Age | Commit message (Collapse) | Author |
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Fix 3D moving platform logic
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FileAccessWindows: Add missing share.h include
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Follow-up to #51430.
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Move code for looking_at to Basis
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Fix incorrect border width of antialiased lines
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Enclose deprecated components with `DISABLE_DEPRECATED` in Mesh
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Clamp negative colors regardless of the tonemapper to avoid artifacts
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Add horizon specular occlusion
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Assign embedded text resource path earlier to prevent error on embedded scripts
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Some work on double-precision support
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Same thing that was already done in 2D, applies moving platform motion
by using a call to move_and_collide that excludes the platform itself,
instead of making it part of the body motion.
Helps with handling walls and slopes correctly when the character walks
on the moving platform.
Also made some minor adjustments to the 2D version and documentation.
Co-authored-by: fabriceci <fabricecipolla@gmail.com>
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Follow-Up Add SNames to get theme icon
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Fix infinite loop when creating a newly inherited GDScript file
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Fix applied rotation from moving platforms in move_and_slide
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When synchronizing CharacterBody motion with moving the platform using
direct body state, only the linear velocity was taken into account.
This change exposes velocity at local point in direct body state and
uses it in move_and_slide to get the proper velocity that includes
rotations.
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Handle both 32-bit and 64-bit floats for tangents and weights in RenderingServer
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Use real_t in 3D nodes
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[Net] MultiplayerAPI remote scene spawning/despawning.
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Change PrismMesh editor icon to look like a prism.
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Color artifacts could be visible when using negative lights with the
Filmic and ACES tonemapping operators, as these did not clamp negative
colors.
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Fix Gradient and Color Picker checkerboard, Fix tile parameter for CanvasItem.draw_texture_rect
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`PackedScene`s can be configured to be spawnable via a new
`MultiplayerAPI.spawnable_config` method.
They can be configured either to be spawned automatically when coming
from the server or to always require verification.
Another method, `MultiplayerAPI.send_spawn` lets you request a spawn on
the remote peers.
When a peer receive a spawn request:
- If it comes from the server and the scene is configured as
`SPAWN_MODE_SERVER`:
- Spawn the scene (instantiate it, add it to tree).
- Emit signal `network_spawn`.
- Else:
- Emit signal `network_spawn_request`.
In a similar way, `despawn`s are handled automatically in
`SPAWN_MODE_SERVER`.
In `SPAWN_MODE_SERVER`, when a new client connects it will also receive,
from the server all the spawned (and not yet despawned) instances.
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automatically detect openbsd as platform=linuxbsd
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Added small offset to the content of nodes in VisualShader
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This restores Windows platform file handling back to open files non-exlusively by default, as was the case before October 2018. (See https://github.com/godotengine/godot/commit/b902a2f2a7438810cdcb053568ed5c27089b1e8a)
Back then, while fixing warnings for MSVC, the function used for opening files was changed from _wfopen() to _wfopen_s() as suggsted by the warning C4996. ("This function may be unsafe, consider using _wfopen_s instead.")
This new function
1. did parameter validation and thus avoided some possible security issues due to nil pointers or wrongly terminated strings
2. it also changed the default file sharing for opened files from _SH_DENYNO (which was the implicit default for the previous _wfopen()) to _SH_SECURE.
_SH_DENYNO means every opened file could be opened by other calls (like is the default on other operating systems).
_SH_SECURE means if the file is opened with READ access, others can still read the same file, but if it is opened with WRITE access, others can't open it at all, not even to read.
This led to rarely occuring bugs on Windows, i.e. due to random access by Antivirus processes, or Godot/Windows not closing a file handle fast enough while trying to open it again elsewhere (i.e. project.godot, instead showing the Project manager, or saving shaders/debugging the game).
What this PR does it change the file access to a third method, _wfsopen(). This is still secure, doing parameter validation and thus avoids the warning, but it allows us to actually SET the file sharing parameter. And we set it to _SH_DENYNO, as it was implicitely before the change. (And as it currently is on all non-Windows platforms, where file sharing restrictions don't exist by default.)
Warning C4996 should really have been pointing this out. It should've been _wfsopen() all along. Let's hope this banishes those annoying, rare errors for all eternity.
Fixes #28036.
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Fix some bugs in shader creation dialog (continue)
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Continue when glTF2 lights fail to parse.
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[WIP] Fix some bugs in shader creation dialog
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Implement inherits_script() for NativeScript and PluginScript
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Fix a default shader specular render mode to `SCHLICK_GGX`
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Make property description in the animation editor actually show it
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