Age | Commit message (Collapse) | Author |
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(cherry picked from commit a9d326db60bba859b5c6eaee658167ef050887a1)
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(cherry picked from commit 41f7bb2025d3cdaf89ae4e22a906484a620d4ab2)
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(cherry picked from commit bdb7045e2c4ab181b95c7699f76807fe4b6509ef)
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(cherry picked from commit 68117d2fc7b68c544e16f8968b13d40b145c5bf4)
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(cherry picked from commit c49a7feae3418d0732369b203d0bc9e28723b9db)
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Cherry-picks for the 4.0 branch (future 4.0.3) - 2nd batch
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(cherry picked from commit 879791e305128bcb3c1bf4c6420c9fd0f7c7df0b)
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(cherry picked from commit 766807506c4f40bca1fafd16ac467a33694f6269)
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(cherry picked from commit 4431cdd154b8fa0494148980646903e824c0bdb1)
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This is a fix of the antialiasing logic of FlatStyleBox.
It is now possible to have smooth rounded corners while keeping
the edges sharp on the pixels.
The antialiasing gradient positioning is ajusted so that the "hard"
border corresponds to the middle of that gradient instead of one end.
Checked against rendering of rounded rectangles in a vector graphics
software.
(cherry picked from commit 2ef20045b1282369585c3395ff9f9ae418394817)
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(cherry picked from commit f462efd7f11c54c5113273055c788364ef65abb5)
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(cherry picked from commit f057d755abdb0328113ab9472c243b94694a8b04)
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(cherry picked from commit 0332fd5e8f71c1292bfa75ac2288bb4355f77567)
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(cherry picked from commit 5c0e3b26a603eb6458d1e23bc77d49c05cdc0449)
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- List all supported colors.
- Mention URL tag support limitations.
- Fix and tweak code example to do what it says.
- Remove outdated notice about lack of Windows support (but mention
that only Windows 10 and later support ANSI code conversion).
(cherry picked from commit ec277d804e381b3bc5d44b88050e522c727ed505)
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(cherry picked from commit 3e7752463aed5adc59dc0f962e541b691800315f)
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(cherry picked from commit e347d7d64d1a6f9fe9993b93f88f7af19cd784dd)
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While Size2 and Point2 are just aliases,
which is why this doesn't fail compilation,
it's nice to have things consistent.
(cherry picked from commit 4fed87320cf8e1a87fc6c54bf15cef6f610e6091)
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(cherry picked from commit 5ba98e59f076729876001de30ebd980434cd4fc7)
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* is_equal_approx
* normalize
* length_squared
* posmod
* posmodv
(cherry picked from commit 6cd8e706fae5dacc908efd1a823e3447e01bfa56)
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(cherry picked from commit 5c387cbdb3653bbe44a9fdde5ff8ca559f4b12b1)
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fixes https://github.com/godotengine/godot/issues/74452
(cherry picked from commit 5a775ac08cfe02dc8015768bdf69e9e59d85030f)
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(cherry picked from commit 282e4231c26c172b186a5bf22a8ba7f0337ba3d6)
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(cherry picked from commit d8d88e15300de05119a6d782067578e6e05d52e5)
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(cherry picked from commit 821917ba9f30b036ef7f43664db3f09d33f59109)
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(cherry picked from commit 66279b98b6c3418232003cc8d6c2e52af7a62ac4)
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(cherry picked from commit 84183f89e6d204068484c86bad3f304c6249fa48)
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Description mentioned `mode` instead of `source`
(cherry picked from commit 6312fe2fae92718560b06c114803b18008a50839)
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(cherry picked from commit e8900a2cac901d9b7d596af7be185eec54c7b858)
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(cherry picked from commit f4edbe634182916fd785b0897b8f309a5b9cc5ae)
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(cherry picked from commit e15a086bb99f450fbfa223fe8896c47a860735fc)
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This commit updates the double precision vertex transform code from
using the MODEL_MATRIX to now use the MODELVIEW_MATRIX instead.
This can be made possible by transforming the MODELVIEW_MATRIX
back into model space (ie, same space as the MODEL_MATRIX) and then using it as if it were the MODEL_MATRIX.
With this in place we now properly handle VERTEX transformations that
a Material Shader might do, such as billboard-ing.
(cherry picked from commit 63c6f0b93ccc0f016b6b6ff7833c31371059a782)
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Previously, when using doubles builds of the engine, instance transform was stored no matter what which caused world space particles to accumulate the instance transform twice
(cherry picked from commit 29edd277e4a45c9f84a9f5291087e671b2169191)
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(cherry picked from commit 6229c2a1f99135b841ce43f2728b4ac35a9b1938)
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Check for compressing ASTC checked if the function for BPTC was present
(cherry picked from commit cf64e2fa479ce548713c589d9c3252e5ac36a6d3)
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(cherry picked from commit 722597aa97753a12bc5cd643c6350431f45e7d0b)
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Corresponds to the Blender glTF-Importer PR
https://github.com/KhronosGroup/glTF-Blender-IO/pull/1902
(cherry picked from commit 8b6fa79eee25d721a05518b56615eb5576147eba)
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(cherry picked from commit f8699d93f6abe01a85319c06f7c94911e75498aa)
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(cherry picked from commit f35ca4a9c735e49d496c4e733e7dc9a072841f92)
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(cherry picked from commit 016946b552e16a43eef14b89c010d41dfc28d340)
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(cherry picked from commit d904516e553426dae1fa40566e3fe67f6213e769)
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renderer
(cherry picked from commit ed0c378bda98d41288c0f9eeb31707590853e215)
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(cherry picked from commit a083c855214722bc02ed2eb48ea808c7f4d756da)
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(cherry picked from commit 5062df41a5fbb42d99e08817e19eb6a82c0464d2)
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This ensures that Particles and MultiMeshes still draw when instance_count is 1
(cherry picked from commit 579ca03e885f294b2d430a3550693b43d58d4f64)
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This also makes the hex field wider to allow displaying 9-character
hex code (`#rrggbbaa`) in full, even when using a custom font.
(cherry picked from commit 517dc3654a80e30021b8468ef87d0327200963db)
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Fixes forced optimization in dev_build.
(cherry picked from commit b18c7481aac9f79e7108e12458bc6743945311bd)
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The texture's appearance is now similar to the texture that was displayed
on the TestCube node in Godot 2.x.
(cherry picked from commit e4d5cecd4c5e571b6f46b2a7d3e693d09277eb37)
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This avoids rendering issues with ThorVG and other renderers (which
don't support the `paint-order` property) at a slight cost in file size.
This approach has already been used by the main icon.
(cherry picked from commit af9372eb5900a2c853e036cf9df91a66dc72e1a2)
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