| Commit message (Collapse) | Author | Age | Files | Lines |
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Implementing ragdoll
Implementing ragdoll
Implementing ragdoll
Implementing ragdoll
Implementing ragdoll
a
Implemented implicit hierarchy.
Improved
Added some physics properties
Added bone offset to preserve COM, partially fixed scaling
work in progress
WIP
wip
Implemented Joint Gizmos
Implemented pin joint joint
Implemented all joints
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Editor: Makes dragdrop instantiation behavior consistent with the instance scene button
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scene->instance()
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Improve the 3D editor grid
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- The grid's primary and secondary colors can now be changed
- The number of grid steps (subdivisions) can now be changed
- The grid size can now be changed
- The grid is now darker by default
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It also happens to do nothing currently.
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Radio buttons in menus
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It seems that popups were intended to "grab" the mouse click that triggered them, but their intent was being lost. This commit does the necessary changes to let it happen and updates items that were trying to get advantage of it, because the semantics of `Control::grab_click_focus()` have changed a bit. Namely, it must be called **before** showing the modal.
This allows to popup a menu and activate an item in it in a single click-point-release cycle, instead of having to click once to open the menu and once more to pick an item.
This ability is extended even to context menus activated with the RMB (or any other mouse button, for that matter). The editor benefits from this in the context menu of the tree dock, which has been patched to opt-in for this feature.
This improves UX a bit by saving unnecessary clicks.
From now on, `PopupMenu` always grabs the click and also invalidates the first button release unless the mouse has moved (that's what `set_invalidate_click_until_motion()` was doing and now it's removed), so there is no longer the need of doing both things at every point a pop-up menu is shown.
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Makes 3D editor grid color update without restart.
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Fixes #14415
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Closes #5968
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I'm not sure about this fix. This seems to also fixes the weird
selection bug where when selecting node 1 to 3 it focuses on
2nd node.
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Using v1.11.0 from https://github.com/lucasdemarchi/codespell
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of tree notification.
Updated doc accordingly.
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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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Happy new year to the wonderful Godot community!
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Fix spatial editor plugin issues on multi viewport view menu shortcuts (only those that are bound to keys)
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those that are bound to keys) - this closes #14371 and closes #12409
Fix spatial editor plugin issues on multi viewport view menu shortcuts (only those that are bound to keys) - this closes #14371 and closes #12409
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Fixes for the Spatial Editor's Perspective options and dead code cleaning
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- FPS label position adjusted with Preview button
- Remove unnecessary Panel control
- Remove unnecessary check condition
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...buttons for easier access.
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Added skeleton x-ray
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Removed code visibility code from popup menu
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Onion skinning
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- 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.
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- The default FOV is now 70
- The default Z-near plane is now at 0.05 meters
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Implement auto-tiling
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ability to lock spatial nodes transform in editor
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Implemented planar scaling with two modes.
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Modes:
- Scale uniformly on two axes
- Hold SHIFT to scale non uniformly
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