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-rw-r--r-- | CHANGELOG.md | 724 | ||||
-rw-r--r-- | core/io/zip_io.cpp | 1 | ||||
-rw-r--r-- | doc/classes/Material.xml | 4 | ||||
-rw-r--r-- | doc/classes/Shader.xml | 13 | ||||
-rw-r--r-- | doc/classes/ShaderMaterial.xml | 2 | ||||
-rw-r--r-- | doc/classes/SpatialMaterial.xml | 140 | ||||
-rw-r--r-- | editor/project_manager.cpp | 4 |
7 files changed, 876 insertions, 12 deletions
diff --git a/CHANGELOG.md b/CHANGELOG.md index 060a270426..c7202cabb8 100644 --- a/CHANGELOG.md +++ b/CHANGELOG.md @@ -4,6 +4,726 @@ All notable changes to this project will be documented in this file. The format is based on [Keep a Changelog](http://keepachangelog.com/en/1.0.0/). +## [3.2] - YYYY-MM-DD + +### Added + +- Support for [pseudo-3D depth in 2D](https://godotengine.org/article/godot-32-will-get-pseudo-3d-support-2d-engine). +- Support for importing 3D scenes using Assimp. + - Many formats are supported, including FBX. +- [Support for generating audio procedurally and analyzing audio spectrums.](https://godotengine.org/article/godot-32-will-get-new-audio-features) +- WebRTC support. + - Includes support for the high-level multiplayer API. + - Supports NAT traversal using STUN or TURN. +- Support for automatically building Android templates before exporting. + - This makes 3rd-party SDK integration easier. +- Support for [texture atlases in 2D](https://godotengine.org/article/atlas-support-returns-godot-3-2). +- Major improvements to the visual shader system. ([News post 1](https://godotengine.org/article/major-update-for-visual-shader-in-godot-3-2), [News post 2](https://godotengine.org/article/major-update-visual-shaders-godot-3-2-part-2)) + - Redesigned visual shader editor with drag-and-drop capability. + - Textures can be dragged from the FileSystem dock to be added as nodes. + - Most functions available in GLSL are now exposed. + - Many constants such as `Pi` or `Tau` can now be used directly. + - Support for boolean uniforms and sampler inputs. + - New Sampler port type. + - New conditional nodes. + - New Expression node, allowing shader code to be written in visual shaders. + - Support for plugins (custom nodes). + - Custom nodes can be drag-and-dropped from the FileSystem dock. + - Ability to copy and paste nodes. + - Ability to delete multiple nodes at once by pressing <kbd>Delete</kbd>. + - The node creation menu is now displayed when dragging a connection to an empty space on the graph. + - GLES3-only functions are now distinguished from others in the creation dialog. + - Ability to preview the code generated by the visual shader. + - Ability to convert visual shaders to text-based shaders. + - See the [complete list of new functions](https://github.com/godotengine/godot/pull/26164). +- Improved visual scripting. + - Visual scripting now uses an unified graph where all functions are represented. + - Nodes can now be edited directly in the graph. + - Support for fuzzy searching. + - The `tool` mode can now be enabled in visual scripts. + - New Deconstruct node to deconstruct a complex value into a scalar value. + - Miscellaneous UI improvements. +- Support for enabling/disabling parts of the editor or specific nodes. + - This is helpful for education, or when working with artists to help prevent inadvertent changes. +- Language server for GDScript. + - This can be used to get better integration with external editors. +- Version control integration in the editor. + - This integration is VCS-agnostic (GDNative plugins provide specific VCS support). +- Improved GridMap editor. + - The copied mesh is now displayed during pasting. + - The duplication/paste indicator is now rotated correctly around the pivot point. + - Ability to cancel paste and selection by pressing <kbd>Escape</kbd>. + - Erasing is now done using <kbd>RMB</kbd> instead of <kbd>Shift + RMB</kbd>. + - Freelook can still be accessed by pressing <kbd>Shift + F</kbd>. +- Improved MeshLibrary generation. + - When appending to an existing MeshLibrary, previews are now only generated for newly-added or modified meshes. + - Tweaked the previews' camera angle and light directions for better results. + - Materials assigned to the MeshInstance instead of the Mesh are now exported to the MeshLibrary. + - This is useful when exporting meshes from an imported scene (such as glTF), as it allows materials to persist across re-imports. +- [Improved Control anchor and margin workflow.](https://github.com/godotengine/godot/pull/27559) +- [Network profiler.](https://github.com/godotengine/godot/pull/31870) +- Improved NavigationMesh generation. + - GridMaps can now be used to bake navigation meshes. + - EditorNavigationMeshGenerator can now be used in `tool` scripts. + - Support for generating navigation meshes from static colliders. + - When using static colliders as a geometry source, a layer mask can be specified to ignore certain colliders. + - The generator no longer relies on the global transform, making it possible to generate navmeshes on nodes that are not in the scene tree. + - Navigation gizmos are now updated after every new bake. +- Support for skinning in 3D skeletons. +- CameraServer singleton to retrieve images from mobile cameras or webcams as textures. +- A crosshair is now displayed when using freelook in the 3D editor. +- Project camera override button at the top of the 2D and 3D editors. + - When enabled, the editor viewport's camera will be replicated in the running project. +- RichTextLabel can now be extended with real-time effects and custom BBCodes. + - Effects are implemented using the ItemFX resource. +- `[img=<width>x<height>]` tag to resize an image displayed in a RichTextLabel. + - If `<width>` or `<height>` is 0, the image will be adjusted to keep its original aspect. +- Revamped node connection dialog for improved ease of use. +- The Signals dock now displays a signal's description in a tooltip when hovering it. +- Input actions can now be reordered by dragging them. +- Animation frames can now be reordered by dragging them. +- Ruler tool to measure distances and angles in the 2D editor. +- "Clear Guides" menu option in the 2D editor to remove all guides. +- The 2D editor grid now displays a "primary" line every 8 lines for easier measurements. + - This value can be adjusted in the Configure Snap dialog. +- Projects can now have a description set in the Project Settings. + - This description is displayed as a tooltip when hovering the project in the Project Manager. +- All Variant types can now be added as project settings using the editor (instead of just `bool`, `int`, `float` and `String`). +- Pressing <kbd>Ctrl + F</kbd> now focuses the search field in the Project Settings and Editor Settings. +- Quick Open dialog (<kbd>Shift + Alt + O</kbd>) to open any resource in the project. + - Unlike the existing dialogs, it's not limited to scenes or scripts. +- Ability to convert a Sprite to a Mesh2D, Polygon2D, CollisionPolygon2D or LightOccluder2D. +- MultiMeshInstance2D node for using MultiMesh in 2D. +- PointMesh primitive. + - Drawn as a rectangle with a constant size on screen, which is cheaper compared to using triangle-based billboards. +- 2D polygon boolean operations and Delaunay triangulation are now available in the Geometry singleton. +- [New convex decomposition](https://godotengine.org/article/godot-3-2-adds-support-convex-decomposition) using the [V-HACD](https://github.com/kmammou/v-hacd) library. + - Can decompose meshes into multiple convex shapes for increased accuracy. +- Support for grouping nodes in the 3D editor. +- "Slow" modifier in freelook (accessed by holding <kbd>Alt</kbd>). +- The 2D editor panning limits can now be disabled in the Editor Settings. +- "Undo Close Tab" option in the scene tabs context menu. +- The editor is now capped to 20 FPS when the window is unfocused. + - This decreases CPU/GPU usage if something causes the editor to redraw continuously (such as particles). +- The editor's FPS cap can now be adjusted in the Editor Settings (both when focused and unfocused). +- Version information is now displayed at the bottom of the editor. + - This is intended to make the Godot version easily visible in video tutorials. +- Support for constants in the shader language. +- Support for local and varying arrays in the shader language. +- Support for `switch` statements in the shader language. +- Support for `do {...} while (...)` loops in the shader language. + - Unlike `while`, the expression in the `do` block will always be run at least once. +- Support for hexadecimal number literals in the shader language. +- Ported several GLES3 shader functions such as `round()` to GLES2. +- `SHADOW_VEC` shader parameter to alter 2D shadow computations in custom shaders. +- Filter search box in the remote scene tree dock. +- Ability to expand/collapse nodes recursively in the scene tree dock by holding <kbd>Shift</kbd> and clicking on a folding arrow. +- Support for depth of field, glow and BCS in the GLES2 renderer. +- MSAA support in the GLES2 renderer. +- Ability to render viewports directly to the screen in the GLES2 renderer. + - This can be faster on low-end devices, but it comes at a convenience cost. +- Project settings to set the maximum number of lights and reflections in the GLES3 renderer. + - Decreasing these values can lead to faster shader compilations, resulting in lower loading times. +- Heightmap collision shape for efficient terrain collisions. +- AStar2D class, making A* use easier in 2D. +- Disabled collision shapes can now be added directly, without having to disable them manually after one step. +- Context menu options to close other scene tabs, scene tabs to the right, or all scene tabs. +- The audio bus volumes can now be snapped by holding <kbd>Ctrl</kbd> while dragging the slider. +- Hovering an audio bus' volume slider now displays its volume in a tooltip. +- Values in the Gradient and Curve editors can now be snapped by holding <kbd>Ctrl</kbd>. + - Precise snapping can be obtained by holding <kbd>Shift</kbd> as well. +- Support for snapping when scaling nodes in the 2D editor. +- Precise snapping in the 3D editor when holding <kbd>Shift</kbd>. +- "Align Rotation with View" in the 3D editor. + - Unlike "Align Transform with View", only the selected node's rotation will be modified. + - "Align Selection with View" has been renamed to "Align Transform with View". +- All 3D gizmos now make use of snapping if enabled. +- CSG shapes are now highlighted with a translucent overlay when selected. + - Shapes in Union mode will use a blue overlay color by default. + - Shapes in Subtraction mode will use an orange overlay color by default. + - Shapes in Intersection mode will use a white overlay color. +- Ability to move a vertex along a single axis when holding <kbd>Shift</kbd> in polygon editors. +- Support for binary literals in GDScript (e.g. `0b101010` for `42`). +- AutoLoads can now be used as a type in GDScript. +- Ability to define script templates on a per-project basis. + - Template files should be placed into a `script_templates/` directory in the project and have an extension that matches the language (`.gd` for GDScript, `.cs` for C#). + - The path to the script templates directory can be changed in the Project Settings. +- Ability to limit the minimum and maximum window size using `OS.set_min_window_size()` and `OS.set_max_window_size()`. +- `Node.process_priority` property to set or get a node's processing priority. + - This was previously only available as `Node.set_process_priority()` (without an associated getter). +- `Node.editor_description` property for documentation purposes. + - When hovering a node with a description in the scene tree dock, the description will be displayed in a tooltip. +- `Button.keep_pressed_outside` property to keep a button pressed when moving the pointer outside while pressed. +- `Button.expand_icon` property to make a button's icon expand/shrink with the button's size. +- `Popup.set_as_minsize()` method to shrink a popup to its minimum size. +- `Tree.get_icon_modulate()` and `Tree.set_icon_modulate()` methods to change an icon's color in a Tree. +- `Tree.call_recursive()` method to call a method on a TreeItem and its children recursively. +- `Light.use_gi_probe` property to exclude specific lights from GIProbe computations. +- TranslationServer method `get_loaded_locales()` to retrieve the list of languages with a translation loaded. +- `FRUSTUM` 3D camera mode to create tilted frustums for mirror or portal effects. +- `Camera.project_position()` now accepts an optional `depth` parameter. +- `CanvasItem.draw_rect()` now has `width` and `antialiased` properties to match `draw_line()`'s functionality. +- `Engine.get_idle_frames()` and `Engine.get_physics_frames()` to get the number of idle and physics frame iterations since the project started. + - Unlike `Engine.get_frames_drawn()`, `Engine.get_idle_frames()` will be incremented even if the render loop is disabled. +- `Engine.get_physics_interpolation_fraction()` to get the fraction through the current physics tick at the time of the current frame. + - This can be used to implement fixed timestep interpolation. +- Support for shadow-to-opacity in 3D to render shadows in augmented reality contexts. +- Ability to change a Position2D gizmo's size. +- New Vector2 and Vector3 methods: + - `move_toward()` to retrieve a vector moved towards another by a specified number of units. + - `direction_to()` to retrieve a normalized vector pointing from a vector to another. + - This is a shorter alternative to `(b - a).normalized()`. +- AStar functions `set_point_disabled()` and `is_point_disabled()` to selectively disable points. +- Tween now emits a `tween_all_completed` signal when all tweens are completed. +- `Input.get_current_cursor_shape()` to retrieve the current cursor shape. +- `InputEventAction` now has a `strength` property to simulate analog inputs. +- `String.repeat()` method to repeat a string several times and return it. +- `String.count()` method to count the number of occurrences of a substring in a string. +- `String.humanize_size()` method to display a file size as an human-readable string. +- `String.strip_escapes()` to strip non-printable escape characters from a string, including tabulations and newlines (but not spaces). +- `String.sha1_text()` and `String.sha1_buffer()` methods to return a string's SHA-1 hash. +- Line2D `clear_points()` method to clear all points. +- Line2D now has a "Width Curve" property to make its width vary at different points. +- `assert()` now accepts an optional second parameter to display a custom message when the assertion fails. +- `posmod()` built-in GDScript function that behaves like `fposmod()`, but returns an integer value. +- `smoothstep()` built-in GDScript function for smooth easing of values. +- `lerp_angle()` built-in GDScript function to interpolate between two angles. +- `ord()` built-in GDScript function to return the Unicode code point of an 1-character string. +- `PoolByteArray.hex_encode()` method to get a string of hexadecimal numbers. +- `Font.get_wordwrap_string_size()` method to return the rectangle size needed to draw a word-wrapped text. +- `Camera.get_camera_rid()` method to retrieve a Camera's RID. +- `Array.slice()` method to duplicate a subset of an Array and return it. +- The GraphEdit box selection colors can now be changed by tweaking the `selection_fill` and `selection_stroke` theme items. +- Toggleable HSV mode for ColorPicker. +- ColorPicker properties to toggle the visibility and editability of presets. +- The default ColorPicker mode (RGB, HSV, RAW) can now be changed in the Editor Settings. +- ColorPicker now displays an indicator to denote "overbright" colors (which can't be displayed as-is in the preview). +- Hovering a Color property in the editor inspector now displays a tooltip with the exact values. +- `Color.transparent` constant (equivalent to `Color(1, 1, 1, 0)`). +- `KinematicBody.get_floor_normal()` and `KinematicBody2D.get_floor_normal()` to retrieve the collided floor's normal. +- `VehicleWheel.get_rpm()` method to retrieve a vehicle wheel's rotations per minute. +- Per-wheel throttle, brake and steering in VehicleBody. +- `GeometryInstance.set_custom_aabb()` to set a custom bounding box (used for view frustum culling). +- `FuncRef.call_funcv()` to call a FuncRef with an array containing arguments. + - In contrast to `FuncRef.call_func()`, only a single array argument is expected. +- `Mesh.get_aabb()` is now exposed to scripting. +- `PhysicalBone.apply_impulse()` and `PhysicalBone.apply_central_impulse()` methods to push ragdolls around. +- `ProjectSettings.load_resource_pack()` now features an optional `replace_files` argument (defaulting to `true`), which controls whether the loaded resource pack can override existing files in the virtual filesystem. +- `SpinBox.apply()` method to evaluate and apply the expression in the SpinBox's value immediately. +- `ConfigFile.erase_section_key()` method to remove a single key from a ConfigFile. +- `OS.execute()` now returns the process' exit code when blocking mode is enabled. +- `OS.is_window_focused()` method that returns `true` if the window is currently focused. + - Tracking the focus state manually using `NOTIFICATION_WM_FOCUS_IN` and `NOTIFICATION_WM_FOCUS_OUT` is no longer needed to achieve this. +- `OS.low_processor_mode_sleep_usec` is now exposed as a property. + - This makes it possible to change its value at runtime, rather than just defining it once in the Project Settings. +- `SceneTree.quit()` now accepts an optional argument with an exit code. + - If set to a value greater than or equal to 0, it will override the `OS.exit_code` property. +- `VisualServer.get_video_adapter_name()` and `VisualServer.get_video_adapter_vendor()` methods to retreive the user's graphics card model and vendor. +- `VisualServer.multimesh_create()` is now exposed to scripting. +- Ability to override how scripted objects are converted to strings by defining a `_to_string()` method. +- Export hints for 2D and 3D physics/render layers. +- Editor plugins can now add new tabs to the Project Settings. +- Standalone ternary expression warning in GDScript. +- Variable shadowing warning in GDScript. + - Will be displayed if: + - a block variable shadows a member variable, + - a subclass variable shadows a member variable, + - a function argument shadows a member variable. +- Script reflection methods are now exposed to GDScript. + - See `Script.get_script_property_list()`, `Script.get_script_method_list()`, `Script.get_script_signal_list()`, `Script.get_script_constant_map()` and `Script.get_property_default_value()`. +- `randfn(mean, deviation)` method to generate random numbers following a normal Gaussian distribution. +- Ability to read the standard error stream when using `OS.execute()` (disabled by default). +- Option to disable boot splash filtering (nearest-neighbor interpolation). +- The GridMap editor now offers a search field and size slider. +- DynamicFont resources now have a thumbnail in the editor. +- Minimap in the script editor. +- Bookmarks in the script editor for easier code navigation. +- Filter search box for the script list and member list. +- Singletons and `class_name`-declared classes are now highlighted with a separate color in the script editor. +- The editor help now displays class properties' default and overridden values. +- The script editor's Find in Files dialog can now search in user-defined file types (`editor/search_in_file_extensions` in the Project Settings). +- The script editor search now displays the number of matches. +- The script editor search now selects the current match for easier replacing. +- "Evaluate Expression" contextual option in the script editor. + - This option evaluates the selected expression and replaces it (e.g. `2 + 2` becomes `4`). +- Autocompletion support for `change_scene()`. +- Ability to skip breakpoints while debugging. +- Drag-and-drop support in the TileSet editor. +- Ability to attach scripts to nodes by dragging a name from the script list to a node in the scene tree. +- Icons are now displayed next to code completion items, making their type easier to distinguish. +- "Ignore" flag to ignore specific tiles when autotiling in the TileMap editor. +- Keyboard shortcuts to rotate tiles in the TileMap editor. + - Default shortcuts are <kbd>A</kbd> (rotate left), <kbd>S</kbd> (rotate right), <kbd>X</kbd> (flip horizontally), <kbd>Y</kbd> (flip vertically). +- Ability to keep a node's local transform when reparenting it by holding <kbd>Shift</kbd>. +- Basis constants `IDENTITY`, `FLIP_X`, `FLIP_Y`, `FLIP_Z`. +- Ability to create sprite frames in AnimatedSprite from a sprite sheet. +- `frame_coords` property in Sprite and Sprite3D to set/get the coordinates of the frame to display from the sprite sheet. +- `billboard` property in Sprite3D. +- Reimplemented support for editing multiple keys at once in the animation editor. +- Support for FPS snapping in the Animation editor. +- Autokeying in the Animation editor. + - Keyframes will be created automatically when translating, rotating or scaling nodes if a track exists already. + - Keys must be inserted manually for the first time. +- AnimationNodeBlendTreeEditor improvements. + - Ability to exclude multiple selected nodes at once. + - Context menu to add new nodes (activated by right-clicking). +- The AnimationPlayer Call Method mode is now configurable. + - Method calls can be "deferred" or "immediate", "deferred" being the default. +- OccluderPolygon2D is now draggable in the editor. +- The tooltip position offset is now configurable. +- The default cursor used when hovering RichTextLabels can now be changed. +- "Dialog Autowrap" property in AcceptDialog to wrap the label's text automatically. +- The 2D editor's panning shortcut can now be changed. +- The shortcuts to quit the editor can now be changed. +- Support for emission masks in CPUParticles2D. +- `direction` property in CPUParticles and ParticlesMaterial. +- `lifetime_randomness` property in CPUParticles and ParticlesMaterial. +- CPUParticles now uses a different gizmo icon to distinguish them from Particles. +- "Restart" button to restart particle emission in the editor. +- AnimatedSprites' animations can now be played backwards. +- TextureRects can now have their texture flipped horizontally or vertically. +- StyleBoxFlat shadows can now have an offset. +- StyleBoxFlat now computes UV coordinates for its `canvas_item` vertices, which can be used in custom shaders. +- Profiler data can now be exported to a CSV file. +- The 2D polygon editor now displays vertex numbers when hovering vertices. +- RectangleShapes now have a third handle to drag both axes at once. +- Global class resources are now displayed in the Resource property inspector. +- Double-clicking an easing property in the inspector will now make the editor display a numeric field. + - This makes it easier to enter precise values for properties such as light attenuation. +- `interface/editor/default_float_step` editor setting to configure floating-point values' default step in the Inspector. +- Audio buses are now stylized to look like boxes that can be dragged. +- The default audio bus layout file path can now be changed in the Project Settings. +- The LineEdit and TextEdit controls now display their contextual menu when pressing the <kbd>Menu</kbd> key. +- `shortcut_keys_enabled` and `selecting_enabled` LineEdit and TextEdit properties to disable keyboard shortcuts and selecting text. +- The LineEdit "disabled" font color can now be changed. +- The TextEdit "readonly" font color can now be changed. +- LineEdit can now have its `right_icon` set in scripts. +- The `nine_patch_stretch` TextureProgress property now enables stretching when using a radial fill mode. +- Support for loading and saving encrypted files in ConfigFile. +- `get_path()` and `get_path_absolute()` are now implemented in FileAccessEncrypted. +- "Disabled" attenuation model for AudioStreamPlayer3D, making the sound not fade with distance while keeping it positional. +- AudioEffectPitchShift's FFT size and oversampling are now adjustable. +- TextEdit's tab drawing and folding is now exposed to GDScript. +- Orphan node monitor in the Performance singleton. + - Counts the number of nodes that were created but aren't instanced in the scene tree. +- Ability to change eye height in VR. +- CSV files can now be imported as non-translation files. +- Scene resources such as materials can now be imported as `.tres` files. +- Support for importing 1-bit, 4-bit and 8-bit BMP files. + - Size dimensions must be a multiple of 8 for 1-bit images and 2 for 4-bit images. +- `use_lld=yes` flag to link with [LLD](https://lld.llvm.org/) on Linux when compiling with Clang. + - This results in faster iteration times when developing Godot itself or modules. +- `use_thinlto=yes` flag to link with [ThinLTO](https://clang.llvm.org/docs/ThinLTO.html) when using Clang. +- Multicast support in PacketPeerUDP. +- `NetworkedMultiplayerEnet.server_relay` property to disable server relaying. + - This can be used to increase security when building a fully-authoritative server. +- Automatic timeout for TCP connections (defaults to 30 seconds, can be changed in the Project Settings). +- `HTTPRequest.timeout` property (defaults to 0, which is disabled). +- `HTTPRequest.download_chunk_size` property. + - This value can be adjusted to reduce the allocation overhead and file writes when downloading large files. + - The default value was increased for faster downloads (4 KB → 64 KB). +- WebSocket improvements. + - Support for SSL in WebSocketServer. + - WebSocketClient can now use custom SSL certificates (except on HTML5). + - WebSocketClient can now define custom headers. +- The editor now features a built-in Web server for testing HTML5 projects. +- Button to remove all missing projects in the Project Manager. +- Reimplemented support for embedding project data in the PCK file. +- Ability to take editor screenshots by pressing <kbd>Ctrl + F12</kbd>. +- Editor plugins can now set the current active editor as well as toggle the distraction-free mode. +- **Android:** [Support for adaptive icons.](https://docs.godotengine.org/en/latest/getting_started/workflow/export/exporting_for_android.html#providing-launcher-icons) + - All icon densities are now generated automatically by the exporter. + - Only 3 images now need to be supplied to support all icon formats and densities (legacy icon, adaptive foreground, adaptive background). +- **Android:** Support for the Oculus Mobile SDK. +- **Android:** Support for requesting permissions at runtime. +- **Android:** `NOTIFICATION_APP_PAUSED` and `NOTIFICATION_APP_RESUMED` notifications are now emitted when the app is paused and resumed. +- **Android:** Support for pen input devices. +- **Android/iOS:** Support for vibrating the device. +- [**HTML5:** Partial clipboard support.](https://github.com/godotengine/godot/pull/29298) +- **iOS:** Support for [ARKit](https://developer.apple.com/augmented-reality/). +- **iOS:** `OS.get_model_name()` now returns a value with the device name. +- **iOS:** The Home indicator is now hidden by default to avoid being in the way of the running project. + - It can be restored in the Project Settings. +- **Windows:** Ability to toggle the console window in the Editor Settings. +- **Windows:** Project setting to enable Vsync using the compositor (DWM), disabled by default. + - On some hardware, this may fix stuttering issues when running a project in windowed mode. +- **Windows:** Support for code signing using `signtool` on Windows and `osslsigncode` on other platforms. +- **Windows:** Support for using Clang and ThinLTO when compiling using MinGW. +- **Windows/macOS:** `OS.set_native_icon()` method to set an `.ico` or `.icns` window/taskbar icon at runtime. +- **Windows/macOS/X11:** Support for graphic tablet pen pressure and tilt in InputEventMouseMotion. +- **macOS:** LineEdit now supports keyboard shortcuts commonly available on macOS. +- **macOS:** Multiple instances of the editor can now be opened at once. +- **macOS:** Recent and favorite projects are now listed in the project manager dock menu. +- **macOS:** The list of open scenes is now displayed in the editor dock menu. +- **macOS:** Support for modifying global and dock menus. +- **macOS:** Improved support for code signing when exporting projects. +- **macOS:** Support for defining camera and microphone usage descriptions when exporting a project. +- **macOS/X11:** [A zsh completion file for the editor is now available.](https://github.com/godotengine/godot/blob/master/misc/dist/shell/_godot.zsh-completion) +- **X11:** The instance PID is now set as the `_NET_WM_PID` window attribute, so that external programs can easily access it. +- **Mono:** Support for exporting to Android and HTML5. +- **Mono:** Support for using Rider as an external editor. +- **Mono:** Support for attaching external profilers like dotTrace using the `MONO_ENV_OPTIONS` environment variable. +- **Mono:** New DynamicGodotObject class to access dynamic properties from scripts written in GDScript. +- **Mono:** Support for resource type hints in exported arrays. +- **Mono:** New `mono/unhandled_exception_policy` project setting to keep running after an unhandled exception. +- [**Mono:** New Godot constants to conditionally react to system variables at compile-time.](https://github.com/godotengine/godot/pull/28786) +- **Mono:** Support for Visual Studio 2019's MSBuild. + +### Changed + +- Tween and Timer now display an error message if they are started without being added to the scene tree first. +- Tweaked Timer's wait time property hint to allow values with 3 decimals and above 4096. +- Functions called from a signal can no longer disconnect the node from the signal they're connected to (unless using `call_deferred()`). +- Tabs and space indentation can no longer be mixed in the same GDScript file. + - Each file must now use only tabs or spaces for indentation (not both). +- The "Trim" and "Normalize" WAV import options are now disabled by default. + - This makes the default behavior more consistent with Ogg import. +- Ogg samples now have an icon in the editor, like WAV samples. +- Camera2D drag margins are now disabled by default. + - If porting a project from Godot 3.1 where drag margins were used, these must be enabled manually again. +- `Camera.project_position()` now requires a second `depth` argument to determine the distance of the point from the camera. + - To get the old behavior back, pass the Camera's `near` property value as the second argument. +- `Skeleton.set_bone_global_pose()` was replaced by `Skeleton.set_bone_global_pose_override()`. +- UDP broadcasting is now disabled by default and must be enabled by calling `set_broadcast_enabled(true)` on the PacketPeerUDP instance. +- The editor and project manager now open slightly faster. +- Improved the Project Manager user interface. + - New, simpler design with more space available for the project list. + - Improved reporting of missing projects. + - The search field is now focused when starting the Project Manager if there is at least one project in the list. + - The search field now searches in both the project name and path. + - If the search term contains a `/`, the whole path will be used to match the search them. Otherwise, only the last path component will be searched in. +- Refactored the Project Manager to be more efficient, especially with large project lists. +- Images in the Project Manager and Asset Library are now resized with Lanczos filtering for a smoother appearance. +- The editor now uses the font hinting algorithm that best matches the OS' default. + - Hinting is set to "None" on macOS, and set to "Light" on Windows and Linux. + - This can be changed in the Editor Settings. +- The editor window dimming when a popup appears is now less intense (60% → 50%). + - The animation was also removed as it made the editor feel sluggish at lower FPS. +- Several editor menus have been reorganized for consistency and conciseness. +- Undo/Redo now supports more actions throughout the editor. +- Increased the height of the ItemList editor popup. + - This makes it easier to edit large amounts of items. +- Opening a folder in FileDialog will now scroll back to the top. +- Folder icons in FileDialog can now be displayed with a different color using the `folder_icon_modulate` constant, making them easier to distinguish from files. + - Folder icons in editor file dialogs are now tinted with the accent color. +- Improved colors in the light editor theme for better readability and consistency. +- Improved A* performance significantly by using a binary heap and OAHashMap. +- Tweaked the AABB transform algorithm to be ~1.2 times faster. +- Optimized the variant reference function, making complex scripts slightly faster. +- Disabled high-quality voxel cone tracing by default. + - This makes GIProbe much faster out of the box, at the cost of less realistic reflections. +- Lowered the default maximum directional shadow distance (200 → 100). + - This makes directional shadow rendering consistent between the editor and running project when using the default Camera node settings. +- Tweaked the default depth fog maximum distance to be independent of the Camera's `far` value (0..100). + - This makes fog display consistent between the editor and a running project. +- Tweaked the default height fog values to be more logical (0..100 → 10..0). + - This means height fog will be drawn from top-to-bottom, instead of being drawn from bottom-to-top. +- Significantly improved SSAO performance by using a lower sample count. + - SSAO now uses 3×3 blurring by default, resulting in less visible noise patterns. +- When "Keep 3D Linear" is enabled, colors are no longer clamped to [0, 1] when using Linear tonemapping. + - This allows rendering HDR values in floating-point texture targets for further processing or saving HDR data into files. +- The lightmap baker now calculates lightmap sizes dynamically based on surface area. +- Improved 3D KinematicBody performance and reliability. +- Orbiting in the 3D editor can now be done while holding <kbd>Alt</kbd>, for better compatibility with graphics tablets. +- Keys and actions are now released when the window loses focus. +- Tweens can now have a duration of 0. +- Particles and CPUParticles' Sphere emission shape now uses an uniform density sphere. +- `Viewport.size_override_stretch` is now exposed as a property (rather than just setter/getter methods). +- One-click deploy to Android now requires just one click if only one device is connected. +- The Project Manager will now infer a project name from the project path if the name was left to the default value. +- The WebSockets implementation now uses the smaller [wslay](https://tatsuhiro-t.github.io/wslay/) library instead of libwebsockets. +- Box selections in the editor now use a subtle outline for better visibility. +- Most 2D lines are now antialiased in the editor. +- CheckButtons now use a simpler design in the editor. +- Messages originating from the editor are now faded in the editor log. + - This makes messages printed by the project stand out more. +- Folding arrows in the editor inspector are now displayed at the left for consistency with other foldable elements. +- Hovering or dragging guides in the 2D editor will now turn the cursor into a "resizing" shape. +- The editor update spinner is now hidden by default. + - It can be enabled again in the Editor Settings. +- The "Update Always" option is now editor-wide instead of being project-specific. +- ColorPicker, OptionButton and MenuButton now use toggle mode, making them appear pressed when clicked. +- The ColorPicker preview was moved below the picker area to be closer to the sliders. +- Increased the Light2D height range from -100..100 to -2048..2048. + - Lower and higher values can be entered manually too. +- Decreased the `rotation_degrees` range in various nodes to -360..360 to be easier to adjust using the slider. + - Lower and higher values can still be entered manually, which is useful for animation purposes. +- The default RichTextLabel color is now `#ffffff`, matching the default Label color for better consistency. +- Label's `visible_characters` property now takes spaces into account to be consistent with RichTextLabel. +- SpinBoxes now calculate the entered value using the Expression class. + - For example, writing `2 + 2` in a SpinBox then pressing Enter will result in `4`. +- Saved resources no longer contain dependency indices and metadata such as node folding, resulting in more VCS-friendly files. +- The script editor's line length guideline is now enabled by default. +- The script editor state (such as breakpoints or the current line) is now preserved across editor sessions. +- The script editor's "Auto Brace Complete" setting is now enabled by default. +- The scripts panel toggle button is now located at the bottom-left of the script editor (instead of the File menu). +- Editor plugins can now be enabled without having an init script defined. +- Custom nodes added by plugins now have a translucent script icon in the scene tree dock. +- `EditorInterface.get_current_path()` to get the full path currently displayed in the FileSystem dock in an editor plugin. +- Copy constructors are now allowed for built-in types in GDScript. + - This allows constructs such as `Vector2(Vector2(12, 34))`, which may be useful to simplify code in some cases. +- `weakref(null)` is now allowed in GDScript. + - This makes checking for a valid reference more concise, as `if my_ref.get_ref()` is now sufficient (no need for `if my_ref and my_ref.get_ref()`). +- The number of signal connections and groups is now displayed in a tooltip when hovering the associated buttons in the scene tree dock. +- The right mouse button can now be used to pan in the 2D editor. + - This is to improve usability when using a touchpad. + - The middle mouse button can still be used to pan in the 2D editor. +- Zooming is now allowed while panning in the 2D editor. +- When the "Scroll To Pan" editor setting is enabled, the 2D editor can now be zoomed in by holding <kbd>Ctrl</kbd> and scrolling the mouse wheel. +- Zoom percentages in the 2D editor are now relative to the editor scale if the editor scale is higher than 100%. +- The 2D editor now displays the current zoom percentage. + - The zoom percentage can be clicked to reset the zoom level to 100%. +- Improved sorting options in the Asset Library. +- Images now load faster in the Asset Library. +- A loading placeholder is now displayed while icons are loading in the Asset Library. +- Images failing to load in the Asset Library display a "broken file" icon. +- Improved the Asset Library page loading transitions. +- Tweaked the Asset Library detail page layout for better readability. +- Audio mixer faders now use a non-linear algorithm to better fit human hearing. +- Tooltips now appear faster when hovering elements in the editor (0.7 seconds → 0.5 seconds). +- Increased the low-processor usage mode's default maximum refresh rate (125 FPS → 144 FPS). + - This makes the editor feel slightly smoother on 144 Hz displays. +- Tree scrolling when dragging now uses a larger drag margin, making drag-and-drop more convenient. +- Holding <kbd>Ctrl</kbd> now toggles snapping in GraphEdit. +- Improved the timeline's appearance in the animation editor. +- Improved snapping in the animation editor. + - Snapping can be toggled temporarily by holding the <kbd>Ctrl</kbd> key. + - Snapping can be made more precise by holding the <kbd>Shift</kbd> key. + - Timeline snapping is now toggled by the Snap setting (like when moving keyframes). +- Keyframes are now easier to select in the animation editor. +- Selected keyframes now appear slightly larger in the animation editor. +- Boolean and color keyframe icons are now aligned to other keyframes in the animation editor. +- The Animation editor's line widths are now resized to match the editor scale. +- BPTC compression is now available for all HDR image formats. +- `Image.save_exr()` to save an image in EXR format, which supports high bit depths. +- Improved path and polygon editors. + - New handle icons for path and polygon points. + - Smooth path point and curve tangents now use different icons to be distinguished from sharp points. + - Tangent lines are now gray in the Path2D and Path editors. + - Path2D lines are now antialiased. +- Increased the TileSet and polygon UV editor's maximum zoom levels (400% → 1600%). +- Decreased the maximum allowed StyleBoxFlat corner detail (128 → 20). + - This prevents slowness and glitches caused by using overly detailed corners. +- 3D collision shapes and RayCasts are now drawn in gray when disabled. +- Improved RayCast2D and one-way collision drawing. + - Disabled RayCast2Ds are now displayed in gray. + - One-way collision arrows are now orange by default, making them easier to distinguish them from RayCast2Ds. + - Tweaked RayCast2D and one-way collision line shapes to look more like arrows. +- Improved rendering in the curve editor. + - The grid is now rendered correctly when using a light theme. + - The main line and edge line colors have been swapped for better visibility. + - Tangent line widths are now resized to match the editor scale. +- Improved rendering in the performance monitor. + - Dark colors are now used on light backgrounds for better visibility. + - Graph lines are now thinner and opaque. + - Graph line widths are now resized to match the editor scale. + - Rounded values now display trailing zeroes to make their precision clearer. +- Some TileMap editor options were moved to the toolbar. +- The TileMap editor now displays coordinate information in the 2D viewport's bottom-left corner. + - This fixes the TileMap editor width changing when hovering tiles in a small window. +- Brackets are now only inserted when necessary when autocompleting methods in the script editor. +- Improved dialogs when saving or removing an editor layout. +- Whitespace-only selections no longer cause the script editor to highlight all occurrences. +- Saving a script will now add a newline at the end of file if none was present already. +- Reorganized sections in the editor help to be in a more logical order. +- The editor help now uses horizontal margins if the screen is wide enough. + - This makes sure lines keep a reasonable length for better readability. +- Increased line spacing in the editor help and asset library descriptions. +- The editor help now displays bold text using a bold font (instead of using a monospace font). +- The editor help now displays code using a slightly different color to be easier to distinguish. +- The editor help now displays types after parameter names to follow the GDScript static typing syntax. +- Editor help is now accessed using <kbd>Shift + F1</kbd>, for consistency with other applications. + - Contextural help is now accessed using <kbd>Alt + F1</kbd> to accommodate for this change. +- The script editor's Find in Files dialog is now always available, even when no script is opened. +- Pressing <kbd>Shift + Enter</kbd> in the script editor Find dialog will now go to the previous match. +- Improved the node deletion confirmation message. + - If there is only one node to delete, its name is displayed in the message. + - If there is more than one node to delete, the number of nodes to delete is displayed. +- Improved the "Snap Object to Floor" functionality in the 3D editor. + - An error message is now displayed if no nodes could be snapped. + - Increased the maximum snapping height (10 → 20). + - Increased the maximum snapping tolerance (0.1 → 0.2). +- 2D/3D selections, rotations and selected texts are now highlighted with the editor theme's accent color. +- 3D light gizmos are now tinted using the light's color, making navigation easier while using the unshaded display mode. +- Improved the 3D light and AudioStreamPlayer3D gizmos to better represent their depth in the 3D world. +- Tweaked the 3D manipulator gizmo's colors for better visibility. +- Tweaked the 2D and 3D axis colors for consistency with gizmo colors. +- Increased the default 3D manipulator gizmo opacity (0.2 → 0.4). +- The multiline text editor popup dialog's width is now capped on large displays. + - This prevents lines from becoming very long, which could hamper text readability. +- Non-printable escape characters are now stripped when pasting text into a LineEdit. +- The TextEdit caret color now matches the default font color, making it easier to see. +- Empty exported NodePath properties now return `null` instead of `self`. +- Built-in scripts are no longer allowed to use `class_name` as it wasn't working properly. +- The second parameter of `substr()` is now optional and defaults to `-1`. +- More editor actions can now have shortcuts assigned (such as Revert Scene or Export). +- The project export path may now be written in a relative path. + - Directories will be created recursively if the target directory doesn't exist. +- Items in the FileSystem dock can now be deselected by clicking empty space. +- "Set as Main Scene" context option for scenes in the FileSystem dock. +- The unused class variable GDScript warning is now disabled by default due to false positives. +- Warning-ignore comments now allow whitespace after the `#` character. +- Improved error reporting in the Particles emission point creation dialog. +- The number of warnings and errors that can be received in the remote debugger is now capped per second rather than per frame. + - The default limit is 100 errors and 100 warnings per second, making it possible for the script editor to report up to 100 warnings before having messages hidden. +- UTF-8 characters are now supported in input action names. +- All platforms now use the `custom_template` property in each export preset to store the path to the custom export template (instead of `custom_package` for some platforms). +- Tween methods' `trans_type` and `ease_type` arguments are now optional, defaulting to `TRANS_LINEAR` and `EASE_IN_OUT` respectively. +- `PCKPacker.pck_start()` and `PCKPacker.flush()`'s `alignment` and `verbose` arguments (respectively) are now optional, defaulting to `0` and `false`. +- Exported PCK files now contain the Godot patch version in their header. + - This can be used by external tools to detect the Godot version more accurately. +- Exporting a project PCK or ZIP from the command line must now be done with the new `--export-pack` command-line argument. + - This was done to remove the ambiguity when exporting a project to macOS from the command line. +- Updated FreeType to 2.10, which changes how font metrics are calculated. + - This may affect the appearance of some Controls, see [this issue](https://github.com/godotengine/godot/issues/28335) for details. +- The SCons build system now automatically detects the host platform. + - `platform=<platform>` is no longer required when compiling for the host platform. + - `platform=list` can be used to list the supported target platforms. +- **Windows:** Drive letters in file paths are now capitalized. +- **macOS:** <kbd>Control + H</kbd> and <kbd>Control + D</kbd> in TextEdit now delete the character at the left and right of the cursor (respectively). +- **macOS:** <kbd>Command + Left</kbd> in TextEdit now moves the cursor to the first non-whitespace character. +- **macOS:** Non-resizable windows are now allowed to enter fullscreen mode. +- **macOS:** The editor's title bar now uses dark mode on Mojave. +- **X11:** `OS.set_window_postion()` now takes window decorations into account. + +### Removed + +- Unused Panel `panelf` and `panelnc` styles. +- thekla_atlas dependency, as light baking now relies on [xatlas](https://github.com/jpcy/xatlas) for UV unwrapping. +- Rating icons in the Asset Library, as this feature isn't implemented in the backend. +- Some editor languages are no longer available due to missing support for RTL and text shaping in Godot: + - Affected languages are Arabic, Bengali, Persian, Hebrew, Hindi, Malayalam, Sinhalese, Tamil, Telugu and Urdu. + - These languages will be re-added once Godot supports RTL and text shaping. +- **Android:** ARMv6 support. +- **iOS:** ARMv7 support. + - ARMv7 export templates can still be compiled from source to support the iPhone 5 and older. + +### Fixed + +- The Project Manager now remembers the sorting option that was previously set. +- The editor and project manager now have a minimum window size defined. + - This prevents controls from overlapping each other by resizing the window to a very small size. +- Fixed radiance map generation, resulting in improved 3D performance and visual quality. +- Fixed issues with PBR environment mapping. + - Materials should now look closer to what they look like in Substance Designer/Painter. +- Depth of field now affects transparent objects. +- Radiance is now generated when using a clear color sky. +- Contact shadows no longer display when shadow casting is disabled. +- Larger data types can now be constructed by swizzling in the shader language. + - For instance, `vec2 test2 = vec2(0.0, 1.0); vec3 test3 = test2.xxx;` now works as in GLSL. +- The `AMBIENT_LIGHT_DISABLED` and `SHADOWS_DISABLED` flags now work when using the GLES2 renderer. +- The Keep background mode now works when using the GLES2 renderer. +- Several fixes to the GLES2 renderer: + - Fixed transparency order. + - Fixed vertex lighting being too bright. + - Fixed occasional light flickering. + - Fixed shadows cast from transparent materials. + - Fog is no longer computed on unshaded materials. + - This matches the GLES3 renderer's behavior. + - GLES2 shader uniforms now use `highp` precision by default. + - This prevents linking issues on some Android devices. + - Negative OmniLights and SpotLights now work as expected. + - The 3D editor's View Information pane now displays statistics correctly when using the GLES2 renderer. +- Textures compressed with ETC now support transparency by falling back to RGBA4444 or LA8. +- Alternate display modes are now marked as disabled in the editor when using the GLES2 renderer, as these are only supported when using GLES3. +- Fixed several inconsistencies between Particles and CPUParticles. +- Fixed particles scale randomization. +- Particles are now set to emit correctly when restarting. +- CheckBox and CheckButton now use the `check_vadjust` custom constant to adjust the icon Y position as intended. +- Fixed various issues with tab-related icons. +- Fixed issues in WebM colorspace corrections, resulting in better color output. +- CSG is now taken into account when generating navigation meshes. +- Curve2D and Curve3D interpolated values now behave as expected. +- Numeric slider grabbers in the editor inspector now update when scrolling using the mouse wheel. +- Scene modifications are no longer lost when renaming a file in the FileSystem dock. +- "Show in FileSystem" now clears the current search, so that the selected item can be seen immediately. +- LineEdit and TextEdit's context menus no longer display editing options if they are read-only. +- SpinBox mouse events are now correctly triggered by its LineEdit part. +- Per-word navigation in LineEdit and TextEdit now handles UTF-8 characters correctly. +- LineEdit placeholders, Tabs' names and WindowDialog titles now react correctly to translation changes. +- Fixed UI navigation when using gamepad analog sticks. +- Buttons' state is now reset when they exit the scene tree. + - This prevents them from lingering in a "hovered" or "pressed" state. +- Tooltips now disappear when hiding the node they belong to. +- Encoded packet flags are no longer sent in the ENet multiplayer protocol, as ENet itself already sends that data. + - This saves 4 bytes per packet. +- Audio trimming is now less aggressive, cutting at -50 dB instead of -30 dB. +- Audio trimming now has a small fade-out period, preventing audible pops. +- Audio mix rate and output latency settings are now consistently applied on all platforms. +- Fixed multichannel panning for AudioStreamPlayer3D. +- Opening a recent built-in script will now load the associated scene automtaically since doing so is required to edit the script. +- Declaring a class with `class_name` that has the same name as a singleton will now display a clearer error message. +- `script` is no longer allowed as a member variable name in GDScript, as that conflicts with the internal `script` property used by Object. +- Assigning a variable with a function index will no longer evaluate the function twice. + - For instance, doing `a[function()] += 1` will no longer evaluate `function()` twice. + - If the function has side effects, this may change the resulting program behavior. +- GDScript type checks are now enabled in release export templates. +- The Label font shadow now draws the font outline as well (if the base font has one). +- `Font.draw_char()` now draws the font outline as well (if the base font has one). +- The editor no longer redraws continuously when selecting a Control in a Container. +- Added some missing feature tags to the Project Settings "Override For..." menu. +- The `low_processor_mode_sleep_usec` project setting no longer affects the editor. +- Typed arrays and dictionaries no longer have their values shared across instances. +- `self` and object types can now be indexed as a dictionary again (like in Godot 3.0 and prior). +- Fixed `to_lower()` conversion with Cyrillic characters. +- The Find in Files replace dialog now allows empty replacement texts. +- The bottom panel no longer disappears when opening the theme editor on small displays. +- The script editor's color picker now changes only one color if multiple colors are present on the same line. +- The script editor's line length guideline is now drawn behind text. +- The script editor's line length guideline is now drawn at the correct position when font hinting is disabled. +- The script editor now automatically indents a line if the previous one ends with `[` or `(`. + - This makes it possible to wrap arrays or function declarations/calls without pressing <kbd>Tab</kbd> every line. +- Fixed autocompletion in the script editor. + - The script editor can now autocomplete enum values. + - The script editor can now autocomplete node paths starting with `$"` or `$'`. +- Custom script editor templates can now use type hints. +- Shift operators with a number not between 0 and 63 (inclusive) will now result in a compile-time error in GDScript. +- Warnings no longer count towards the "Too many errors!" message. +- AnimationTrackEdit now displays invalid value keys again (as it did in 3.0). +- Fixed the display of function/audio/animation tracks in the blend tree animation filter. +- The editor shortcuts menu no longer displays all unassigned shortcuts when searching for a substring of "None". +- The editor's performance monitor now displays memory/file sizes larger than 2 GB correctly. +- The editor debugger now displays keyboard shortcuts when hovering the "Step Into", "Step Over", "Break" and "Continue" buttons. +- The editor debugger now always handles connections. + - Subsequent connections will be dropped immediately to avoid locking. +- Large rotation offset/snap values no longer appear to be cut off in the Configure Snap dialog. +- Documentation tooltips in the editor now wrap to multiple lines correctly. +- Locked 3D nodes are no longer selectable in the 3D viewport, matching the 2D editor's behavior. +- All 3D gizmos now notify changes correctly, which means the inspector now displays up-to-date properties after using them. +- The 3D manipulator gizmo's size is now capped at low viewport heights, preventing it from outgrowing the viewport's bounds. +- The editor filesystem now refreshes on file changes if the project is located on an exFAT filesystem. +- Fixed many cases of colors not changing correctly when switching the editor from a dark theme to a light theme (or vice versa) without restarting. +- The Show in File Manager context menu option now works with files marked as favorite. +- The random number generator's seed is now properly set up. +- Antialiased and rounded StyleBoxFlat corners now handle different border widths correctly. +- The StyleBox preview now accounts for shadows and content margins. + - This fixes the preview going out of bounds in the inspector. +- Text resources no longer contain an extraneous line break at the end of file. +- Transform's `FLIP_Y` and `FLIP_Z` constants now work as expected. +- Fixed importing BMP images. +- The positional command-line argument is now only considered to be a scene path if it ends with `.scn`, `.tscn` or `.escn`. + - This makes it possible to parse command-line arguments in a standard fashion (`--foo bar` now works, not just `--foo=bar`). + - This also makes it possible to use file associations or drag-and-drop and have the positional argument parsed by the project. +- The `--audio-driver` and `--video-driver` command-line arguments are now validated; an error message will be printed if an invalid value is passed. +- The `--check-only` command-line argument now returns a non-zero exit code if an invalid script is passed using `--script`. +- Exporting a project via the command-line now returns a non-zero exit code if an error occurred during exporting. +- Console output is no longer colored when standard output isn't a TTY. + - This prevents Godot from writing ANSI escape codes when redirecting standard output or standard error to a file. +- **Android:** Gamepads are now correctly detected when the application starts. +- **Android:** Fix some keyboards being detected as gamepads and not working as a result. +- **Android:** The editor now detects if the device is connected using wireless `adb` and will debug using Wi-Fi in this case. +- **HTML5:** Fixed the pointer position on hiDPI displays. +- **HTML5:** `OS.get_system_time_msec()` now returns the correct value like on other platforms. +- **iOS:** On iOS 11 or later, gestures near screen edges are now handled by Godot instead of the OS. +- **Windows:** Line endings are now converted to CRLF when setting clipboard content. +- **Windows:** Getting the path to the Downloads directory using `OS.get_system_dir()` now works correctly. + - This fixes line endings being invisible when pasting into other applications. +- **macOS:** `OS.get_real_window_size()` and `OS.set_window_size()` are now handled correctly on hiDPI displays. +- **X11:** `OS.get_window_position()` now returns absolute coordinates. +- **X11:** Fixed audio playing on the wrong speakers when using PulseAudio on 5.1 setups. +- **X11:** `OS.set_window_maximized()` now gives up after 0.5 seconds. + - This makes the editor no longer freeze on startup when using fvwm. + ## [3.1] - 2019-03-13 ### Added @@ -396,5 +1116,7 @@ The format is based on [Keep a Changelog](http://keepachangelog.com/en/1.0.0/). - HTML5 export using asm.js. - Only WebAssembly is supported now, since all browsers supporting WebGL 2.0 also support WebAssembly. -[Unreleased]: https://github.com/godotengine/godot/compare/3.0-stable...HEAD +[Unreleased]: https://github.com/godotengine/godot/compare/3.2-stable...HEAD +[3.2]: https://github.com/godotengine/godot/compare/3.1-stable...3.2-stable +[3.1]: https://github.com/godotengine/godot/compare/3.0-stable...3.1-stable [3.0]: https://github.com/godotengine/godot/compare/2.1-stable...3.0-stable diff --git a/core/io/zip_io.cpp b/core/io/zip_io.cpp index 582b7c906b..40e902d874 100644 --- a/core/io/zip_io.cpp +++ b/core/io/zip_io.cpp @@ -97,6 +97,7 @@ int zipio_close(voidpf opaque, voidpf stream) { FileAccess *&f = *(FileAccess **)opaque; if (f) { f->close(); + memdelete(f); f = NULL; } return 0; diff --git a/doc/classes/Material.xml b/doc/classes/Material.xml index f584c5207a..7a620ead3b 100644 --- a/doc/classes/Material.xml +++ b/doc/classes/Material.xml @@ -12,8 +12,12 @@ </methods> <members> <member name="next_pass" type="Material" setter="set_next_pass" getter="get_next_pass"> + Sets the [Material] to be used for the next pass. This renders the object again using a different material. + [b]Note:[/b] only applies to [SpatialMaterial]s and [ShaderMaterial]s with type "Spatial". </member> <member name="render_priority" type="int" setter="set_render_priority" getter="get_render_priority" default="0"> + Sets the render priority for transparent objects in 3D scenes. Higher priority objects will be sorted in front of lower priority objects. + [b]Note:[/b] this only applies to sorting of transparent objects. This will not impact how transparent objects are sorted relative to opaque objects. This is because opaque objects are sorted based on depth, while transparent objects are sorted from back to front (subject to priority). </member> </members> <constants> diff --git a/doc/classes/Shader.xml b/doc/classes/Shader.xml index be9509fda5..673248a3b1 100644 --- a/doc/classes/Shader.xml +++ b/doc/classes/Shader.xml @@ -4,10 +4,11 @@ A custom shader program. </brief_description> <description> - This class allows you to define a custom shader program that can be used for various materials to render objects. + This class allows you to define a custom shader program that can be used by a [ShaderMaterial]. Shaders allow you to write your own custom behavior for rendering objects or updating particle information. For a detailed explanation and usage, please see the tutorials linked below. </description> <tutorials> <link>https://docs.godotengine.org/en/latest/tutorials/shading/index.html</link> + <link>https://docs.godotengine.org/en/latest/tutorials/shading/your_first_shader/what_are_shaders.html</link> </tutorials> <methods> <method name="get_default_texture_param" qualifiers="const"> @@ -16,6 +17,8 @@ <argument index="0" name="param" type="String"> </argument> <description> + Returns the texture that is set as default for the specified parameter. + [b]Note:[/b] [code]param[/code] must match the name of the uniform in the code exactly. </description> </method> <method name="get_mode" qualifiers="const"> @@ -31,6 +34,8 @@ <argument index="0" name="name" type="String"> </argument> <description> + Returns [code]true[/code] if the shader has this param defined as a uniform in its code. + [b]Note:[/b] [code]param[/code] must match the name of the uniform in the code exactly. </description> </method> <method name="set_default_texture_param"> @@ -41,19 +46,25 @@ <argument index="1" name="texture" type="Texture"> </argument> <description> + Sets the default texture to be used with a texture uniform. The default is used if a texture is not set in the [ShaderMaterial]. + [b]Note:[/b] [code]param[/code] must match the name of the uniform in the code exactly. </description> </method> </methods> <members> <member name="code" type="String" setter="set_code" getter="get_code" default=""""> + Returns the shader's code as the user has written it, not the full generated code used internally. </member> </members> <constants> <constant name="MODE_SPATIAL" value="0" enum="Mode"> + Mode used to draw all 3D objects. </constant> <constant name="MODE_CANVAS_ITEM" value="1" enum="Mode"> + Mode used to draw all 2D objects. </constant> <constant name="MODE_PARTICLES" value="2" enum="Mode"> + Mode used to calculate particle information on a per-particle basis. Not used for drawing. </constant> </constants> </class> diff --git a/doc/classes/ShaderMaterial.xml b/doc/classes/ShaderMaterial.xml index 0f39b703ca..f2742a5453 100644 --- a/doc/classes/ShaderMaterial.xml +++ b/doc/classes/ShaderMaterial.xml @@ -45,7 +45,7 @@ <argument index="1" name="value" type="Variant"> </argument> <description> - Changes the value set for this material of a uniform in the shader. + Changes the value set for this material of a uniform in the shader. [b]Note:[/b] [code]param[/code] must match the name of the uniform in the code exactly. </description> </method> </methods> diff --git a/doc/classes/SpatialMaterial.xml b/doc/classes/SpatialMaterial.xml index df315d7430..912161a5ae 100644 --- a/doc/classes/SpatialMaterial.xml +++ b/doc/classes/SpatialMaterial.xml @@ -16,6 +16,7 @@ <argument index="0" name="feature" type="int" enum="SpatialMaterial.Feature"> </argument> <description> + Returns [code]true[/code], if the specifed [enum Feature] is enabled. </description> </method> <method name="get_flag" qualifiers="const"> @@ -24,6 +25,7 @@ <argument index="0" name="flag" type="int" enum="SpatialMaterial.Flags"> </argument> <description> + Returns [code]true[/code], if the specified flag is enabled. See [enum Flags] enumerator for options. </description> </method> <method name="get_texture" qualifiers="const"> @@ -32,6 +34,7 @@ <argument index="0" name="param" type="int" enum="SpatialMaterial.TextureParam"> </argument> <description> + Returns the [Texture] associated with the specified [enum TextureParam]. </description> </method> <method name="set_feature"> @@ -42,6 +45,7 @@ <argument index="1" name="enable" type="bool"> </argument> <description> + If [code]true[/code], enables the specified [enum Feature]. Many features that are available in [SpatialMaterial]s need to be enabled before use. This way the cost for using the feature is only incurred when specified. Features can also be enabled by setting the corresponding member to [code]true[/code]. </description> </method> <method name="set_flag"> @@ -52,6 +56,7 @@ <argument index="1" name="enable" type="bool"> </argument> <description> + If [code]true[/code], enables the specified flag. Flags are optional behaviour that can be turned on and off. Only one flag can be enabled at a time with this function, the flag enumerators cannot be bit-masked together to enable or disable multiple flags at once. Flags can also be enabled by setting the corresponding member to [code]true[/code]. See [enum Flags] enumerator for options. </description> </method> <method name="set_texture"> @@ -62,6 +67,7 @@ <argument index="1" name="texture" type="Texture"> </argument> <description> + Sets the [Texture] to be used by the specified [enum TextureParam]. This function is called when setting members ending in [code]*_texture[/code]. </description> </method> </methods> @@ -70,86 +76,115 @@ The material's base color. </member> <member name="albedo_texture" type="Texture" setter="set_texture" getter="get_texture"> + Texture to multiply by [member albedo_color]. Used for basic texturing of objects. </member> <member name="anisotropy" type="float" setter="set_anisotropy" getter="get_anisotropy"> The strength of the anisotropy effect. </member> <member name="anisotropy_enabled" type="bool" setter="set_feature" getter="get_feature" default="false"> - If [code]true[/code], anisotropy is enabled. Changes the shape of the specular blob and aligns it to tangent space. + If [code]true[/code], anisotropy is enabled. Changes the shape of the specular blob and aligns it to tangent space. Mesh tangents are needed for this to work. If the mesh does not contain tangents the anisotropy effect will appear broken. </member> <member name="anisotropy_flowmap" type="Texture" setter="set_texture" getter="get_texture"> + Texture that offsets the tangent map for anisotropy calculations. </member> <member name="ao_enabled" type="bool" setter="set_feature" getter="get_feature" default="false"> - If [code]true[/code], ambient occlusion is enabled. + If [code]true[/code], ambient occlusion is enabled. Ambient occlusion darkens areas based on the [member ao_texture]. </member> <member name="ao_light_affect" type="float" setter="set_ao_light_affect" getter="get_ao_light_affect"> + Amount that ambient occlusion affects lighting from lights. If [code]0[/code], ambient occlusion only affects ambient light. If [code]1[/code], ambient occlusion affects lights just as much as it affects ambient light. This can be used to impact the strength of the ambient occlusion effect, but typically looks unrealistic. </member> <member name="ao_on_uv2" type="bool" setter="set_flag" getter="get_flag"> + If [code]true[/code], use [code]UV2[/code] coordinates to look up from the [member ao_texture]. </member> <member name="ao_texture" type="Texture" setter="set_texture" getter="get_texture"> + Texture that defines the amount of ambient occlusion for a given point on the object. </member> <member name="ao_texture_channel" type="int" setter="set_ao_texture_channel" getter="get_ao_texture_channel" enum="SpatialMaterial.TextureChannel"> + Specifies the channel of the [member ao_texture] in which the ambient occlusion information is stored. This is useful when you store the information for multiple effects in a single texture. For example if you stored metallic in the red channel, roughness in the blue, and ambient occlusion in the green you could reduce the number of textures you use. </member> <member name="clearcoat" type="float" setter="set_clearcoat" getter="get_clearcoat"> + Sets the strength of the clearcoat effect. Setting to [code]0[/code] looks the same as disabling the clearcoat effect. </member> <member name="clearcoat_enabled" type="bool" setter="set_feature" getter="get_feature" default="false"> - If [code]true[/code], clearcoat rendering is enabled. Adds a secondary transparent pass to the material. + If [code]true[/code], clearcoat rendering is enabled. Adds a secondary transparent pass to the lighting calculation resulting in an added specular blob. This makes materials appear as if they have a clear layer on them that can either by glossy or rough. </member> <member name="clearcoat_gloss" type="float" setter="set_clearcoat_gloss" getter="get_clearcoat_gloss"> + Sets the roughness of the clearcoat pass. A higher value results in a smoother clearcoat while a lower value results in a rougher clearcoat. </member> <member name="clearcoat_texture" type="Texture" setter="set_texture" getter="get_texture"> + Texture that defines the strength of the clearcoat effect and the glossiness of the clearcoat. Strength is specified in the red channel while glossiness is specified in the green channel. </member> <member name="depth_deep_parallax" type="bool" setter="set_depth_deep_parallax" getter="is_depth_deep_parallax_enabled"> + If [code]true[/code], the shader will read depth texture at multiple points along the view ray to determine occlusion and parrallax. This can be very performance demanding, but results in more realistic looking depth mapping. </member> <member name="depth_enabled" type="bool" setter="set_feature" getter="get_feature" default="false"> If [code]true[/code], depth mapping is enabled (also called "parallax mapping" or "height mapping"). See also [member normal_enabled]. </member> <member name="depth_flip_binormal" type="bool" setter="set_depth_deep_parallax_flip_binormal" getter="get_depth_deep_parallax_flip_binormal"> + If [code]true[/code], direction of the binormal is flipped before using in the depth effect. This may be necessary if you have encoded your binormals in a way that is conflicting with the depth effect. </member> <member name="depth_flip_tangent" type="bool" setter="set_depth_deep_parallax_flip_tangent" getter="get_depth_deep_parallax_flip_tangent"> + If [code]true[/code], direction of the tangent is flipped before using in the depth effect. This may be necessary if you have encoded your tangents in a way that is conflicting with the depth effect. </member> <member name="depth_max_layers" type="int" setter="set_depth_deep_parallax_max_layers" getter="get_depth_deep_parallax_max_layers"> + Number of layers to use when using [member depth_deep_parallax] and the view direction is perpendicular to the surface of the object. A higher number will be more performance demanding while a lower number may not look as crisp. </member> <member name="depth_min_layers" type="int" setter="set_depth_deep_parallax_min_layers" getter="get_depth_deep_parallax_min_layers"> + Number of layers to use when using [member depth_deep_parallax] and the view direction is parallel to the surface of the object. A higher number will be more performance demanding while a lower number may not look as crisp. </member> <member name="depth_scale" type="float" setter="set_depth_scale" getter="get_depth_scale"> + Scales the depth offset effect. A higher number will create a larger depth. </member> <member name="depth_texture" type="Texture" setter="set_texture" getter="get_texture"> + Texture used to determine depth at a given pixel. Depth is always stored in the red channel. </member> <member name="detail_albedo" type="Texture" setter="set_texture" getter="get_texture"> + Texture that specifies the color of the detail overlay. </member> <member name="detail_blend_mode" type="int" setter="set_detail_blend_mode" getter="get_detail_blend_mode" enum="SpatialMaterial.BlendMode"> + Specifies how the [member detail_albedo] should blend with the current [code]ALBEDO[/code]. See [enum BlendMode] for options. </member> <member name="detail_enabled" type="bool" setter="set_feature" getter="get_feature" default="false"> + If [code]true[/code], enables the detail overlay. Detail is a second texture that gets mixed over the surface of the object based on [member detail_mask]. This can be used to add variation to objects, or to blend between two different albedo/normal textures. </member> <member name="detail_mask" type="Texture" setter="set_texture" getter="get_texture"> + Texture used to specify how the detail textures get blended with the base textures. </member> <member name="detail_normal" type="Texture" setter="set_texture" getter="get_texture"> + Texture that specifies the per-pixel normal of the detail overlay. </member> <member name="detail_uv_layer" type="int" setter="set_detail_uv" getter="get_detail_uv" enum="SpatialMaterial.DetailUV"> + Specifies whether to use [code]UV[/code] or [code]UV2[/code] for the detail layer. See [enum DetailUV] for options. </member> <member name="distance_fade_max_distance" type="float" setter="set_distance_fade_max_distance" getter="get_distance_fade_max_distance"> + Distance at which the object fades fully and is no longer visible. </member> <member name="distance_fade_min_distance" type="float" setter="set_distance_fade_min_distance" getter="get_distance_fade_min_distance"> + Distance at which the object starts to fade. If the object is less than this distance away it will appear normal. </member> <member name="distance_fade_mode" type="int" setter="set_distance_fade" getter="get_distance_fade" enum="SpatialMaterial.DistanceFadeMode" default="0"> + Specifies which type of fade to use. Can be any of the [enum DistanceFadeMode]s. </member> <member name="emission" type="Color" setter="set_emission" getter="get_emission"> The emitted light's color. See [member emission_enabled]. </member> <member name="emission_enabled" type="bool" setter="set_feature" getter="get_feature" default="false"> - If [code]true[/code], the body emits light. + If [code]true[/code], the body emits light. Emitting light makes the object appear brighter. The object can also cast light on other objects if a [GIProbe] or [BakedLightmap] is used and this object is used in baked lighting. </member> <member name="emission_energy" type="float" setter="set_emission_energy" getter="get_emission_energy"> The emitted light's strength. See [member emission_enabled]. </member> <member name="emission_on_uv2" type="bool" setter="set_flag" getter="get_flag"> + Use [code]UV2[/code] to read from the [member emission_texture]. </member> <member name="emission_operator" type="int" setter="set_emission_operator" getter="get_emission_operator" enum="SpatialMaterial.EmissionOperator"> + Sets how [member emission] interacts with [member emission_texture]. Can either add or multiply. See [enum EmissionOperator] for options. </member> <member name="emission_texture" type="Texture" setter="set_texture" getter="get_texture"> + Texture that specifies how much surface emits light at a given point. </member> <member name="flags_albedo_tex_force_srgb" type="bool" setter="set_flag" getter="get_flag" default="false"> + Forces a conversion of the [member albedo_texture] from sRGB space to linear space. </member> <member name="flags_disable_ambient_light" type="bool" setter="set_flag" getter="get_flag" default="false"> If [code]true[/code], the object receives no ambient light. @@ -158,6 +193,7 @@ If [code]true[/code], the object receives no shadow that would otherwise be cast onto it. </member> <member name="flags_ensure_correct_normals" type="bool" setter="set_flag" getter="get_flag" default="false"> + If [code]true[/code], the shader will compute extra operations to make sure the normal stays correct when using a non-uniform scale. Only enable if using non-uniform scaling. </member> <member name="flags_fixed_size" type="bool" setter="set_flag" getter="get_flag" default="false"> If [code]true[/code], the object is rendered at the same size regardless of distance. @@ -176,6 +212,7 @@ [b]Note:[/b] this is only effective for objects whose geometry is point-based rather than triangle-based. See also [member params_point_size]. </member> <member name="flags_use_shadow_to_opacity" type="bool" setter="set_flag" getter="get_flag" default="false"> + If [code]true[/code], enables the "shadow to opacity" render mode where lighting modifies the alpha so shadowed areas are opaque and non-shadowed areas are transparent. Useful for overlaying shadows onto a camera feed in AR. </member> <member name="flags_vertex_lighting" type="bool" setter="set_flag" getter="get_flag" default="false"> If [code]true[/code], lighting is calculated per vertex rather than per pixel. This may increase performance on low-end devices. @@ -187,12 +224,14 @@ The reflectivity of the object's surface. The higher the value, the more light is reflected. </member> <member name="metallic_specular" type="float" setter="set_specular" getter="get_specular" default="0.5"> - General reflectivity amount. + Sets the size of the specular lobe. The specular lobe is the bright spot that is reflected from light sources. [b]Note:[/b] unlike [member metallic], this is not energy-conserving, so it should be left at [code]0.5[/code] in most cases. See also [member roughness]. </member> <member name="metallic_texture" type="Texture" setter="set_texture" getter="get_texture"> + Texture used to specify metallic for an object. This is multiplied by [member metallic]. </member> <member name="metallic_texture_channel" type="int" setter="set_metallic_texture_channel" getter="get_metallic_texture_channel" enum="SpatialMaterial.TextureChannel" default="0"> + Specifies the channel of the [member metallic_texture] in which the metallic information is stored. This is useful when you store the information for multiple effects in a single texture. For example if you stored metallic in the red channel, roughness in the blue, and ambient occlusion in the green you could reduce the number of textures you use. </member> <member name="normal_enabled" type="bool" setter="set_feature" getter="get_feature" default="false"> If [code]true[/code], normal mapping is enabled. @@ -201,10 +240,13 @@ The strength of the normal map's effect. </member> <member name="normal_texture" type="Texture" setter="set_texture" getter="get_texture"> + Texture used to specify the normal at a given pixel. The [code]normal_texture[/code] only uses the red and green channels. The normal read from [code]normal_texture[/code] is oriented around the surface normal provided by the [Mesh]. </member> <member name="params_alpha_scissor_threshold" type="float" setter="set_alpha_scissor_threshold" getter="get_alpha_scissor_threshold"> + Threshold at which the alpha scissor will discard values. </member> <member name="params_billboard_keep_scale" type="bool" setter="set_flag" getter="get_flag" default="false"> + If [code]true[/code], the shader will keep the scale set for the mesh. Otherwise the scale is lost when billboarding. Only applies when [member params_billboard_mode] is [constant BILLBOARD_ENABLED]. </member> <member name="params_billboard_mode" type="int" setter="set_billboard_mode" getter="get_billboard_mode" enum="SpatialMaterial.BillboardMode" default="0"> Controls how the object faces the camera. See [enum BillboardMode]. @@ -229,6 +271,7 @@ Grows object vertices in the direction of their normals. </member> <member name="params_line_width" type="float" setter="set_line_width" getter="get_line_width" default="1.0"> + Currently unimplemented in Godot. </member> <member name="params_point_size" type="float" setter="set_point_size" getter="get_point_size" default="1.0"> The point size in pixels. See [member flags_use_point_size]. @@ -237,6 +280,7 @@ The method for rendering the specular blob. See [enum SpecularMode]. </member> <member name="params_use_alpha_scissor" type="bool" setter="set_flag" getter="get_flag" default="false"> + If [code]true[/code], the shader will discard all pixels that have an alpha value less than [member params_alpha_scissor_threshold]. </member> <member name="particles_anim_h_frames" type="int" setter="set_particles_anim_h_frames" getter="get_particles_anim_h_frames"> The number of horizontal frames in the particle sprite sheet. Only enabled when using [constant BILLBOARD_PARTICLES]. See [member params_billboard_mode]. @@ -248,9 +292,10 @@ The number of vertical frames in the particle sprite sheet. Only enabled when using [constant BILLBOARD_PARTICLES]. See [member params_billboard_mode]. </member> <member name="proximity_fade_distance" type="float" setter="set_proximity_fade_distance" getter="get_proximity_fade_distance"> + Distance over which the fade effect takes place. The larger the distance the longer it takes for an object to fade. </member> <member name="proximity_fade_enable" type="bool" setter="set_proximity_fade" getter="is_proximity_fade_enabled" default="false"> - If [code]true[/code], the proximity and distance fade effect is enabled. + If [code]true[/code], the proximity fade effect is enabled. The proximity fade effect fades out each pixel based on its distance to another object. </member> <member name="refraction_enabled" type="bool" setter="set_feature" getter="get_feature" default="false"> If [code]true[/code], the refraction effect is enabled. Distorts transparency based on light from behind the object. @@ -259,15 +304,19 @@ The strength of the refraction effect. </member> <member name="refraction_texture" type="Texture" setter="set_texture" getter="get_texture"> + Texture that controls the strength of the refraction per-pixel. Multiplied by [member refraction_scale]. </member> <member name="refraction_texture_channel" type="int" setter="set_refraction_texture_channel" getter="get_refraction_texture_channel" enum="SpatialMaterial.TextureChannel"> + Specifies the channel of the [member ao_texture] in which the ambient occlusion information is stored. This is useful when you store the information for multiple effects in a single texture. For example if you stored metallic in the red channel, roughness in the blue, and ambient occlusion in the green you could reduce the number of textures you use. </member> <member name="rim" type="float" setter="set_rim" getter="get_rim"> + Sets the strength of the rim lighting effect. </member> <member name="rim_enabled" type="bool" setter="set_feature" getter="get_feature" default="false"> - If [code]true[/code], rim effect is enabled. + If [code]true[/code], rim effect is enabled. Rim lighting increases the brightness at glancing angles on an object. </member> <member name="rim_texture" type="Texture" setter="set_texture" getter="get_texture"> + Texture used to set the strength of the rim lighting effect per-pixel. Multiplied by [member rim]. </member> <member name="rim_tint" type="float" setter="set_rim_tint" getter="get_rim_tint"> The amount of to blend light and albedo color when rendering rim effect. If [code]0[/code] the light color is used, while [code]1[/code] means albedo color is used. An intermediate value generally works best. @@ -276,8 +325,10 @@ Surface reflection. A value of [code]0[/code] represents a perfect mirror while a value of [code]1[/code] completely blurs the reflection. See also [member metallic]. </member> <member name="roughness_texture" type="Texture" setter="set_texture" getter="get_texture"> + Texture used to control the roughness per-pixel. Multiplied by [member roughness]. </member> <member name="roughness_texture_channel" type="int" setter="set_roughness_texture_channel" getter="get_roughness_texture_channel" enum="SpatialMaterial.TextureChannel" default="0"> + Specifies the channel of the [member ao_texture] in which the ambient occlusion information is stored. This is useful when you store the information for multiple effects in a single texture. For example if you stored metallic in the red channel, roughness in the blue, and ambient occlusion in the green you could reduce the number of textures you use. </member> <member name="subsurf_scatter_enabled" type="bool" setter="set_feature" getter="get_feature" default="false"> If [code]true[/code], subsurface scattering is enabled. Emulates light that penetrates an object's surface, is scattered, and then emerges. @@ -286,6 +337,7 @@ The strength of the subsurface scattering effect. </member> <member name="subsurf_scatter_texture" type="Texture" setter="set_texture" getter="get_texture"> + Texture used to control the subsurface scattering strength. Stored in the red texture channel. Multiplied by [member subsurf_scatter_strength]. </member> <member name="transmission" type="Color" setter="set_transmission" getter="get_transmission"> The color used by the transmission effect. Represents the light passing through an object. @@ -294,22 +346,31 @@ If [code]true[/code], the transmission effect is enabled. </member> <member name="transmission_texture" type="Texture" setter="set_texture" getter="get_texture"> + Texture used to control the transmission effect per-pixel. Added to [member transmission]. </member> <member name="uv1_offset" type="Vector3" setter="set_uv1_offset" getter="get_uv1_offset" default="Vector3( 0, 0, 0 )"> + How much to offset the [code]UV[/code] coordinates. This amount will be added to [code]UV[/code] in the vertex function. This can be used to offset a texture. </member> <member name="uv1_scale" type="Vector3" setter="set_uv1_scale" getter="get_uv1_scale" default="Vector3( 1, 1, 1 )"> + How much to scale the [code]UV[/code] coordinates. This is multiplied by [code]UV[/code] in the vertex function. </member> <member name="uv1_triplanar" type="bool" setter="set_flag" getter="get_flag" default="false"> + If [code]true[/code], instead of using [code]UV[/code] textures will use a triplanar texture lookup to determine how to apply textures. Triplanar uses the orientation of the object's surface to blend between texture coordinates. It reads from the source texture 3 times, once for each axis and then blends between the results based on how closely the pixel aligns with each axis. This is often used for natural features to get a realistic blend of materials. Because triplanar texturing requires many more texture reads per-pixel it is much slower than normal UV texturing. Additionally, because it is blending the texture between the three axes, it is unsuitable when you are trying to achieve crisp texturing. </member> <member name="uv1_triplanar_sharpness" type="float" setter="set_uv1_triplanar_blend_sharpness" getter="get_uv1_triplanar_blend_sharpness" default="1.0"> + A lower number blends the texture more softly while a higher number blends the texture more sharply. </member> <member name="uv2_offset" type="Vector3" setter="set_uv2_offset" getter="get_uv2_offset" default="Vector3( 0, 0, 0 )"> + How much to offset the [code]UV2[/code] coordinates. This amount will be added to [code]UV2[/code] in the vertex function. This can be used to offset a texture. </member> <member name="uv2_scale" type="Vector3" setter="set_uv2_scale" getter="get_uv2_scale" default="Vector3( 1, 1, 1 )"> + How much to scale the [code]UV2[/code] coordinates. This is multiplied by [code]UV2[/code] in the vertex function. </member> <member name="uv2_triplanar" type="bool" setter="set_flag" getter="get_flag" default="false"> + If [code]true[/code], instead of using [code]UV2[/code] textures will use a triplanar texture lookup to determine how to apply textures. Triplanar uses the orientation of the object's surface to blend between texture coordinates. It reads from the source texture 3 times, once for each axis and then blends between the results based on how closely the pixel aligns with each axis. This is often used for natural features to get a realistic blend of materials. Because triplanar texturing requires many more texture reads per-pixel it is much slower than normal UV texturing. Additionally, because it is blending the texture between the three axes, it is unsuitable when you are trying to achieve crisp texturing. </member> <member name="uv2_triplanar_sharpness" type="float" setter="set_uv2_triplanar_blend_sharpness" getter="get_uv2_triplanar_blend_sharpness" default="1.0"> + A lower number blends the texture more softly while a higher number blends the texture more sharply. </member> <member name="vertex_color_is_srgb" type="bool" setter="set_flag" getter="get_flag" default="false"> If [code]true[/code], the model's vertex colors are processed as sRGB mode. @@ -320,79 +381,112 @@ </members> <constants> <constant name="TEXTURE_ALBEDO" value="0" enum="TextureParam"> + Texture specifying per-pixel color. </constant> <constant name="TEXTURE_METALLIC" value="1" enum="TextureParam"> + Texture specifying per-pixel metallic value. </constant> <constant name="TEXTURE_ROUGHNESS" value="2" enum="TextureParam"> + Texture specifying per-pixel roughness value. </constant> <constant name="TEXTURE_EMISSION" value="3" enum="TextureParam"> + Texture specifying per-pixel emission color. </constant> <constant name="TEXTURE_NORMAL" value="4" enum="TextureParam"> + Texture specifying per-pixel normal vector. </constant> <constant name="TEXTURE_RIM" value="5" enum="TextureParam"> + Texture specifying per-pixel rim value. </constant> <constant name="TEXTURE_CLEARCOAT" value="6" enum="TextureParam"> + Texture specifying per-pixel clearcoat value. </constant> <constant name="TEXTURE_FLOWMAP" value="7" enum="TextureParam"> + Texture specifying per-pixel flowmap direction for use with [member anisotropy]. </constant> <constant name="TEXTURE_AMBIENT_OCCLUSION" value="8" enum="TextureParam"> + Texture specifying per-pixel ambient occlusion value. </constant> <constant name="TEXTURE_DEPTH" value="9" enum="TextureParam"> + Texture specifying per-pixel depth. </constant> <constant name="TEXTURE_SUBSURFACE_SCATTERING" value="10" enum="TextureParam"> + Texture specifying per-pixel subsurface scattering. </constant> <constant name="TEXTURE_TRANSMISSION" value="11" enum="TextureParam"> + Texture specifying per-pixel transmission color. </constant> <constant name="TEXTURE_REFRACTION" value="12" enum="TextureParam"> + Texture specifying per-pixel refraction strength. </constant> <constant name="TEXTURE_DETAIL_MASK" value="13" enum="TextureParam"> + Texture specifying per-pixel detail mask blending value. </constant> <constant name="TEXTURE_DETAIL_ALBEDO" value="14" enum="TextureParam"> + Texture specifying per-pixel detail color. </constant> <constant name="TEXTURE_DETAIL_NORMAL" value="15" enum="TextureParam"> + Texture specifying per-pixel detail normal. </constant> <constant name="TEXTURE_MAX" value="16" enum="TextureParam"> Represents the size of the [enum TextureParam] enum. </constant> <constant name="DETAIL_UV_1" value="0" enum="DetailUV"> + Use [code]UV[/code] with the detail texture. </constant> <constant name="DETAIL_UV_2" value="1" enum="DetailUV"> + Use [code]UV2[/code] with the detail texture. </constant> <constant name="FEATURE_TRANSPARENT" value="0" enum="Feature"> + Constant for setting [member flags_transparent]. </constant> <constant name="FEATURE_EMISSION" value="1" enum="Feature"> + Constant for setting [member emission_enabled]. </constant> <constant name="FEATURE_NORMAL_MAPPING" value="2" enum="Feature"> + Constant for setting [member normal_enabled]. </constant> <constant name="FEATURE_RIM" value="3" enum="Feature"> + Constant for setting [member rim_enabled]. </constant> <constant name="FEATURE_CLEARCOAT" value="4" enum="Feature"> + Constant for setting [member clearcoat_enabled]. </constant> <constant name="FEATURE_ANISOTROPY" value="5" enum="Feature"> + Constant for setting [member anisotropy_enabled]. </constant> <constant name="FEATURE_AMBIENT_OCCLUSION" value="6" enum="Feature"> + Constant for setting [member ao_enabled]. </constant> <constant name="FEATURE_DEPTH_MAPPING" value="7" enum="Feature"> + Constant for setting [member depth_enabled]. </constant> <constant name="FEATURE_SUBSURACE_SCATTERING" value="8" enum="Feature"> + Constant for setting [member subsurf_scatter_enabled]. </constant> <constant name="FEATURE_TRANSMISSION" value="9" enum="Feature"> + Constant for setting [member transmission_enabled]. </constant> <constant name="FEATURE_REFRACTION" value="10" enum="Feature"> + Constant for setting [member refraction_enabled]. </constant> <constant name="FEATURE_DETAIL" value="11" enum="Feature"> + Constant for setting [member detail_enabled]. </constant> <constant name="FEATURE_MAX" value="12" enum="Feature"> Represents the size of the [enum Feature] enum. </constant> <constant name="BLEND_MODE_MIX" value="0" enum="BlendMode"> - Default blend mode. + Default blend mode. The color of the object is blended over the background based on the object's alpha value. </constant> <constant name="BLEND_MODE_ADD" value="1" enum="BlendMode"> + The color of the object is added to the background. </constant> <constant name="BLEND_MODE_SUB" value="2" enum="BlendMode"> + The color of the object is subtracted from the background. </constant> <constant name="BLEND_MODE_MUL" value="3" enum="BlendMode"> + The color of the object is multiplied by the background. </constant> <constant name="DEPTH_DRAW_OPAQUE_ONLY" value="0" enum="DepthDrawMode"> Default depth draw mode. Depth is drawn only for opaque objects. @@ -416,42 +510,61 @@ No culling is performed. </constant> <constant name="FLAG_UNSHADED" value="0" enum="Flags"> + No lighting is used on the object. Color comes directly from [code]ALBEDO[/code]. </constant> <constant name="FLAG_USE_VERTEX_LIGHTING" value="1" enum="Flags"> + Lighting is calculated per-vertex rather than per-pixel. This can be used to increase the speed of the shader at the cost of quality. </constant> <constant name="FLAG_DISABLE_DEPTH_TEST" value="2" enum="Flags"> + Disables the depth test, so this object is drawn on top of all others. However, objects drawn after it in the draw order may cover it. </constant> <constant name="FLAG_ALBEDO_FROM_VERTEX_COLOR" value="3" enum="Flags"> + Set [code]ALBEDO[/code] to the per-vertex color specified in the mesh. </constant> <constant name="FLAG_SRGB_VERTEX_COLOR" value="4" enum="Flags"> + Vertex color is in sRGB space and needs to be converted to linear. Only applies in the GLES3 renderer. </constant> <constant name="FLAG_USE_POINT_SIZE" value="5" enum="Flags"> + Uses point size to alter the size of primitive points. Also changes the albedo texture lookup to use [code]POINT_COORD[/code] instead of [code]UV[/code]. </constant> <constant name="FLAG_FIXED_SIZE" value="6" enum="Flags"> + Object is scaled by depth so that it always appears the same size on screen. </constant> <constant name="FLAG_BILLBOARD_KEEP_SCALE" value="7" enum="Flags"> + Shader will keep the scale set for the mesh. Otherwise the scale is lost when billboarding. Only applies when [member params_billboard_mode] is [constant BILLBOARD_ENABLED]. </constant> <constant name="FLAG_UV1_USE_TRIPLANAR" value="8" enum="Flags"> + Use triplanar texture lookup for all texture lookups that would normally use [code]UV[/code]. </constant> <constant name="FLAG_UV2_USE_TRIPLANAR" value="9" enum="Flags"> + Use triplanar texture lookup for all texture lookups that would normally use [code]UV2[/code]. </constant> <constant name="FLAG_AO_ON_UV2" value="11" enum="Flags"> + Use [code]UV2[/code] coordinates to look up from the [member ao_texture]. </constant> <constant name="FLAG_EMISSION_ON_UV2" value="12" enum="Flags"> + Use [code]UV2[/code] coordinates to look up from the [member emission_texture]. </constant> <constant name="FLAG_USE_ALPHA_SCISSOR" value="13" enum="Flags"> + Use alpha scissor. Set by [member params_use_alpha_scissor]. </constant> <constant name="FLAG_TRIPLANAR_USE_WORLD" value="10" enum="Flags"> + Use world coordinates in the triplanar texture lookup instead of local coordinates. </constant> <constant name="FLAG_ALBEDO_TEXTURE_FORCE_SRGB" value="14" enum="Flags"> + Forces the shader to convert albedo from sRGB space to linear space. </constant> <constant name="FLAG_DONT_RECEIVE_SHADOWS" value="15" enum="Flags"> + Disables receiving shadows from other objects. </constant> <constant name="FLAG_DISABLE_AMBIENT_LIGHT" value="17" enum="Flags"> + Disables receiving ambient light. </constant> <constant name="FLAG_ENSURE_CORRECT_NORMALS" value="16" enum="Flags"> + Ensures that normals appear correct, even with non-uniform scaling. </constant> <constant name="FLAG_USE_SHADOW_TO_OPACITY" value="18" enum="Flags"> + Enables the shadow to opacity feature. </constant> <constant name="FLAG_MAX" value="19" enum="Flags"> Represents the size of the [enum Flags] enum. @@ -499,26 +612,37 @@ Used for particle systems. Enables particle animation options. </constant> <constant name="TEXTURE_CHANNEL_RED" value="0" enum="TextureChannel"> + Used to read from the red channel of a texture. </constant> <constant name="TEXTURE_CHANNEL_GREEN" value="1" enum="TextureChannel"> + Used to read from the green channel of a texture. </constant> <constant name="TEXTURE_CHANNEL_BLUE" value="2" enum="TextureChannel"> + Used to read from the blue channel of a texture. </constant> <constant name="TEXTURE_CHANNEL_ALPHA" value="3" enum="TextureChannel"> + Used to read from the alpha channel of a texture. </constant> <constant name="TEXTURE_CHANNEL_GRAYSCALE" value="4" enum="TextureChannel"> + Currently unused. </constant> <constant name="EMISSION_OP_ADD" value="0" enum="EmissionOperator"> + Adds the emission color to the color from the emission texture. </constant> <constant name="EMISSION_OP_MULTIPLY" value="1" enum="EmissionOperator"> + Multiplies the emission color by the color from the emission texture. </constant> <constant name="DISTANCE_FADE_DISABLED" value="0" enum="DistanceFadeMode"> + Do not use distance fade. </constant> <constant name="DISTANCE_FADE_PIXEL_ALPHA" value="1" enum="DistanceFadeMode"> + Smoothly fades the object out based on each pixel's distance from the camera using the alpha channel. </constant> <constant name="DISTANCE_FADE_PIXEL_DITHER" value="2" enum="DistanceFadeMode"> + Smoothly fades the object out based on each pixel's distance from the camera using a dither approach. Dithering discards pixels based on a set pattern to smoothly fade without enabling transparency. On certain hardware this can be faster than [constant DISTANCE_FADE_PIXEL_ALPHA]. </constant> <constant name="DISTANCE_FADE_OBJECT_DITHER" value="3" enum="DistanceFadeMode"> + Smoothly fades the object out based on the object's distance from the camera using a dither approach. Dithering discards pixels based on a set pattern to smoothly fade without enabling transparency. On certain hardware this can be faster than [constant DISTANCE_FADE_PIXEL_ALPHA]. </constant> </constants> </class> diff --git a/editor/project_manager.cpp b/editor/project_manager.cpp index 9bbb9bd38c..30e31cb530 100644 --- a/editor/project_manager.cpp +++ b/editor/project_manager.cpp @@ -1313,7 +1313,9 @@ void ProjectList::create_project_item_control(int p_index) { hb->set_is_favorite(item.favorite); TextureRect *tf = memnew(TextureRect); - tf->set_texture(get_icon("DefaultProjectIcon", "EditorIcons")); + // The project icon may not be loaded by the time the control is displayed, + // so use a loading placeholder. + tf->set_texture(get_icon("ProjectIconLoading", "EditorIcons")); if (item.missing) { tf->set_modulate(Color(1, 1, 1, 0.5)); } |