Age | Commit message (Collapse) | Author |
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[HTML5] Handle contextmenu, webglcontextlost internally.
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This way they are automatically cleaned up when the engine exits,
landing a hand to browsers garbage collectors.
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Code diverged too much, removing disabled code too as it's unlikely it
can be reused now.
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Removed _change_notify(property)
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-For inspector refresh, the inspector now detects if a property change by polling a few times per second and then does update the control if so. This process is very cheap.
-For property list refresh, a new signal (property_list_changed) was added to Object. _change_notify() is replaced by notify_property_list_changed()
-Changed all objects using the old method to the signal, or just deleted the calls to _change_notify(<property>) since they are unnecesary now.
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Initialize class variables with default values in scene/ [2/2]
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Cylinder support in Godot Physics 3D
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Cylinder collision detection uses a mix of SAT and GJKEPA.
GJKEPA is used to find the best separation axis in cases where finding
it analytically is too complex.
Changes in SAT solver:
Added support for generating separation axes for cylinder shape.
Added support for generating contact points with circle feature.
Changes in GJKEPA solver:
Updated from latest Bullet version which includes EPA fixes in some
scenarios.
Setting a lower EPA_ACCURACY to fix accuracy problems with cylinder vs.
cylinder in some cases.
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Make Servers truly Thread Safe
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-Rendering server now uses a split RID allocate/initialize internally, this allows generating RIDs immediately but initialization to happen later on the proper thread (as rendering APIs generally requiere to call on the right thread).
-RenderingServerWrapMT is no more, multithreading is done in RenderingServerDefault.
-Some functions like texture or mesh creation, when renderer supports it, can register and return immediately (so no waiting for server API to flush, and saving staging and command buffer memory).
-3D physics server changed to be made multithread friendly.
-Added PhysicsServer3DWrapMT to use 3D physics server from multiple threads.
-Disablet Bullet (too much effort to make multithread friendly, this needs to be fixed eventually).
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Fix joystick axis mapping issues with NVIDIA shield. Probably others.
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New contributors added to AUTHORS:
@lyuma, @nathanfranke, @pycbouh
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Detect external modification of scenes
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Improve SDFGI indirect light feedback loop
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Fix contact points debug for 3D Physics
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Setting each point's position was missing for 3D. Now enabling collision
render debug will display contact points for 3D physics, the same way it
does for 2D physics.
Note: Multimesh rendering seems not to work in this scenario on master,
but it's working fine on 3.2.
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Fix animation reset-on-save on inactive scene tabs
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Fixes crash when exiting with --verbose with leaked resources
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Make FileSystem dock set its path to the base folder of files after changes
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Issues addressed:
a) Axis mappings were including virtual mouse axes on NVIDIA Shield TV.
The virtual mouse axes have the same axis numbers as the normal analog stick numbers. This was completely breaking joypad support on NVIDIA Shield TV.
b) Joypads were being tracked in a List with the index in the list being treated as the Godot device id.
If a device were to be removed, any device later in the list would be shifted, potentially causing future events with the shifted joypads to have incorrect IDs according to the Godot engine.
c) Unnecessary events were being sent to the Godot engine.
A check was added (per Joystick) that will prevent sending events for all axes when only a single axis value changed.
A similar check was added for "HATs".
See #45712
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Keep selected node visible after filter change
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Make String::ends_with don't use String::rfind
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Make Rect2 properties show in 2x2 layout
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Set selected Tree item to null when deselected
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Bugfix: Update transform of collision shape on NOTIFICATION_PARENTED …
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Update ColorPicker controls when entering tree
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Implement pause-aware picking
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Sync controller mappings DB with SDL2 community repo
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Synced with gabomdq/SDL_GameControllerDB@f72b68b8b090e689ed21f600e89db9a661edb696.
Partial revert of #45790.
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Use /Zi and /FS for including debugger symbols on Windows with MSVC
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SCons: Add an option to detect C++ modules recursively
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Add support for new SDL gamecontroller keywords.
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Docs: Object: Use new signal syntax and port to C#
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Initialize class/struct variables with default values in modules/
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SCons: Fix debug_symbols tests after switch to BoolVariable
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Initialize class variables with default values in scene/ [1/2]
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Bug introduced in #45679.
Fixes part of #45816.
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(Implemented both for the local and remote scene tree docks.)
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-Use occlusion for feedback, further reduces light leaking.
-More control on feedback, now its a slider.
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