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Add new "item" StyleBox to the Tree Control #74321
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Do we have any plans on adding Unit Tests for the UI? |
Any tips on how to fix the workflow error? |
I think you need to rebase to fix this. |
Having local_space enabled when starting a transform changed the behavior of VIEW space transforms. Now we disable local_space when starting a blender transform (there was already logic to restore the setting after the transform ends). This also hides the gizmo while performing a blender transform, otherwise the user will see it snap back and forth between the local and global alignment. I think the transform looks cleaner with the gizmo hidden anyways. Fixes godotengine#59392.
… uncommitted changes. * Pressing escape while gizmo editing will discard the changes made during that edit 'session'
In the editor, it was possible to set the size of a `SubViewport` even in cases where a parent `SubViewportContainer` had stretch enabled. This PR disables editing a `SubViewport.size` while the parent disallows it and it makes necessary adjustments during `NOTIFICATION_ENTER_TREE`.
If calling set_mesh with a PrimitiveMesh that has pending update, the _mesh_changed function would be called twice. The first time before set_base had been called, which could lead to an ERROR message about trying to set an invalid surface override material.
MultiplayerPeerExtension isn't an exact replacement for NetworkedMultiplayerCustom, but at least it gets you moving in the right direction. Engine.editor_hint couldn't be fixed by the renames map, because you have to add a `()` at the end.
…hildren are visible
Fixes godotengine#75084. The clamp_to_embedder setting was added in 8be16e0, but was not set on any of the in-editor dialogs. This patch sets `clamp_to_embedder` on editor dialogs so they cannot be dragged out of the frame. This also modifies `clamp_to_embedder` so a window is clamped to the bounds of an embedder when it pops up and when the parent is resized.
Port robust signal (dis)connection to `ShapeCast2D`
Auto translate popup menus of MenuButton and OptionButton
…ge-floor-ctrl-only Only change floors in GridMap editor when holding Ctrl/Cmd, not Shift
Incorporating the availability of screen and depth textures for the GLES3 backend
* Make placeholder in editor layout dialog translatable. * Make messages in scene import settings dialog translatable. * Mark theme override property categories for translation.
* Typo fixes. * Navigation agent's `velocity_computed` signal is not emitted by `set_velocity`, but at the end of that frame if `set_velocity` is called. * Simplify link in navigation agent's `avoidance_enabled` description. * Unify `navigation_layers` description across `NavigationAgent{2,3}D`. * Unify `is_normalized()` description across `Vector2`, `Vector3`, and `Vector4`
Improve documentation of int
More i18n improvements
Fix typos and inconsistencies in classref
Fix for godotengine#75218 Pause notifications are not sent when a node is added as a child. So GPUParticles2D should also obey its can_process status on ENTER_TREE, not just PAUSED/UNPAUSED.
Update GPUParticles2D/3D speed scale on ENTER_TREE
This PR adds a new "item" StyleBox to the Tree Control. Currently, an item will only receive a StyleBox when it's either focused or selected, this PR aims to fix that, and let users specify a StyleBox for the item on it's base state. Besides that, special care has been taken to ensure that the Content Margins are properly handled, acting as padding in both RTL and LTR layouts. This PR also makes use of this newly added feature to adjust the Editor Theme. Previously, icons, like the ones in the FileSystemDock or even in the SceneTree, didn't have proper spacing between borders. Note: There seems to be a bug in TextLine which causes the text_buf width to be inconsistently reported in RTL layouts. This can be observed as a rapid and frequent change in the text position when resizing the aforementioned FileSystemDock and SystemDock. This problem was partially addressed by taking into account both the Content Margins and the icon width (if any) when computing the text_buf's width.
(or attempt to, at least)
…abled This commit updates the double precision vertex transform code from using the MODEL_MATRIX to now use the MODELVIEW_MATRIX instead. This can be made possible by transforming the MODELVIEW_MATRIX back into model space (ie, same space as the MODEL_MATRIX) and then using it as if it were the MODEL_MATRIX. With this in place we now properly handle VERTEX transformations that a Material Shader might do, such as billboard-ing.
# Conflicts: # doc/classes/Tween.xml # editor/project_converter_3_to_4.cpp # editor/register_editor_types.cpp # platform/macos/display_server_macos.mm
Closing this because I plan to create a separate branch with these changes (Not sure what I was thinking by using my fork's master) |
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Description
This PR adds a new "item" StyleBox to the Tree Control. Currently, an item will only receive a StyleBox when it's either focused or selected, this PR aims to fix that, and let users specify a StyleBox for the item on it's base state. Besides that, special care has been taken to ensure that the Content Margins are properly handled, acting as padding in both RTL and LTR layouts.
This PR also makes use of this newly added feature to adjust the Editor Theme.
Previously, icons, like the ones in the FileSystemDock or even in the SceneTree, didn't have proper spacing between borders and would therefore appear too close to them, which was specially noticeable with large Corner Radius values, such as 6.
Comparisons
Currently (pre-PR)
File System Dock
File System Dock in RTL
With PR
File System Dock
File System Dock in RTL
Regression Test
Special care was also taken in ensuring that the new StyleBox won't break existing applications.
Without PR
Application with a default Tree and with it's first element selected
With PR
Application with a default Tree and with it's first element selected
Note: There seems to be a bug in TextLine which causes the text_buf width to be inconsistently reported in RTL layouts. This can be observed as a rapid and frequent change in the text position when resizing the aforementioned FileSystemDock and SceneTree (Only noticeable when the labels are larger than the available space).
This problem was partially addressed by taking into account both the Content Margins
and the icon width (if any) when computing the text_buf's width.
Note 2: This superseeds my previous PR on the subject