Commit graph

191 commits

Author SHA1 Message Date
Rémi Verschelde 2875cd1651
Merge pull request #51826 from Calinou/port-visual-shader-icons-3.x
Port visual shader node icons from Godot 2.1.x (3.x)
2021-08-18 08:58:29 +02:00
Hugo Locurcio d782353afc
Port visual shader node icons from Godot 2.1.x
This also adds an icon for VisualScriptComment.
2021-08-18 05:27:19 +02:00
Hugo Locurcio 4ef661c1e8
Add editor icons for VisualScript and VisualShader expression resources 2021-08-18 03:36:04 +02:00
lawnjelly 115f4dce55 Sphere occluders (portals and general use)
Add framework for supporting geometrical occluders within rooms, and add support for sphere occluders.
Includes gizmos for editing.

They also work outside the portal system.
2021-08-17 09:02:06 +01:00
Hugo Locurcio a528931c5e
Backport RootMotionView icon from the master branch
This makes RootMotionView display with a proper icon in the editor.
2021-07-22 07:36:08 +02:00
Lightning_A 5ca145ba5d Add the ability to reorder arrays from the inspector 2021-07-20 11:30:21 -06:00
lawnjelly eb6f98ec55 Portal occlusion culling
Adds support for occlusion culling via rooms and portals.
2021-07-14 11:43:23 +01:00
Yuri Sizov 014cb0c33a Refactor Theme item management in the theme editor
Backport of #46593, #46808, #49227
2021-06-20 20:34:37 +03:00
Hugo Locurcio 86c72acf4d
Improve radio checkboxes in the default editor theme
(cherry picked from commit 0f4df474c9)
2021-06-17 12:47:53 +02:00
Hugo Locurcio 7c8a8d9bf5
Remove the 3D camera gizmo icon
The gizmo icon obstructed the line-based camera gizmo, which made it
difficult to see the actual camera orientation.

This also removes the unused SpatialStreamPlayer gizmo icon.
2021-06-16 07:03:11 +02:00
gongpha 0b8e079eec
New icons for Gradient and GradientTexture resources
(cherry picked from commit 0ed1915053)
2021-06-03 12:24:57 +02:00
Hugo Locurcio c164c07e85
Tweak pressed CheckBox appearance in the editor
This uses the accent color to match pressed CheckButtons after they
were updated. Checked checkboxes are now more prominent in the user's
peripheral vision, which can be useful at times. This also matches
how checkboxes look in most operating systems and web browsers.

(cherry picked from commit 0d27c4d809)
2021-05-22 18:37:56 +02:00
Hugo Locurcio 2eea00b036
Add "Support Godot Development" option to the editor's Help menu
(cherry picked from commit 3eae2f9c6d)
2021-05-17 13:06:11 +02:00
bruvzg dab4cf3ed6
Add physical_scancode (keyboard layout independent keycodes) to InputEventKey and InputMap.
Fix non-latin keyboard layout keycodes on Linux/X11 (fallback to physical keycodes).
2021-05-06 23:19:45 +03:00
Hugo Locurcio 566213e08d
Add a subtle background to editor scrollbars
This makes it possible to see whether a scrollbar grabber is at the top
or at the bottom of a scrollbar. Also, if a scrollable area is very
large, this makes it easier to notice that the area can be scrolled
(since the grabber is proportionally very small).

The scrollbar grabbers were also made thicker and slightly more opaque
for better visibility, especially in peripheral vision.

(cherry picked from commit b60b6ddba4)
2021-04-06 10:04:51 +02:00
Danil Alexeev 1fa8595bff
Change logo in the About dialog box (return Godot's teeth)
(cherry picked from commit c553ca54d5)

And fixup previous bogus cherry-pick that included merge conflicts.
2021-02-16 14:27:39 +01:00
Andrii Doroshenko (Xrayez) acd9abe507 Add AspectRatioContainer class
Backported from ba68383706.

Co-authored-by: Ugis Brekis <ugis.brekis@productmadness.com>
2021-01-12 16:25:26 +02:00
Hugo Locurcio d0abf5b0f5
Tweak the editor CheckButton "presed" appearance to be more recognizable
The blue accent color is now used, which matches the default editor
accent color.

It doesn't change to match the currently configured accent color
automatically, but doing so would require modifying the CheckButton
class a lot for little benefit.

(cherry picked from commit 114c1a78d9)
2020-12-29 16:02:01 +01:00
Yuri Sizov 816fef21f9 Add a minimap to the GraphEdit 2020-12-18 01:31:17 +03:00
Michael Alexsander 979e5b36da
Add icon for 'AudioStreamMP3' resource
(cherry picked from commit 49ae1cba0c)
2020-12-10 13:10:06 +01:00
Michael Alexsander 5c129c7a05
Minor improvements to the Polygon 2D UV editor
(cherry picked from commit c26b49fc17)
2020-10-28 14:05:39 +01:00
Hugo Locurcio 306ce02823
Replace AutoKey icon with a more universally understood "record" button
See discussion in
https://github.com/godotengine/godot-proposals/issues/169.

(cherry picked from commit da906cade3)
2020-09-29 08:54:45 +02:00
Michael Alexsander 8adfeda6f8 Make the editor's 'CheckButton' icon be smaller
(cherry picked from commit 0c182ce8e8)
2020-08-17 11:05:27 +02:00
Rémi Verschelde eda03831d6 Style: Add missing newlines to SVGs 2020-07-24 10:39:18 +02:00
Michael Alexsander e7e022b3ee Prefer the highlight version of the "GuiTabIcon" icon for buttons, and make their width/height equal
(cherry picked from commit 26381265b8)
2020-07-15 12:11:31 +02:00
Hugo Locurcio 371f1e951e Replace the AssetLib tab icon with a less confusing design
This closes https://github.com/godotengine/godot-proposals/issues/818.

(cherry picked from commit ebabedc615)
2020-06-21 21:40:39 +02:00
Tomasz Chabora 8f3eec930b Add unique icon to Polygon2D
(cherry picked from commit 225622e5e3)
2020-06-21 21:33:23 +02:00
Hugo Locurcio d4dd80afe7 Restore previous mouse position when leaving the editor freelook mode
- Remove the crosshair as it no longer serves a purpose (the cursor will
  now appear where the user "expects" it to).

This closes https://github.com/godotengine/godot-proposals/issues/1076.

(cherry picked from commit 4a542e0007)
2020-06-18 11:29:28 +02:00
Rémi Verschelde 7bf9787921 SCons: Format buildsystem files with psf/black
Configured for a max line length of 120 characters.

psf/black is very opinionated and purposely doesn't leave much room for
configuration. The output is mostly OK so that should be fine for us,
but some things worth noting:

- Manually wrapped strings will be reflowed, so by using a line length
  of 120 for the sake of preserving readability for our long command
  calls, it also means that some manually wrapped strings are back on
  the same line and should be manually merged again.

- Code generators using string concatenation extensively look awful,
  since black puts each operand on a single line. We need to refactor
  these generators to use more pythonic string formatting, for which
  many options are available (`%`, `format` or f-strings).

- CI checks and a pre-commit hook will be added to ensure that future
  buildsystem changes are well-formatted.

(cherry picked from commit cd4e46ee65)
2020-06-10 15:30:52 +02:00
Andrii Doroshenko (Xrayez) 133997654c Add custom_modules build option to compile external user modules
This patch adds ability to include external, user-defined C++ modules
to be compiled as part of Godot via `custom_modules` build option
which can be passed to `scons`.

```
scons platform=x11 tools=yes custom_modules="../project/modules"
```

Features:

- detects all available modules under `custom_modules` directory the
same way as it does for built-in modules (not recursive);
- works with both relative and absolute paths on the filesystem;
- multiple search paths can be specified as a comma-separated list.

Module custom documentation and editor icons collection and generation
process is adapted to work with absolute paths needed by such modules.
Also fixed doctool bug mixing absolute and relative paths respectively.

Implementation details:

- `env.module_list` is a dictionary now, which holds both module name as
  key and either a relative or absolute path to a module as a value.
- `methods.detect_modules` is run twice: once for built-in modules, and
  second for external modules, all combined later.
- `methods.detect_modules` was not doing what it says on the tin. It is
  split into `detect_modules` which collects a list of available modules
  and `write_modules` which generates `register_types` sources for each.
- whether a module is built-in or external is distinguished by relative
  or absolute paths respectively. `custom_modules` scons converter
  ensures that the path is absolute even if relative path is supplied,
  including expanding user paths and symbolic links.
- treats the parent directory as if it was Godot's base directory, so
  that there's no need to change include paths in cases where custom
  modules are included as dependencies in other modules.

(cherry picked from commit a96f0e98d7)
2020-05-25 17:08:38 +03:00
Rémi Verschelde 0556a48bf9
Merge pull request #38752 from Calinou/rename-error-warning-icon
Rename the ErrorWarning icon file to match the 3.2 naming scheme
2020-05-15 18:03:05 +02:00
Hugo Locurcio fa279d02f7 Rename the ErrorWarning icon file to match the 3.2 naming scheme 2020-05-15 14:16:46 +02:00
Hugo Locurcio e22cff8ccf Update the editor icons README to remove outdated information
This closes #38684.

(cherry picked from commit c6afb9f6ea)
2020-05-13 16:12:22 +02:00
Hugo Locurcio d7f1a43d1a Use a different icon for the debugger tab with both warnings and errors
This makes it possible to see if both errors and warnings were
pushed without having to open the tab.

(cherry picked from commit 564f8ccc13)
2020-05-11 11:35:07 +02:00
Hugo Locurcio 1339a5c1cb
Add an icon for OGG samples
The icon is the same as WAV samples, as both formats are accepted
in AudioStreamPlayer.

This closes #35163.
2020-01-15 22:32:08 +01:00
Hugo Locurcio 2b9f34b867
Add a crosshair to the 3D viewport
The crosshair makes freelook navigation a bit easier, while making it
clearer that it's possible to select nodes by clicking while in
freelook mode.

The crosshair is only displayed while in freelook mode.
It uses an icon designed to be visible on any background.
2020-01-13 22:30:34 +01:00
Hugo Locurcio ac18665c88
Tint 3D light gizmos using the light's color
This makes navigation more convenient in the 3D viewport, especially
when using the unshaded display mode.
2020-01-01 00:54:25 +01:00
Hugo Locurcio fd244d0328
Add editor icons for X509Certificate and CryptoKey
Co-authored-by: bruvzg <7645683+bruvzg@users.noreply.github.com>
2019-10-16 22:16:14 +02:00
Hugo Locurcio 70c4e96623
Draw an indicator to denote overbright colors in ColorPicker
This makes it faster to distinguish overbright colors from
"standard" colors.
2019-09-27 15:28:42 +02:00
dankan1890 2bdde74d45 Changed the appearance of the rotation icons in the Tilemap.
Make them more intuitive.
2019-09-26 10:59:48 +02:00
Michael Alexsander Silva Dias 5ed5465023 Replace "GuiMiniTabMenu" with "GuiTabMenu" and tweak it 2019-09-25 12:53:42 -03:00
Hugo Locurcio 790391bc93
Optimize editor icon SVGs using svgcleaner
This makes editor binaries about 230 KB smaller.

The command used was:

    parallel svgcleaner --multipass {} {} ::: editor/icons/*.svg
2019-09-24 22:49:30 +02:00
Rémi Verschelde a7b95d1934
Merge pull request #32267 from YeldhamDev/fix_tab_icons
Fix various problems with tab-related icons
2019-09-24 10:45:40 +02:00
Rémi Verschelde a0ef113d05
Merge pull request #32036 from Calinou/improve-soft-body-editor-icon
Improve the SoftBody node editor icon
2019-09-23 09:48:55 +02:00
Rémi Verschelde b671b6ad2b
Merge pull request #32035 from YeldhamDev/new_icons
Add some missing icons
2019-09-23 09:37:57 +02:00
Rémi Verschelde 5ffae0d299
Merge pull request #32020 from Calinou/editor-audio-bus-display-tooltip
Display audio buses' current volume in a tooltip when hovering slider
2019-09-23 09:02:45 +02:00
Michael Alexsander Silva Dias 94ad89a5fb Fix various problems with tab-related icons 2019-09-22 23:08:14 -03:00
Hugo Locurcio ba8601f557
Improve the network profiler UI
- Add icons to the up/down bandwidth LineEdits for better
  visual grepping.
- Make bandwidth LineEdit texts more prominent when data is being
  received/emitted.
- Add more spacing between the up and down bandwidth LineEdits.
- Initialize the bandwidth texts using `set_bandwidth()` to ensure
  consistency with the actual bandwidth texts once the profiler
  is started.
- Fix icon colors when switching from a dark theme to a light theme
  and vice versa.
- Add missing `EDSCALE` constants for hiDPI scaling.
2019-09-21 15:29:03 +02:00
Rémi Verschelde f7cd50e900
Merge pull request #32206 from Calinou/remove-unused-tree-constants
Remove an unused icon and constant in Tree
2019-09-20 23:14:50 +02:00
Hugo Locurcio 40a5de97e6
Remove an unused icon and constant in Tree 2019-09-20 17:50:13 +02:00