Age | Commit message (Collapse) | Author |
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The project setting wasn't being used anywhere.
This also tweaks the property hints to denote that these properties
are only effective after a restart.
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Triple click in text editor now uses last mouse position for validity
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Docs: Fix capitalisation of Warning in two places
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These are the only places in the docs that were not cased like this. Now they are!
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Improve CapsuleShape2D size clamping
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Previously, you would be able to double click a word, followed by
single-clicking another word on the same line, which would select the
entire line. Now, it will only select the whole line if the mouse
position has remained the same after the double click. This mimicks the
behavior in most third party text editors.
Fixes #51312.
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Docs: Fix CI after #38992
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Error handling functions for GdScript
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[4.0] Implement editor grid performance improvements
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Update bundled Mozilla X.509 CA root certificates
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Decrease the default depth of field bokeh quality
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Benefits:
- Knows the size of the mesh to prevent push back taking longer
- No longer updates grid every frame, only if the camera has moved 10 units or more.
- Considerably less power draw
- Will redraw when you swap from orthographic to perspective and vice versa.
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Docs: Add warnings about no SSL/(D)TLS revocation
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corrected method name `set_event`
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This makes depth of field perform better out of the box, with little
visual difference.
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Fixes and optimizations to mobile renderer
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Updated to latest upstream changes (2021-07-05 21:36:52 GMT), taken from https://github.com/bagder/ca-bundle/commit/8b263a18fca98ea371e54227837321c5cdaa1ba7
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Allow using more assignment operators on matrixes in shaders
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Use key enum instead of plain integers for input code
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Fix incorrect position of the created VisualShader nodes on zoomed graph
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Rename `iterations_per_second` to `physics_ticks_per_second`
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Remove infinite inertia and ray shapes from CharacterBody
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Various text layout improvements (TextLine, TextParagraph, Label, TextServer)
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StyleBox fake AA improvements (make anti aliasing size a float property)
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Use f0 instead of albedo in blinn and phong
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* Only apply final actions to attachments used in the last pass.
* Fixes to draw list final action (was using continue instead of read/drop).
* Profiling regions inside draw lists now properly throw errors.
* Ability to enable gpu profile printing from project settings. (used to debug).
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This makes it clearer that this property is only about physics FPS,
not rendering FPS.
The `physics_fps` project setting was also renamed to
`physics_ticks_per_second` for consistency.
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Node Auto Arrangement in GraphEdit/VisualScript/VisualShader
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This PR and commit adds the functionality to arrange nodes in VisualScript/VisualShader editor. The layout generated by this
feature is compact, with minimum crossings between connections
& uniform horizontal & vertical gaps between the nodes.
This work has been sponsored by GSoC '21.
Full list of additions/changes:
• Added arrange_nodes() method in GraphEdit module.
• This method computes new positions for all the selected
nodes by forming blocks and compressing them.
The nodes are moved to these new positions.
• Adding this method to GraphEdit makes it available for
use in VisualScript/VisualShaders editors and its other
subclasses.
• Button with an icon has been added to call arrange_nodes() in GraphEdit.
• This button is inherited by VisualScript/VisualShaders editors
to invoke the method.
• Undo/redo is functional with this method.
• By using signals in arrange_nodes(), position changes are registered
in undo/redo stack of the subclass that is using the method.
• Metadata of the method has been updated in ClassDB
• Method description has been added to class reference of GraphEdit
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[4.0] Make Blinn and Phong specular modes take albedo into account
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Infinite inertia:
Not needed anymore, since it's now possible to set one-directional
collision layers in order for characters to ignore rigid bodies, while
rigid bodies still collide with characters.
Ray shapes:
They were introduced as a work around to allow constant speed on slopes,
which is now possible with the new property in CharacterBody instead.
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Add properties to CharacterBody for more move_and_slide options
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