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2021-08-11Merge pull request #51399 from RevoluPowered/improve_editor_grid_performance_4.0Rémi Verschelde
[4.0] Implement editor grid performance improvements
2021-08-11Merge pull request #41634 from KoBeWi/the_independenceRémi Verschelde
2021-08-11Merge pull request #51510 from mhilbrunner/mbedtlsRémi Verschelde
Update bundled Mozilla X.509 CA root certificates
2021-08-11Merge pull request #50329 from Calinou/decrease-default-dof-bokeh-qualityRémi Verschelde
Decrease the default depth of field bokeh quality
2021-08-11Implement editor grid performance improvementsGordon MacPherson
Benefits: - Knows the size of the mesh to prevent push back taking longer - No longer updates grid every frame, only if the camera has moved 10 units or more. - Considerably less power draw - Will redraw when you swap from orthographic to perspective and vice versa.
2021-08-11Merge pull request #51513 from mhilbrunner/ssl-warningRémi Verschelde
Docs: Add warnings about no SSL/(D)TLS revocation
2021-08-11Merge pull request #51515 from Bhu1-V/PR/shortcut-fixRémi Verschelde
corrected method name `set_event`
2021-08-11Make radius & height in CapsuleShape2D independentTomasz Chabora
2021-08-11Decrease the default depth of field bokeh qualityHugo Locurcio
This makes depth of field perform better out of the box, with little visual difference.
2021-08-11Docs: Add warnings about no SSL/(D)TLS revocationMax Hilbrunner
2021-08-11corrected method name `set_event`Bhuvan Vemula
2021-08-11Merge pull request #51486 from reduz/fixes-to-mobile-rendererRémi Verschelde
Fixes and optimizations to mobile renderer
2021-08-11Update bundled Mozilla X.509 CA root certificatesMax Hilbrunner
Updated to latest upstream changes (2021-07-05 21:36:52 GMT), taken from https://github.com/bagder/ca-bundle/commit/8b263a18fca98ea371e54227837321c5cdaa1ba7
2021-08-11Merge pull request #51500 from timothyqiu/navmesh-docRémi Verschelde
2021-08-11Merge pull request #51505 from Chaosus/shader_fix_shadetype-errorlineYuri Roubinsky
2021-08-11Merge pull request #51503 from Chaosus/shader_fix_matrix_operatorsYuri Roubinsky
Allow using more assignment operators on matrixes in shaders
2021-08-11Improve NavigationMesh typing, parameter validation and documentationHaoyu Qiu
2021-08-11Break futher shader compilation after missing `;` after`shader_type`Yuri Roubinsky
2021-08-11Merge pull request #47378 from aaronfranke/use-input-enumsRémi Verschelde
Use key enum instead of plain integers for input code
2021-08-11Allow using more assignment operators on matrixes in shadersYuri Roubinsky
2021-08-11Merge pull request #51494 from Chaosus/shader_fix_varying_crashesYuri Roubinsky
2021-08-11Merge pull request #51497 from Chaosus/vs_fix_addnode_zoomedRémi Verschelde
Fix incorrect position of the created VisualShader nodes on zoomed graph
2021-08-11Fix incorrect position of the created VisualShader nodes on zoomed graphYuri Roubinsky
2021-08-11Fix shader crash when using varying array in fragment->light contextYuri Roubinsky
2021-08-11Merge pull request #41956 from Calinou/rename-engine-iterations-per-secondRémi Verschelde
Rename `iterations_per_second` to `physics_ticks_per_second`
2021-08-11Merge pull request #51490 from nekomatata/clean-character-bodyRémi Verschelde
Remove infinite inertia and ray shapes from CharacterBody
2021-08-11Merge pull request #51178 from Geometror/layout-options-textline-textparagraphRémi Verschelde
Various text layout improvements (TextLine, TextParagraph, Label, TextServer)
2021-08-11Merge pull request #51442 from Geometror/styleboxflat-fake-aa-floatRémi Verschelde
StyleBox fake AA improvements (make anti aliasing size a float property)
2021-08-11Merge pull request #51492 from clayjohn/VULKAN-blinn-phong-f0Rémi Verschelde
Use f0 instead of albedo in blinn and phong
2021-08-10Use f0 instead of albedo in blinn and phongclayjohn
2021-08-10Fixes and optimizations to mobile rendererreduz
* Only apply final actions to attachments used in the last pass. * Fixes to draw list final action (was using continue instead of read/drop). * Profiling regions inside draw lists now properly throw errors. * Ability to enable gpu profile printing from project settings. (used to debug).
2021-08-11Rename `iterations_per_second` to `physics_ticks_per_second`Hugo Locurcio
This makes it clearer that this property is only about physics FPS, not rendering FPS. The `physics_fps` project setting was also renamed to `physics_ticks_per_second` for consistency.
2021-08-11Various text layout improvements (TextLine, TextParagraph, Label, TextServer)Hendrik Brucker
2021-08-10StyleBox fake AA improvements (aa_size float property)Hendrik Brucker
2021-08-10Use Key enum instead of plain integersAaron Franke
2021-08-10Merge pull request #49343 from theoway/node_auto_arrangement_graph_editK. S. Ernest (iFire) Lee
Node Auto Arrangement in GraphEdit/VisualScript/VisualShader
2021-08-11Automatic arrangement of nodes in VisualScript/VisualShaders editorsUmang Kalra
This PR and commit adds the functionality to arrange nodes in VisualScript/VisualShader editor. The layout generated by this feature is compact, with minimum crossings between connections & uniform horizontal & vertical gaps between the nodes. This work has been sponsored by GSoC '21. Full list of additions/changes: • Added arrange_nodes() method in GraphEdit module. • This method computes new positions for all the selected nodes by forming blocks and compressing them. The nodes are moved to these new positions. • Adding this method to GraphEdit makes it available for use in VisualScript/VisualShaders editors and its other subclasses. • Button with an icon has been added to call arrange_nodes() in GraphEdit. • This button is inherited by VisualScript/VisualShaders editors to invoke the method. • Undo/redo is functional with this method. • By using signals in arrange_nodes(), position changes are registered in undo/redo stack of the subclass that is using the method. • Metadata of the method has been updated in ClassDB • Method description has been added to class reference of GraphEdit
2021-08-10Merge pull request #51411 from clayjohn/VULKAN-blinn-phongRémi Verschelde
[4.0] Make Blinn and Phong specular modes take albedo into account
2021-08-10Remove infinite inertia and ray shapes from CharacterBodyPouleyKetchoupp
Infinite inertia: Not needed anymore, since it's now possible to set one-directional collision layers in order for characters to ignore rigid bodies, while rigid bodies still collide with characters. Ray shapes: They were introduced as a work around to allow constant speed on slopes, which is now possible with the new property in CharacterBody instead.
2021-08-10Merge pull request #51027 from fabriceci/improve-move-and-slideRémi Verschelde
Add properties to CharacterBody for more move_and_slide options
2021-08-10Merge pull request #49417 from Bhu1-V/gsoc-cmd-pltRémi Verschelde
Command Palette For Godot
2021-08-10Merge pull request #51474 from aaronfranke/organize-viewportRémi Verschelde
Organize methods in Viewport and explicitly name 3D methods with 3D
2021-08-10Merge pull request #51473 from KoBeWi/some_crash_fix_idkRémi Verschelde
Fix crash when parsing Dictionary
2021-08-10Merge pull request #51017 from vnen/extension-fixesRémi Verschelde
2021-08-10Organize methods in Viewport and explicitly name 3D methods with 3DAaron Franke
2021-08-10Fix crash when parsing Dictionarykobewi
2021-08-10Add properties to CharacterBody for more move_and_slide optionsfabriceci
2021-08-10Merge pull request #51457 from nekomatata/moving-platforms-3dRémi Verschelde
Fix 3D moving platform logic
2021-08-10Merge pull request #51470 from akien-mga/windows-share-denynoRémi Verschelde
FileAccessWindows: Add missing share.h include
2021-08-10FileAccessWindows: Add missing share.h includeRémi Verschelde
Follow-up to #51430.