Age | Commit message (Collapse) | Author |
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[fbx] Port FBX module from 3.2 branch
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Fix joint RID not being passed to _set in PhysicalBone
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Fix mistake in GLTFMesh.mesh property
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m4gr3d/migrate_deprecate_java_modules_to_new_godot_fragment_master
Fix invalid invocation of `get_class_loader`.
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The call was made on a `Godot` instance instead of an `Activity` instance.
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Create gltf Importer/Exporter.
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* Support KHR_texture_transform.
* Support exporting glTF2
* Support exporting instanced scenes
* Extract into a gltf state and gltf document
* Add a tools menu for exporting gltf2
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Ports FBX module from 3.2 branch to 4.0
This is the only time the plugin will be updated from 3.2 and marks the final time we do this, from now on we will backport FBX to 3.2 with fixes.
Changelog:
- fixed crash importing files with buggy format (because of bad newlines in ASCII data, this is yet to be fixed fully)
- fixed const correctness with C++/C version change
- rewrote material handling to be simpler and better
- ports from 3.2 to 4.0 the fbx importer
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[CTL] Fix RTL scrolling and tabs selection.
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Vulkan: loader, headers, and glslang updated to sdk-1.2.162.0
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Fix filename disambiguation on scripts in certain occasions
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[fbx] remove old assimp plugin - pending fbx upgrade
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Also remove default RID() argument from JointData._set()
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Simplify `randi_range` implementation
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Replace SAO with ASSAO as Godot's new SSAO
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Updated glslang and Vulkan headers/loader following the instructions found in thirdparty/README.
glslang was updated to the 'known good' matching Vulkan SDK version 1.2.162.0. Vulkan headers and loader were updated to the commit tagged with sdk-1.2.162.0.
'vk_mem_alloc.h' and 'vk_mem_alloc.c' are unchanged since there hasn't been a new tagged release since 2.3.0.
Here's the Vulkan release notes for this update:
https://vulkan.lunarg.com/doc/sdk/1.2.162.0/windows/release_notes.html
Reverted and removed the unnecessary fix-mingw-snprintf patch for glslang as well as the mention of it in thirdparty/README.md.
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Add a paged array template
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Used for reusable stacks, or filling arrays from multiple threads efficiently.
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Add support for duplicate() for Packed*Array, and they are pass by ref in godot 4.0
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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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to ensure sharp text rendering.
Use integer font align/advance with any font scaling, to ensure sharp text rendering.
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into selection rectangles.
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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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