Age | Commit message (Collapse) | Author |
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Split script navigation state and edit state
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Automatically use execinfo for crash handler on *BSD and musl-based Linux
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Clean up .blend importer to fix unreachable code paths
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Remove reference in OS to date and time functions
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Support chaining AtlasTextures inside other AtlasTextures
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Add rotation smoothing to Camera2D
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Jantho1990/bugfix/update-control-focus-signal-documentation-master
Control docs: update messaging for focus to be less keyboard-specific
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Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
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Since they moved to Time
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Camera2D has follow smoothing to interpolate towards a target position, but no rotation smoothing to align with the target rotation.
This adds rotation smoothing directly into the Camera2D API by having two new properties:
- `rotation_smoothing_enabled`
- `rotation_smoothing_speed`
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Connects AtlasTexture to its `atlas`'s "changed" signal, allowing it to detect property changes to `atlas` and update accordingly, when the project is running and in the editor, as well.
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https://github.com/godotengine/godot-cpp/pull/867
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Vulkan: Initialize VK_EXT_debug_utils only for dev build or verbose mode
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Rename remaining "Spatial" in Plugins to "Node3D"
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Allow multiple words in Docs Help Search filter
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Update several ProjectSettings docs
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Improve AtlasTexture's Documentation
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schme/66165-fix-shader-list-not-marking-shaders-as-saved
Fix Shader Editor not marking files saved
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For EditorNode3DGizmo:
- `get_spatial_node` -> `get_node_3d`
- `set_spatial_node` -> `set_node_3d`
For EditorPlugin:
- `add_spatial_gizmo_plugin` -> `add_node_3d_gizmo_plugin`
- `remove_spatial_gizmo_plugin` -> `remove_node_3d_gizmo_plugin`
Also renames some internal methods for consistency (`forward_3d_draw_over_viewport` & `forward_3d_force_draw_over_viewport` ...). Basically, Spatial has been completely eradicated.
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This is how most search filters behave.
Refactors the search's match_classes phase to reduce code duplication.
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End users would get spammed with messages of varying verbosity due to the
mess that thirdparty layers/extensions and drivers seem to leave in their
wake, making the Windows registry a bottomless pit of broken layer JSON.
I'm all for helping end users clean up mess in their registry / system paths
for Vulkan ICDs, layers and extensions, but the way this is done by
VK_EXT_debug_utils is just horrible - and the way for them to fix it (manual
edit of system files) is also not a good thing to recommend.
Closes countless issues where users think Godot is broken because it reports
weird errors.
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Update doc/classes/Control.xml
Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
Update doc/classes/Control.xml
Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
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Fix rendering in the WebXR emulator
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Fix Transform2D det == 0 spam for SubViewports
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Add debug_color property to CollisionShape2D
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Remapped the numpad keys on linux when numlock is off
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Move cluster builder, sdfgi and gi structures to clustered renderer, and more
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Fix creating Nodes by DoubleClick from Recent list
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Rename `Engine.target_fps` and associated project setting to `max_fps`
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Fix invalid popup position for embedded popups
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[macOS] Fix ⌘ + . + other modifier triggering twice.
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Properly expose TEXTURE_PIXEL_SIZE in Opengl3 renderer
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Implement `GDScriptTextDocument::willSaveWaitUntil` to clean up outdated documents before saving
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Make sure to reset the tooltip of its gui_parent when the viewport is removed
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Fix selection applying to hidden Nodes when filtering Scene Tree Editor
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Fix ScrollContainer touch-scrolling not working.
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Define bold, italics and mono fonts in editor log for `print_rich()`
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Move "Create Debug Tangents" on MeshInstance3D into an editor plugin
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Fix VS project creation
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akien-mga/core-unix-remove-NO_FCNTL-and-NO_STATVFS
Unix: Remove now unnecessary I/O defines, cleanup
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Remove unsupported `NO_SAFE_CAST`/`-fno-rtti` from Android build
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documents before saving
Implement `GDScriptTextDocument::willSaveWaitUntil` to clean up outdated documents before saving,
then update the document in `GDScriptTextDocument::didSave`.
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KoBeWi/transmutation-WM_WINDOW_becomes_APPLICATION
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light and probe elements into storage and reorganise our render_scene method.
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Respect texture filtering when importing GLTF
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