Age | Commit message (Collapse) | Author |
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Tweak the 3D editor grid default to not go below subdivisions of 1 meter
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[4.0] Add Root Null Check
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Small subdivisions aren't useful that often and make it difficult for
people to get a sense of scale in 3D.
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Improve Completion Panel Position in Shader Editor
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Make Animation's SceneTreeDialog filter nodes properly
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Add additional index checks to COLLADA importer
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[HTML5] Fix loading when mime-type is missing.
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Fix audio player not resetting after wav finishes
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Allow to not optimize release build
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Fix GodotPhysics solver with kinematic body set to report contacts
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Fix kinematic angular velocity calculations
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SoftBody support in GodotPhysics 3D
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Disable backface collision with ConcavePolygonShape by default
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FBX Import: Check bone map access for valid cluster target node id
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Rename Sprite.region_enabled getter and setter methods to match properties
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fix #47184
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jmb462/prevent-resizing-minimap-bigger-than-GraphEdit
Prevent resizing minimap bigger than GraphEdit (Fix #47189)
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Fix project icon size in Project Manager
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[HTML5] Fix editor version numbering.
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Minimap size couldn't be resized back after been resized bigger than GraphEdit cause the grabber was out of GraphEdit.
This commit prevents resizing minimap bigger than GraphEdit and fix this issue.
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Should not write patch version when it's `0`.
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`WebAssembly.instantiateStreaming` requires the mime-type to be
`application/wasm`, but some servers (including most debug servers) do
not provide the content-type header.
This commit forces it via JavaScript, by creating a `Response` object
with the `wasm` content, and explicitly defined `content-type` header.
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Working on fixes for Android and Vulkan
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The angular velocity estimate for kinematic bodies was calculated
incorrectly. Also, fixes its use in some kinematic/rigid collision
calculations.
This fixes #47029.
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class reference proofreading
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Fixes TileMap editor copy bug.
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Enable zooming in graph_edit with Ctrl + scrollwheel
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Fix missing quote in multiline GDScript string
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Fix spamming errors when SoftBody pinned nodes have no attachment
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fix #47117
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There was a specific case where the node path wasn't checked for
validity before trying to access the attachment node.
It could cause lots of error log noise in both editor and game.
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GLTF importer: Prevent quick accumulation of significant numerical errors in keyframe times
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Keyframe times shift slowly in imported animations, starting with a zero shift
at the beginning and increasing and becoming erratic slowly farther into an
animation, reaching significant levels at times after about 3 minutes into an
animation. This commit fixes the issue by increasing the precision of the
floating point numbers used for keyframe time calculations. Only the most
significant cases that cause fast accumulation of errors over a short animation
duration are fixed. Other cases that would have a marginal benefit from
switching to double precision numbers are left for another PR/further analysis.
Note that this change has no impact on the runtime performance of games/apps
created using Godot. It only affects the GLTF importer.
Fixes #47127.
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TwistedTwigleg/skeletonik_changes_and_bug_fixes_regressionfix
Fix for regression in SkeletonIK code
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Add "Replace existing signature" to the macOS export (enabled by default).
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Check for null pointer in get_column_width(0)
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Helps a lot with soft bodies and generally useful to avoid shapes to go
through the ground in certain cases.
Added an option in ConcavePolygonShape to re-enable backface collision
on specific bodies if needed.
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- Fixed SoftBody surface update with new rendering system
- Added GodotPhysics implementation for SoftBody
- Added support to get SoftBody rid to interact with the physics server
- Added support to get SoftBody bounds from the physics server
- Removed support for unused get_vertex_position and get_point_offset
from the physics server
- Removed SoftBody properties that are unused in both Bullet and
GodotPhysics (angular and volume stiffness, pose matching)
- Added RenderingServerHandler interface to PhysicsServer3D so the physics servers don't need to reference the class from SoftBody node directly
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And move GLTF docs to its module folder.
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