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path: root/editor/plugins/spatial_editor_plugin.cpp (follow)
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* Editor: Add some more translatable strings.Andreas Haas2017-08-251-2/+2
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* Convert Object::cast_to() to the static versionHein-Pieter van Braam2017-08-241-65/+45
| | | | | | | | | | | | Currently we rely on some undefined behavior when Object->cast_to() gets called with a Null pointer. This used to work fine with GCC < 6 but newer versions of GCC remove all codepaths in which the this pointer is Null. However, the non-static cast_to() was supposed to be null safe. This patch makes cast_to() Null safe and removes the now redundant Null checks where they existed. It is explained in this article: https://www.viva64.com/en/b/0226/
* Fix the order of transformations for selection bounding box in spatial editor.Ferenc Arn2017-08-221-1/+5
| | | | | | This was broken in #7438 where the ordering of scaling in Basis::scale() was fixed, but this line of code (which relied on the incorrect behavior) wasn't updated correctly. Fixes #9894.
* Merge pull request #10319 from neikeq/pr-engine-editor-hintJuan Linietsky2017-08-201-1/+1
|\ | | | | Adds Engine::is_editor_hint() method
| * Removes editor_hint from SceneTreeIgnacio Etcheverry2017-08-191-1/+1
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* | Added option for mouse orbit sensitivityMarc Gilleron2017-08-191-4/+12
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* | Merge pull request #10307 from Rubonnek/update-argument-namesRémi Verschelde2017-08-161-2/+2
|\ \ | | | | | | Updated function argument names
| * | Updated function argument namesWilson E. Alvarez2017-08-121-2/+2
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* | Merge pull request #10326 from kubecz3k/spatial-click-improveRémi Verschelde2017-08-161-2/+6
|\ \ | | | | | | spatial selection if subscene geometry is far from origin
| * | spatial selection if subscene geometry is far from originJakub Grzesik2017-08-141-2/+6
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* | | Replace GUI anchor type by a float between 0 and 1Gilles Roudiere2017-08-131-1/+1
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* / fix crash after click on MeshInstance with no ownerJakub Grzesik2017-08-111-2/+2
|/ | | | | Due to how spatial selection works, after clicking on MeshInstance that had no owner editor was crashing.
* ability to click on spatial subscene to select itJakub Grzesik2017-08-091-3/+29
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* Added proper local transform snapping, closes #4985Juan Linietsky2017-08-081-4/+34
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* Merge pull request #10141 from ISylvox/lower_case_godot_apiRémi Verschelde2017-08-071-4/+4
|\ | | | | Makes all Godot API's Methods lower_case
| * Makes all Godot API's methods Lower CaseIndah Sylvia2017-08-071-4/+4
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* | Merge pull request #10082 from Noshyaar/pr-viewport2Rémi Verschelde2017-08-071-5/+5
|\ \ | | | | | | SpatialEditor: fix "Top", overflow preview button
| * | SpatialEditor: fix "Top", overflow preview buttonPoommetee Ketson2017-08-041-5/+5
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* / SpatialEditor: uniform min/max of fov,znear,zfarPoommetee Ketson2017-08-041-21/+16
|/ | | | Clamp FOV to [0.01, 179], Znear and Zfar to [0.01, 10000]
* SpatialEditor: fix transform dialogPoommetee Ketson2017-07-311-22/+26
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* Initialize freelook shortcuts properlyMarc Gilleron2017-07-271-7/+15
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* Added configurable modifier key to activate freelookMarc Gilleron2017-07-231-28/+32
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* -Renamed GlobalConfig to ProjectSettings, makes more sense.Juan Linietsky2017-07-191-9/+9
| | | | -Added system for feature overrides, it's pretty cool :)
* -Reorganized all properties of project settings (Sorry, Again).Juan Linietsky2017-07-171-8/+8
| | | | | (Lot's of bloat accumulated, so it was time for clean up.) -Made EditorSettings and ProjectSettings search more useful (search in sections too)
* Lots of work on Audio & Physics engine:Juan Linietsky2017-07-151-0/+17
| | | | | | | | -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.
* Fixed syntax inconsistency in Vector3.snap and Vector3.snappedTwistedTwigleg2017-07-031-1/+1
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* Fixed freelook conflict with text inputsMarc Gilleron2017-06-201-0/+5
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* Merge pull request #9099 from kubecz3k/plugin-camera-exposeThomas Herzog2017-06-191-3/+10
|\ | | | | EditorPlugin can request user inputs from editor 3d view
| * EditorPlugin can request user inputs from editor 3d viewUnknown2017-06-121-3/+10
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* | Increase the default perspective camera FOVHugo Locurcio2017-06-161-2/+2
| | | | | | | | | | This does not affect existing projects, but will affect newly-created editor settings and Camera nodes.
* | Restored everything related to information polling, and added information ↵Juan Linietsky2017-06-111-0/+43
| | | | | | | | box for viewport.
* | Restored multiple viewport function, as well as view modes.Juan Linietsky2017-06-111-60/+48
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* | Multiple 3D viewports are not operational.Juan Linietsky2017-06-111-75/+306
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* renamed all Rect3.pos to Rect3.positionalexholly2017-06-091-3/+3
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* -Added proper access to depth texture from shaderJuan Linietsky2017-06-071-2/+2
| | | | -Split Mesh into Mesh (abstrat class) and ArrayMesh, to allow to proper mesh primitives, as well as streamable meshes in the future.
* renamed all Rect2.pos to Rect2.positionalexholly2017-06-041-9/+9
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* InputEvent: Renamed "pos" property to "position"Andreas Haas2017-06-031-14/+14
| | | | Make the naming consistent with other classes.
* -Added .hdr format supportJuan Linietsky2017-05-281-151/+0
| | | | | | -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
* Removal of InputEvent as built-in Variant type..Juan Linietsky2017-05-201-629/+628
| | | | this might cause bugs I haven't found yet..
* Merge pull request #8631 from volzhs/editor-theme-customRémi Verschelde2017-05-201-6/+6
|\ | | | | New customizable editor theme
| * New customizable editor themevolzhs2017-05-091-6/+6
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* | Improved freelookMarc Gilleron2017-05-081-62/+160
| | | | | | | | | | | | | | | | | | | | - 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
* | Spatial Editor: Mouse warping for orbit & freelook modes.Andreas Haas2017-05-061-10/+17
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* | Added 3D freelook navigation modeMarc Gilleron2017-05-041-119/+112
|/ | | | | | | | | - 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
* Rename [gs]et_pos to [gs]et_position for ControlsSergey Pusnei2017-04-101-10/+10
| | | | | | | | Control set_pos -> set_position Control set_global_pos -> set_global_position [gs]et_mouse_pos -> [gs]et_mouse_position [gs]et_global_mouse_pos -> [gs]et_global_mouse_position fixes #8005
* Add "Godot Engine contributors" copyright lineRémi Verschelde2017-04-081-0/+1
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* New particle system, mostly working, some small features missing.Juan Linietsky2017-04-061-19/+19
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* Fix highlight typosupaiku2017-04-061-6/+6
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* Implement warped mouse panning for 2D & 3D editorsPedro J. Estébanez2017-03-221-1/+9
| | | | | Enabled by default as in Blender, but can be disabled separately for 2D & 3D; the core functionality is in Input so this could be reused or even exposed to scripts in the future
* A Whole New World (clang-format edition)Rémi Verschelde2017-03-051-1477/+1189
| | | | | | | | | | | | | | | | | | | | | | | | 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