Age | Commit message (Collapse) | Author |
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Fix remaining crashes with pinned vertices in GodotPhysics Soft Body
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Hide render_priority except when using SpatialMaterials
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It was wrongly updating the assigned value with the result of the
operation.
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Fix caret position and viewport centering after deleting line (Ctrl-X)
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Make `Theme` report property list changes less often
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`core` and `scene` shouldn't depend on `editor`, so they can't query this style
setting in `get_argument_options`. But we can handle it after the fact in
GDScript's completion code.
Also cleans up a couple extra unused invalid includes in `core`.
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* Usage was always confusing for users
* The ability to generate a pyramid shape was moved to Camera3D
* SpringArm3D now casts using the camera pyramid shape if no shape is supplied.
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Convert GLTF Document to use ImporterMeshInstance3D.
Add a GLTFDocument extension list and an extension for converting the importer mesh instance 3d to mesh instance 3d.
Use GLTF module when the editor tools are disabled.
Modified the render server to be less restrictive on matching blend arrays and have more logging.
Misc bugs with multimesh.
Always index the meshes.
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Check if the line pointer goes away from the image buffer's EOF in the BMP importer
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Remove Scene dependency from the TextServer, use scalable hex box font instead of built-in bitmap one.
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instead of built-in bitmap one.
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1. Keep color data.
2. Don't lod blend shapes.
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Fix crash when creating thread
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