Implement global and per instance shader uniforms.
Adds two keywords to shader language for uniforms:
-'global'
-'instance'

This allows them to reference values outside the material.
2020-04-17 12:35:41 -03:00
45a036feec Merge pull request #37012 from Calinou/reverse-builtin-script-naming
Tweak the built-in script naming for resources with custom names
2020-04-16 12:38:54 +02:00
7f5fb73146 Added selection outline to locked nodes. 2020-04-15 22:03:12 +10:00
5e5103f460 Merge pull request #37861 from reduz/implement-decals
Implement decals
2020-04-14 17:13:20 +02:00
5944eb6e7f Implement decals
Also implemented decal atlas, so projectors and other stuff can be added.
Sidenote: Had to make RID hashable, so some unrelated includes changed
in order to include it in hashfuncs.h
2020-04-14 11:13:34 -03:00
644bc87240 Merge pull request #37843 from qarmin/unitialized_crash
Fixed crash caused by uninitialised variable
2020-04-13 13:53:44 +02:00
c937fe5237 Fixed crash caused by unitialized variable 2020-04-13 12:11:55 +02:00
1888ab594b Merge pull request #37823 from MCrafterzz/relativeSnap
Relative scale snapping 2D
2020-04-13 12:10:25 +02:00
795cba2d73 Relative scale snapping 2D 2020-04-13 10:16:54 +02:00
7211ad73bc Remove separators from particles menus 2020-04-12 22:15:20 -04:00
a57dc398db Implement MSAA 2020-04-12 15:33:57 -03:00
16ae2cc1bf Add screen space AA option, with FXAA implementation. 2020-04-12 10:57:18 -03:00
d06f8ef75a Shows proper scene render time in editor info
Also fixed GPU profiler, which was not working on nvidia hardware.
2020-04-10 14:19:30 -03:00
cc27b4560f Othographic camera in-editor now uses Z near/far settings instead of a hardcoded value
Fixes #18809.

The in-editor ortho camera used a far clipping plane of 8192 units, and was
placed 4096 units away from the camera cursor.

This was far enough to cause culling issues from floating point precision loss
on objects smaller than one unit.

This change modifies the near/far clipping planes of the ortho camera to use
those specified in the editor (and currently used by the perspective camera).
The frustum is still centered around the camera cursor location, as it was
before.

(cherry picked from commit 26912c15e6)
2020-04-10 17:19:49 +02:00
60f77fa059 Merge pull request #37509 from wazzy47/issue_36228
Add "preview_on_sphere" setting of material editor plugin
2020-04-10 12:08:51 +02:00
235f13dc51 Allow to rename animation just after it was duplicated & show animation name in Delete prompt 2020-04-10 11:48:55 +02:00
26ecd924cc Merge pull request #37678 from reduz/refactor-shadowmapping
Refactored shadowmapping.
2020-04-08 13:59:10 -03:00
4ffc0d6b3f Refactored shadowmapping.
- Made shadow bias size independent, so it will remain when changing light or camera size.
- Implemented normal offset bias, which greatly enhances quality.
- Added transmission to subsurface scattering
- Reimplemented shadow filter modes

Closes #17260
2020-04-08 11:19:43 -03:00
d89dc5794a Merge pull request #37644 from JFonS/gizmos_rename
Rename all gizmo classes, using the 4.0 node names.
2020-04-08 10:54:42 +02:00
3841a64703 Rename all gizmo classes, using the 4.0 node names. 2020-04-07 10:02:18 +02:00