Age | Commit message (Collapse) | Author |
|
Expose emulated *Unorm4x8 glsl functions in non-android builds
|
|
[Linux/BSD] Fix build without fontconfig.
|
|
|
|
Clean up DisplayServerAndroid::window_get_native_handle() with the GLES3 renderer
|
|
Improve command line help to fit on narrower displays
|
|
[TextMesh] Fix autotranslate.
|
|
Remove `UPDATE_TRIGGER` mode from `ValueTrack::UpdateMode` & Match behaviors between `AnimationTree` and `AnimationPlayer`
|
|
Add readahead to VariantParser [4.x]
|
|
Add track validator to AnimationPlayerEditor to detect tracks which have error
|
|
Use system fonts as fallback.
|
|
Implement CAMERA_VISIBLE_LAYERS as built-in shader variable
|
|
Fix TreeItem::set_as_cursor check
|
|
Fix heap-use-after-free when exiting editor after editing TileSet
|
|
Editor doubleclick jumping in certain positions fix
|
|
Originally these functions were exposed on all GLSL ES 300 devices. However, that causes a build error as Android devices expose the *Unorm4x8 functions despite them not being in the ES 300 spec
|
|
|
|
renderer
|
|
- Update shell completions to reference recently added CLI arguments.
|
|
Add support for font weight and stretch selection when using system fonts.
Add function to get system fallback font from a font name, style, text, and language code.
Implement system font support for Android.
Use system fonts as a last resort fallback.
|
|
|
|
|
|
|
|
Fix incorrect mouse event position while hovering different window
|
|
Load X11 dynamically
|
|
Allow drag-clicking before symbol lookup
|
|
The loaders have been generated through hpvb's dynload-wrapper, although
they had to be heavily handpatched to workaround some already reported
issues with it. I added a note to each generated file to account for
that.
As GLAD uses X11 stuff directly, I had to define the GLAD_GLX_NO_X11
macro to not let do it that, and handle myself the display loading and
screen handling part myself, which wasn't that hard but it's still
something worth saying.
I plan to improve greatly the X11 backend (including this aspect) but,
as the release isn't that far and I'm also working on the Wayland
backend, this will do for now, I hope.
|
|
position
Fixes #68898.
|
|
Allow black metallic materials to reflect IBL
|
|
Properly remap roughness when reading from radiance map
|
|
Improve usage of StringNames in GraphEdit
|
|
Fix missing parent class name identifier crash
|
|
Enable the navigation controls for touchscreen by default
|
|
Fix `Curve3D::get_closest_point()` broken
|
|
touilleMan/gdextension-fix-gdnative-types-const-qualifier
Fix const qualifier for parameters in GDExtension api functions
|
|
The problem is caused by calling adaptive tessellation baking function by mistake, which produce too few points for straight lines. Calling the even length tessellation fix the problem.
The code for `get_closest_point()` and `get_closest_offset()` are also updated. They used to assume bake interval to be exact, which is no longer true.
The out dated document for `get_closest_point()` is also updated.
|
|
|
|
|
|
BaseMaterial3D Docs: Fix wrong descriptions on roughness and refraction texture channels
|
|
|
|
Removes the mentions of ambient occlusion in the descriptions and replaces them with the appropriate texture channel.
|
|
This ensures that we consistently use perceptual roughness which matches the behaviour of most other PBR renderers like Blender, Ue4 and Godot 3
|
|
|
|
|
|
C#: Always convert float Variants to System.Double
|
|
Godot floats are always 64-bit.
The real_t feature only affects vectors, not scalars.
|
|
Fix C# Solution Directory Project Settings
|
|
C#: Cleanup of Marshaling methods
|
|
SCons: Strip symbol table for builds with `debug_symbols=no`
|
|
Co-authored-by: Ignacio Roldán Etcheverry <neikeq@users.noreply.github.com>
|
|
This change aims to reduce the number of places that need to be changed
when adding or editing a Godot type to the bindings.
Since the addition of `Variant.From<T>/As<T>` and
`VariantUtils.CreateFrom<T>/ConvertTo<T>`, we can now replace a lot of
the previous code in the bindings generator and the source generators
that specify these conversions for each type manually.
The only exceptions are the generic Godot collections (`Array<T>` and
`Dictionary<TKey, TValue>`) which still use the old version, as that
one cannot be matched by our new conversion methods (limitation in the
language with generics, forcing us to use delegate pointers).
The cleanup applies to:
- Bindings generator:
- `TypeInterface.cs_variant_to_managed`
- `TypeInterface.cs_managed_to_variant`
- Source generators:
- `MarshalUtils.AppendNativeVariantToManagedExpr`
- `MarshalUtils.AppendManagedToNativeVariantExpr`
- `MarshalUtils.AppendVariantToManagedExpr`
- `MarshalUtils.AppendManagedToVariantExpr`
|