| Commit message (Collapse) | Author | Age | Files | Lines |
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Add debug flag to the 'Export PCK/ZIP' option
Make 'Export PCK/ZIP' notify when the export process begins. This is necessary to receive the 'EditorExportPlugin::_export_begin' callback
(cherry picked from commit 68b35de2b6ea23178061f65bc28b4f73e0c65f35)
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(cherry picked from commit 512069001330ac8f91492986f61a0963308e7d5d)
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Previously this would not explicitly say the export failed.
Sure you might see another error somewhere,
but that's not very reliable/obvious.
(cherry picked from commit 4954982b952f16ead758818d3769e2740f4cba6b)
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Fixes #16923. I'm not a fan of the special case for scripts in editor_node.cpp, but in any case,
I made it so it wouldn't make the external editor to re-open just because we switched scenes.
(cherry picked from commit f5147befb68cc2a021034a55ad64a4e1fae4bba2)
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This PR fixes the code to avoid saving default environment every time
the project is run whitin the editor.
Should fix #17727. Sorry for the troubles!
(cherry picked from commit 7821b70a00768cb99c0b48450eabe5a687ae276c)
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When `_save_all_scenes` or `save_resource_in_path` was called, they
always saved all the scenes and the resource no matter if they were
modified or not. For example, when `saving before run` option was
checked, it always overwrote the current scene and the default
environment simply by opening and runing the project.
This PR adds checks for unsaved scenes (using the same `unsave` check
others method used) and modified resources (comparing last modified
time and last import time).
Fix #6025.
(cherry picked from commit 28ab60422d648d43d219186ea0ecffce1645188f)
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As `KEY_F3` was used both for changing to script editor window and, in
the script editor, for finding the next result in the last search, and
the key event is **not** consumed, the resulting behaviour was similar
to press `F3` twice, first to change to script editor and second to
find the next result of a previous search.
This PR sets the `key_pressed` status of `InputEvent` to `false` if
this event is responsible of an editor change, simulating the
consumption of the event.
Fix #17334
(cherry picked from commit 8939f44f6ac5594348e4d671d121680822bd8dc8)
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See ed3b080ca6ebc4361306a786dcc2d45481ee8ed9
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(cherry picked from commit e12e6cacdb823caf4227f63f4bd175a593918813)
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(cherry picked from commit 899f7b125e843d7187ad7c614588d635ce989f80)
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This reverts commit c04d8684765b2adc2fe2af56741ff8a2b8953f75.
This caused a regression when trying to close the typing suggestion.
Reverting this for now until a better implementation for this behavior
gets made.
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Found via `codespell -q 3 --skip="./thirdparty,./editor/translations" -I ../godot-word-whitelist.txt`
Whitelist consists of:
```
ang
doubleclick
lod
nd
que
te
unselect
```
(cherry picked from commit 612ab4bbc6f2396f4dcd68c3f142f7dfa2f5f0a5)
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(cherry picked from commit 4bfb504c2f047660ce85fda96657d5cb27415f19)
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(cherry picked from commit 2ae2735a7a2631ef1a2c901a81135b1a1f3f954f)
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This works together with the new Blender to Godot exporter.
(cherry picked from commit 1322ca6fb254f31d9f6133ad083588b5d21e97be)
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Using v1.11.0 from https://github.com/lucasdemarchi/codespell
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optional. Fixes #14339.
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Perform export after import is fully complete
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Previously command line export would go simultaneously with reimport,
which caused final package to either miss something or contain
outdated assets or perhaps even broken ones.
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satisfied, fixes #15298
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Using `misc/scripts/fix_headers.py` on all Godot files.
Some missing header guards were added, and the header inclusion order
was fixed in the Bullet module.
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As spotted by @robfram, closes #15288.
Also reviewed other uses of `if (String.find(.*))` for potential similar mistakes, found a wrong (and useless) one in ScriptEditorDialog.
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Copy resource with specific extension
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Fix #15169
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Happy new year to the wonderful Godot community!
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Fixes #14870.
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Canvas BG mode. Fixes #14540
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test)
-This method works by directly converting text to binary, so the scene does not need to be loaded and saved
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-Fixes to unwrapper (remove degenerates), makes Thekla not crash
-Added optional cancel button in EditorProgress
-Added function to force processing of events (needed for cancel button)
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converters more easily.
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Add method on EditorPlugin to set main screen plugins icons
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#13970
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Fix stop button always enabled
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Inspector: Implemented a collapse/expand all (v2)
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#9427) via popup of "Object properties" button.
Editor Settings->Interface->Editor: added "Expand All Properties" option. Off by default.
Cosmetics fixes due to @Reduz notes.
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Restore scenes on startup, issue 2385
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