Change snap settings to use SpinBox
Change snap settings to use EditorSpinSlider
Update editor/scene/3d/node_3d_editor_plugin.cpp
Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro>
Use suffixes in snapping fields
Use meters suffix for translation snap setting
Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro>
Add toggle for instant preview
Always keep search box selected so that keyboard navigation works
Add default setting for Instant Preview
Directly set property value for resource via Quick Load menu (no undo/redo or dirty-scene functionality yet)
Add undo/redo functionality
Update class reference
Update doc/classes/EditorSettings.xml
Co-authored-by: Micky <66727710+Mickeon@users.noreply.github.com>
Slight improvement(?) to wording of setting
Allow previewing without committing change
Address various suggestions/improvements
Only allow Instant Preview to be used if Quick Open menu is being used to modify a property
Only allow property-based Quick Load when resource to modify is defined (otherwise default to old behavior)
Apply suggestions from code review
Co-authored-by: Tomasz Chabora <kobewi4e@gmail.com>
Address comments/suggestions
Get rid of duplicated code and use original callback strategy
(Attempt to) fix Instant Preview for editing multiple nodes at once and undo/redo stack for single nodes
Fix cancelling Quick Open when multiple nodes are selected
Prevent initially selected item in Quick Open dialog from overwriting the currently selected property
Apply suggestions from code review
Co-authored-by: Tomasz Chabora <kobewi4e@gmail.com>
Co-authored-by: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com>
Make a few changes/improvements based on feedback
- Combine some duplicated code into `_finish_dialog_setup()`
- Move `ERR_FAIL_NULL(p_obj);` to top of checks
- Fix renaming of `is_instant_preview_enabled()` across code, and remove now-redundant conditions where it is used
- Make `EditorResourcePicker::property_path` be `StringName` not `String`
This change introduces a new protected type, `ReflectedShaderStage` to
`RenderingShaderContainer` that derived types use to access SPIR-V and
the reflected module, `SpvReflectShaderModule` allowing implementations
to use the reflection information to compile their platform-specific
module.
* Fixes memory leak in `reflect_spirv` that would not deallocate the
`SpvReflectShaderModule` if an error occurred.
* Removes unnecessary allocation when creating `SpvReflectShaderModule`
by passing `NO_COPY` flag to `spvReflectCreateShaderModule2`
constructor function.
* Replaces `VectorView` with `Span` for consistency
* Fixes unnecessary allocations in D3D12 shader container in
`_convert_spirv_to_nir` and `_convert_spirv_to_dxil` which implicitly
converted the old `VectorView` to a `Vector`