Age | Commit message (Collapse) | Author |
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Body transforms from physics are used to setup the joint and they are
only updated before the physics step by default.
Without forcing the transform update, joints could use a previous
position if the body's position was set after it was added to the scene.
3D physics is not affected by this issue.
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ICU: Update to upstream release 68.2
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Ensure default value in _render_shadow is the same as parent
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Rename XRPositionalTracker methods
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Add unit tests for `RandomNumberGenerator`
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Use double instead of int for the p_lod_distance_multiplier default value in
RendererSceneRenderForward::_render_shadow to match parent default value in
RendererSceneRenderRD::_render_shadow
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Renames:
- set_type() -> set_tracker_type()
- set_name() -> set_tracker_name()
- get_tracks_orientation() - `is_tracking_orientation()
- get_tracks_position() -> `is_tracking_position()
- get_hand() -> get_tracker_hand()
- set_hand() -> set_tracker_hand()
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This covers RNG functionality completely.
Co-authored-by: @vinayakmtiwari.
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Rename TrackerHand enums
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Refresh TextLine buffer when moving a tab
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Move initialization of some classes to headers
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Document how to solve UV jittering when using large procedural meshes
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Tweak the editor CheckButton "presed" appearance to be more recognizable
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The blue accent color is now used, which matches the default editor
accent color.
It doesn't change to match the currently configured accent color
automatically, but doing so would require modifying the CheckButton
class a lot for little benefit.
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Expose `PROPERTY_HINT_TYPE_STRING` to scripting
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Make `property_list_changed_notify()` protected in `Object`
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Add test cases for the `List` to cover public methods
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Disable "Commit" button in VCS plugin if there's no commit message
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Fixes collisions in Godot 3D physics
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Add a Dynamic BVH implementation.
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Add animation reset track feature
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As a bonus, to have consistency between use Beziers and create insert tracks, use Beziers also gets a default via editor settings that is used when the confirmation dialog is disabled, instead of just falling back to creating non-Bezier tracks.
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-Based on Bullet Dbvh, has style and functional changes.
-Provides efficient pairing
-Needed to optimize rendering
-Needed to optimize physics
This PR is up for others to review the implementation.
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Rename Rect2 and Rect2i clip() to intersection()
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Removed default commit message
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Increase the default Camera Zfar to 4000
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Fix error spam on wrong attachment
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This makes it possible to view far away objects without
having to tweak any settings. This results in a more usable
editor when working on large-scale levels.
This change should have no impact on performance, but note that
Z-fighting will be visible at a distance. This can be made less
visible by increasing the Znear value (however, doing so will cause
nearby surfaces to disappear).
This change was also applied to the editor, but it will only
apply to newly created scenes.
This also changes the default camera settings in the glTF importer
to match the Camera node's defaults.
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-For now, disable reading from depth this was always broken, needs to be fixed later
-Give better error showing binding and set when this happens.
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mbedtls: Update to upstream version 2.16.9
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Fixed EditorPropertyText change signal emission.
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Add interpolation parameter to resize_to_po2()
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Remove any constraints connected to a Bullet body when removing it
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Turn off robust buffer access by default.
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It can be a performance bottleneck in some hardware.
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Improved shadow rendering efficiency
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-Do not bind attributes that are not needed
-Improve a bit more how meshoptimizer interacts with Godot
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Image::resize_to_po2() now takes an optional p_interpolation parameter
that it passes directly to resize() with default value INTERPOLATE_BILINEAR.
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Implement automatic LOD (Level of Detail)
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-Happens on import by default for all models
-Just works (tm)
-Biasing can be later adjusted per node or per viewport (as well as globally)
-Disabled AABB.get_support test because its broken
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Added GraphEdit properties to control lines thickness and antialiasing
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