Commit Graph

335 Commits

Author SHA1 Message Date
8317753c24 Merge pull request #57964 from mbrlabs/deselect
Deselect nodes in the 3D editor when pressing ESC
2022-02-14 10:42:46 +01:00
58199e5ad0 Merge pull request #57990 from jmb462/fix-drag-lines-precision-issue
Fix 3D editor axis drag lines precision issue
2022-02-14 10:39:44 +01:00
498805282a Merge pull request #57993 from Calinou/sky-tweak-default-values 2022-02-12 16:46:19 +01:00
b452534e60 Fix 3D Editor axis drag lines precision issue 2022-02-12 10:20:31 +01:00
b396fd4eef Improve compilation speed (forward declarations/includes cleanup) 2022-02-12 02:46:22 +01:00
b7b18a4940 Tweak default ProceduralSkyMaterial and PhysicalSkyMaterial appearance
- Tweak colors to be less saturated and more balanced (in terms of hue).
  The cool blue sky is balanced by a warm brown ground,
  which makes reflections look closer to how they'd look like when using
  an HDRI panorama texture.
- Make the ground color dark on both ProceduralSkyMaterial and
  PhysicalSkyMaterial to reduce indoor light leaking, especially
  when using GI.
- Tweak the PhysicalSkyMaterial colors to be as close as possible
  to ProceduralSkyMaterial (with the default sun orientation).
- Tweak editor environment defaults to be identical to the default
  ProceduralSkyMaterial colors. Previously, the default editor sky
  color was different from the colors of a newly created
  ProceduralSkyMaterial resource.

Both new skies were tested without GI, with SDFGI and with VoxelGI.
They were tuned to look best when using ACES tonemapping with a
whitepoint set to 6, but they still look good with other
tonemapping operators.
2022-02-12 02:22:40 +01:00
55fda17742 Deselect nodes in the 3D editor when pressing ESC 2022-02-11 11:41:51 +01:00
3aa7b7eaf2 Merge pull request #57919 from mbrlabs/region-select-fixes
Fixed issues with 3D region-select in the editor
2022-02-11 10:59:18 +01:00
3c4c73b100 Fixed issues with 3D region-select in the editor 2022-02-11 09:43:40 +01:00
519075cf41 Merge pull request #57912 from rcorre/fix-blender 2022-02-10 16:53:01 +01:00
283ec9e640 Fix texture file dropping in 2D editor 2022-02-10 15:06:13 +01:00
628219c922 Don't block input after cancelling transform.
After starting an instant transform and cancelling it, the mouse was
blocked because cancel_transform did not set _edit.instant back to
false.

This refactors all the cleanup into a separate function that both
cancel_transform and commit_transform can call.

Fixes #57868.
2022-02-10 08:23:10 -05:00
c283a0ece7 Improved region-select in the 3D editor viewport 2022-02-09 12:22:03 +01:00
d6deada47c Revert "Show the 3D transform gizmo in the center when otherwise offscreen"
This reverts commit 4234a72b25.

There are some errors which are problematic to have in 4.0 alpha 2.
The PR can be redone with fixes and merged again after the dev release.

Fixes #57839.
2022-02-09 09:39:28 +01:00
4234a72b25 Show the 3D transform gizmo in the center when otherwise offscreen 2022-02-08 14:38:31 -06:00
8345aabaf4 Improve rotation in the 3D transform gizmo
* Get rid of deadzones.
* Make it easier to select rotation handles at very oblique angles.
* Handle rotation for axes that are perpendicular to the camera.
2022-02-08 20:56:59 +01:00
e0c82913ff Fix navigation in 3D viewport
The incorrect initialization of EditData::instant to true was preventing the navigation code to run until the transform gizmo was used.
2022-02-08 19:24:50 +01:00
96e4de3511 Merge pull request #57626 from Calinou/3d-editor-rename-debug-draw-modes 2022-02-08 16:42:01 +01:00
cc097cd22b Merge pull request #56543 from rcorre/blendermotion-4.0 2022-02-08 16:39:19 +01:00
a66e55069e Merge pull request #57796 from akien-mga/revert-sname-theme-setters 2022-02-08 11:13:24 +01:00
fc076ece3d Revert "Add missing SNAME macro optimization to all theme methods call"
This reverts commit a988fad9a0.

As discussed in #57725 and clarified in #57788, `SNAME` is not meant to be used
everywhere but only in critical code paths. For theme methods specifically, it
was by design that only getters use `SNAME` and not setters.
2022-02-08 10:17:25 +01:00
317cd0b19a Refactor some object type checking code with cast_to
Less stringly typed logic, and less String allocations and comparisons.
2022-02-08 10:08:34 +01:00
a988fad9a0 Add missing SNAME macro optimization to all theme methods call 2022-02-06 23:06:11 +01:00
21b9f1ecfe Rename 3D editor debug draw modes to be more explicit
- Rename "Directional Shadow" to "Directional Shadow Map"
  to distinguish it from the "Directional Shadow Splits" option.
- Rename "Disable LOD" to "Disable Mesh LOD" as it only affects
  automatic mesh LOD, not visibility ranges.
- Rename "GI Buffer" to "VoxelGI/SDFGI Buffer" as it doesn't cover
  LightmapGI or SSIL.
- Rename the cluster options to match the respective node names.
2022-02-04 16:37:43 +01:00
73e784de1e Remove get_focus_owner() from Control, replaced by get_viewport()->gui_get_focus_owner() 2022-02-03 11:59:32 +01:00
e6caaf4c80 Merge pull request #57205 from TechnoPorg/variant-template-cast
Allow method binds to take Object subclasses as arguments
2022-01-27 23:46:37 +01:00
051ef479c9 Allow method binds to take Object subclasses as arguments
This commit adds a condition to VariantCaster that casts Variants of type OBJECT to any type T, if T is derived from Object.
This change enables a fair bit of code cleanup. First, the Variant implicit cast operators for Node and Control can be removed, which allows for some invalid includes to be removed. Second, helper methods in Tree whose sole purpose was to cast arguments to TreeItem * are no longer necessary.
A few small changes also had to be made to other files, due to the changes cascading down all the includes.
2022-01-25 09:03:36 -07:00
58e8e5f219 Implement blender-style 3D transform tools.
See godotengine/godot-proposals#1215.

This adds shortcuts for blender-inspired transforms, where you can press
the key and immediately be transforming an object without holding the
mouse. Clicking commits the transformation, ESC aborts it.

This is inspired by Blender's G(rab)/R(otate)/S(cale) shortcuts, but I
decided not to add default bindings as `S` is already bound to the
regular scale tool, and it might be confusing to only bind some of them.

While actively using a transform tool, you can press X/Y/Z to lock the
transform to an axis or (shift)+X/Y/Z to constrain the transform to a
plane. These keys are only processed if you have a transform tool
(translate/rotate/scale) active _and_ the mouse button is held.

Pressing XX/YY/ZZ will lock the transform to a local (rather than
global) axis.

This is achieved by temporarily toggling the local transform button. I
did this (vs handling it in the transform functions) for 3 reasons:

- Transform logic for translate/rotate (but not scale) appears to be
  tightly coupled to the gizmo
- This ensures the gizmo changes to indicate we're transforming
  locally/globally
- Toggling the button state in the UI also gives the user feedback about
  the nature of the transform.

The original state of the button is reset when the transform completes.

Pressing the `spatial_editor/cancel_transform` shortcut key during a
transform operation will cancel the transform and reset the objects back
to their original transforms.

This functionality was already accessible by pressing RMB during a
transform, however:

- ESC is more familiar to blender users, and a more common "cancel" key
  in general.
- Given you must hold LMB during a transform, pressing RMB as well is
  clumsy if not impossible (on a laptop trackpad).
2022-01-22 20:55:39 -05:00
aa1102fc53 Store panels and docks singletons in their own classes 2022-01-20 20:13:26 +01:00
7e14548fc6 [Editor] Move some animation specific keying logic out of inspector.
Most of the custom logic to handle special keying cases is now inside
the AnimationPlayerEditorPlugin.

The EditorInspector now emits a signal when inspecting a new object.
2022-01-19 11:08:25 +01:00
bc5ba38ff5 Merge pull request #56619 from timothyqiu/left-right-palette 2022-01-18 16:38:09 +01:00
7c771ea310 Merge pull request #47522 from madmiraal/rename-test_width-test_height 2022-01-18 13:39:57 +01:00
5ebea2d120 Fix secondary handles in editor gizmos
Primary and secondary handles are no longer differentiated by their ids, so a bool was added to tell them apart in all the handle-related methods.

Includes a minor fix in CollisionPolygon3DEditor, unrelated to editor gizmos.
2022-01-12 14:21:20 +01:00
8fc73539e9 Allow showing both left and right side panels 2022-01-08 20:31:22 +08:00
6af77c7b09 Merge pull request #53684 from TokageItLab/orthogonal-mode 2022-01-05 16:05:40 +01:00
77eb25421e Fix names of scenes dropped onto viewport 2022-01-05 13:11:18 +01:00
deefce7bb5 Merge pull request #56362 from V-Sekai/preview_node_sanitize
Clean preview node of all nodes which are not derived from VisualInstances
2022-01-04 17:20:13 +01:00
851fb16350 Merge pull request #56305 from Calinou/rename-lod-threshold 2022-01-04 15:28:06 +01:00
f107139979 Rename Project Window width and height settings to match their function 2022-01-04 13:59:16 +00:00
7f66c16c03 Merge pull request #51206 from clayjohn/Vulkan-ASSGI 2022-01-04 10:00:17 +01:00
fe52458154 Update copyright statements to 2022
Happy new year to the wonderful Godot community!
2022-01-03 21:27:34 +01:00
fb4261b82f Scale freelook sensitivity with zoom in the 3D editor
When using a FOV scale lower than the default (using Alt + mouse wheel),
the mouse sensitivity is now scaled to make it easier to use freelook
to look at distant objects.

This does not affect orbiting and panning.
2022-01-02 20:07:19 +01:00
45b8bb745e Clean preview_node of all none VisualInstances 2021-12-30 14:07:56 +00:00
df09bc38cb Rename Lod Threshold to Mesh Lod Threshold
This makes it more obvious that the setting only affects mesh LOD,
not manual (H)LOD achieved using visibility ranges.
2021-12-29 00:11:50 +01:00
61759da5b3 Fix some gizmo behavior to make more consistent 2021-12-25 03:24:04 +09:00
49403cbfa0 Replace String comparisons with "", String() to is_empty()
Also:
- Adds two stress tests to test_string.h
- Changes to .empty() on std::strings
2021-12-09 04:48:38 -06:00
41a20171eb align to horizontal_alignment, valign to vertical_alignment, related 2021-12-09 01:38:46 -06:00
81efebb3a1 Fix bad popups offset in editor with single window off
Co-authored-by: Gil Arasa Verge <gilarasaverge@gmail.com>
Co-authored-by: Tomasz Chabora <kobewi4e@gmail.com>
2021-12-06 14:29:48 +01:00
73d596eba9 Automatically add root node when drag-and-dropping in 3D editor
This also uses correct capitalization scheme for 3D meshes that are
drag-and-dropped, like in the 2D editor.
2021-12-01 19:36:14 +01:00
cfacd9c057 Fix offset in Viewport drag movement
The initial offset was using the mouse position when the threshold
was reached instead of the initial click position. This was adding
the drag threshold distance as an extra offset to the final
transformation.

Now the offset is calculated from the initial click position.
2021-11-27 01:32:02 +01:00