Age | Commit message (Collapse) | Author | |
---|---|---|---|
2021-12-15 | Merge pull request #55831 from Calinou/doc-reflectionprobe | Max Hilbrunner | |
Improve the ReflectionProbe class documentation | |||
2021-12-14 | Merge pull request #55932 from xsellier/bugfix/fix-random-crash-on-launch | Rémi Verschelde | |
2021-12-14 | Defer the call to 'popup_str' to the next cycle to let Godot Engine's editor ↵ | Xavier Sellier | |
time to properly start | |||
2021-12-14 | Merge pull request #55936 from Calinou/portal-room-add-compatibility-classes | Rémi Verschelde | |
2021-12-14 | Add compatibility class handlers for portal and room occlusion culling | Hugo Locurcio | |
Portal and room occlusion culling is replaced by raster occlusion in 4.0, which undergoes an entirely different setup process. Therefore, we can only convert those nodes to Node3Ds to allow loading `3.x` scenes while keeping transforms valid. | |||
2021-12-14 | Merge pull request #55931 from groud/avoid_crash_gdscript_analyzer | Rémi Verschelde | |
2021-12-14 | Avoid a crash in the gdscript analyser | Gilles Roudière | |
2021-12-14 | Merge pull request #55924 from bruvzg/win_console_4 | Rémi Verschelde | |
2021-12-14 | [Windows] Open a new console window for the editor instances. | bruvzg | |
2021-12-13 | Merge pull request #55906 from Chaosus/vss_fix | Rémi Verschelde | |
2021-12-13 | Fix incorrect placement of default value editor in visual scripts | Yuri Roubinsky | |
2021-12-13 | Merge pull request #55609 from rcorre/doc-scroll | Rémi Verschelde | |
2021-12-13 | Merge pull request #55898 from KoBeWi/nodes_from_faraway_lands | Rémi Verschelde | |
2021-12-13 | Allow to copy foreign nodes | kobewi | |
2021-12-13 | Merge pull request #55890 from Vitika9/54100 | Rémi Verschelde | |
2021-12-13 | Merge pull request #55889 from Chaosus/fix_warning_duplication | Rémi Verschelde | |
2021-12-13 | Added check for SceneTree being null | vitika9 | |
2021-12-13 | Fix shadowed global identifier warning duplication | Yuri Roubinsky | |
2021-12-13 | Merge pull request #52998 from AnilBK/node2d-renames | Rémi Verschelde | |
Node2D member renames. | |||
2021-12-12 | Merge pull request #55821 from Chaosus/shader_fix_semicolon | Rémi Verschelde | |
2021-12-12 | Merge pull request #55825 from zaevi/fix_PluginConfigDialog_UI | Rémi Verschelde | |
2021-12-12 | Merge pull request #55816 from RandomShaper/fix_revert_null_defaults | Rémi Verschelde | |
2021-12-12 | Merge pull request #55814 from williamd67/GPULightMapper-correct-colors | Rémi Verschelde | |
2021-12-12 | Merge pull request #55729 from ↵ | Rémi Verschelde | |
cdemirer/fix-script-editor-unexpected-scroll-upon-resize | |||
2021-12-12 | Merge pull request #55836 from jabcross/asset-selectable | Rémi Verschelde | |
2021-12-12 | Merge pull request #55828 from Calinou/doc-physics-angular-velocity-master | Hugo Locurcio | |
2021-12-12 | Merge pull request #55860 from rcorre/mesh_typo | Rémi Verschelde | |
2021-12-12 | Document how to autoscroll ScrollContainer. | Ryan Roden-Corrent | |
It is not uncommon to want to scroll to the most recently added child of a ScrollContainer (e.g. a chat box or activity log). This is a little tricky, since `ensure_control_visible` will not work on a node on the same frame as you add it. Let's at least document that you need to wait until the next frame. Relates to https://github.com/godotengine/godot-proposals/issues/3629. Co-authored-by: Yuri Sizov <pycbouh@users.noreply.github.com> | |||
2021-12-12 | Fix typo in create_outline error message. | Ryan Roden-Corrent | |
2021-12-12 | Merge pull request #55852 from jmb462/fix-bad-tooltip-offset | Rémi Verschelde | |
2021-12-12 | Fix bad mouse offset to show tooltips in Tree | jmb462 | |
2021-12-11 | Allow selection in asset description | jabcross | |
Many assets include links in the description. This change enables selection for the links, and other information such as version numbers, to be copied/pasted. | |||
2021-12-11 | Improve the ReflectionProbe class documentation | Hugo Locurcio | |
2021-12-11 | Document RigidBody2D/3D and particles' angular velocity units | Hugo Locurcio | |
2021-12-11 | Fix `PluginConfigDialog` UI broken | Zae | |
2021-12-11 | Restore shader parsing errors with lack of semicolon in a block | Yuri Roubinsky | |
2021-12-11 | Stop asuming a default value of NIL means there's no default | Pedro J. Estébanez | |
2021-12-11 | GPULightMapper: convert colors of lights to linear | William Deurwaarder | |
To make baked colors of lights equal to dynamic colors of lights they have to be converted to linear as the colors of dynamic lights are converted to linear by RendererSceneRenderRD. | |||
2021-12-11 | Merge pull request #55808 from ellenhp/fix_ogg_is_playing | Rémi Verschelde | |
Fix OGG streams never ending playback | |||
2021-12-10 | Fix OGG streams never ending playback | Ellen Poe | |
2021-12-11 | Fix unexpected scroll on resize + consistent return value | cdemirer | |
2021-12-10 | Merge pull request #55736 from nekomatata/physics-apply-forces | Camille Mohr-Daurat | |
Improve RigidDynamicBody force and torque API | |||
2021-12-10 | Merge pull request #55773 from nekomatata/fix-raycast-ccd | Camille Mohr-Daurat | |
Fix rigid body ray cast CCD in 2D and 3D Godot Physics | |||
2021-12-10 | Fix rigid body ray cast CCD in 2D and 3D Godot Physics | PouleyKetchoupp | |
For 2D: Raycast CCD now works the same as in 3D, it changes the body's velocity to place it at the impact position instead of generating a contact point that causes a wrong push back. For both 2D and 3D: The raycast CCD process reads and modifies body velocities, so it needs to be moved to pre_solve() instead of setup() to be processed linearly on the main thread, otherwise multithreading can cause some CCD results to be randomly lost when multiple collisions occur. | |||
2021-12-11 | Merge pull request #55801 from RaphaelAzev/issue-55746 | Rémi Verschelde | |
2021-12-10 | Improve RigidDynamicBody force and torque API | PouleyKetchoupp | |
Makes the API for forces and impulses more flexible, easier to understand and harmonized between 2D and 3D. Rigid bodies now have 3 sets of methods for forces and impulses: -apply_impulse() for impulses (one-shot and time independent) -apply_force() for forces (time dependent) applied for the current step -add_constant_force() for forces that keeps being applied each step Also updated the documentation to clarify the different methods and parameters in rigid body nodes, body direct state and physics servers. | |||
2021-12-10 | Added check to get_all_locales to avoid adding duplicate locales to array | raphaelazev | |
2021-12-10 | Merge pull request #55804 from godotengine/revert-49473-fix-auto-reload-scripts | Rémi Verschelde | |
2021-12-10 | Revert "Fix auto reload scripts on external change" | Rémi Verschelde | |
2021-12-10 | Merge pull request #55702 from nekomatata/physics-solver-settings | Rémi Verschelde | |