summaryrefslogtreecommitdiff
AgeCommit message (Collapse)Author
2021-10-14Merge pull request #53810 from groud/fix_crashRémi Verschelde
Fixes crash in TileSetAtlasSource::get_tiles_to_be_removed_on_change
2021-10-14Merge pull request #53795 from briansemrau/fix-height-fogRémi Verschelde
Fix the height fog effect
2021-10-14Merge pull request #53798 from akien-mga/mbedtls-clang12-opt-bugfixRémi Verschelde
mbedtls: Backport "Fix x86_64 assembly for bignum multiplication"
2021-10-14Fixes crash in TileSetAtlasSource::get_tiles_to_be_removed_on_changeGilles Roudière
2021-10-14Merge pull request #53726 from briansemrau/gd-outer-classGeorge Marques
GDScript 2.0: Access outer scope classes
2021-10-14Merge pull request #53799 from akien-mga/DEV_ENABLEDRémi Verschelde
2021-10-14SCons: Add `DEV_ENABLED` defines for `target=debug` buildsRémi Verschelde
This will allow adding developer checks which will be fully compiled out in user builds, unlike `DEBUG_ENABLED` which is included in debug tempates and the editor builds. This define is not used yet, but we'll soon add code that uses it, and change some existing `DEBUG_ENABLED` checks to be performed only in dev builds. Related to godotengine/godot-proposals#3371.
2021-10-14mbedtls: Backport "Fix x86_64 assembly for bignum multiplication"Rémi Verschelde
Backports PR https://github.com/ARMmbed/mbedtls/pull/4948 to fix a regression with our macOS builds using Clang 12. Fixes #53297.
2021-10-14Fix the height fog effectBrian Semrau
2021-10-14Merge pull request #51695 from KoBeWi/one_tool_to_rule_them_allGilles Roudière
Add tool quick-select to tile editor
2021-10-14Merge pull request #53792 from floppyhammer/fix-bilinear-texture-progress-barRémi Verschelde
2021-10-14Merge pull request #53783 from V-Sekai/gltf-restore-animsRémi Verschelde
2021-10-14Fix bilinear TextureProgressBar with nine patch enabledfloppyhammer
2021-10-13GDScript: Access outer scope classesBrian Semrau
2021-10-14Add tool quick-select to tile editorkobewi
2021-10-13Restore gltf animation export after split.K. S. Ernest (iFire) Lee
2021-10-13Merge pull request #53597 from Xeadriel/patch-1Rémi Verschelde
2021-10-13Merge pull request #53773 from nathanfranke/fix-license-character-encodingRémi Verschelde
2021-10-13Merge pull request #53772 from RandomShaper/fix_hash_mapRémi Verschelde
2021-10-13Merge pull request #53765 from reduz/skeleton-remove-rest-influenceJuan Linietsky
Remove REST transform influence in skeleton bones
2021-10-13Merge pull request #53759 from Chaosus/shader_new_builtinsYuri Roubinsky
2021-10-13Remove REST transform influence in skeleton bonesreduz
* Animations and Skeletons are now pose-only. * Rest transform is kept as reference (when it exists) and for IK * Improves 3D model compatibility (non uniform transforms will properly work, as well as all animations coming from Autodesk products).
2021-10-13Added few more built-ins to shader languageYuri Roubinsky
2021-10-13Fix character encoding of Engine::get_copyright_infoNathan Franke
2021-10-13Fix HashMap element copy leaving hash as zeroPedro J. Estébanez
2021-10-13Add that elapsed_time in CharFXTransform resets when RichTextLabels text is ↵Xeadriel
changed Update doc/classes/CharFXTransform.xml Grammar fix Co-authored-by: Aaron Record <50304111+LightningAA@users.noreply.github.com>
2021-10-13Merge pull request #53767 from groud/improve_tile_set_change_performancesRémi Verschelde
2021-10-13Merge pull request #53703 from groud/prevent_tiles_outside_textureRémi Verschelde
2021-10-13Greatly improve editor performances by deferring tiles related updatesGilles Roudière
Solve few update problems
2021-10-13Merge pull request #53761 from groud/fix_tilemap_memory_leakRémi Verschelde
2021-10-13Prevent tiles outside atlas textureGilles Roudière
2021-10-13Merge pull request #53750 from Klowner/dbus-error-leakRémi Verschelde
2021-10-13Merge pull request #53578 from RedHeadphone/patch-1Rémi Verschelde
2021-10-13Merge pull request #53747 from manueldun/trailSectionSubdivCrashRémi Verschelde
2021-10-13Merge pull request #53757 from groud/fix_undoRémi Verschelde
2021-10-13Merge pull request #53689 from reduz/remove-animation-transform3d-trackRémi Verschelde
2021-10-13Fix TileMap memory leakGilles Roudière
2021-10-13Merge pull request #53727 from Calinou/3d-editor-tweak-object-snap-distancesRémi Verschelde
2021-10-13Merge pull request #53744 from williamd67/GPULightmapper-prevent-endless-loopRémi Verschelde
2021-10-13Merge pull request #53743 from williamd67/GPULightmapper-process-rays-to-skyRémi Verschelde
2021-10-13Merge pull request #53322 from ↵Rémi Verschelde
williamd67/GPULightmapper-skip-smoothen-positions-flat-triangle
2021-10-13Fix undo in inspector not workingGilles Roudière
2021-10-13Merge pull request #53745 from KoBeWi/layerzzzzzRémi Verschelde
2021-10-13Merge pull request #53683 from Chaosus/vs_previewsRémi Verschelde
2021-10-12free dbus errors when inhibiting freedesktop screensaver (prevents small ↵Mark Riedesel
memory leak)
2021-10-12fix so the error macro uses the incomming parameter p_subdivision instead of ↵Manuel Dun
the class member
2021-10-13Use z_index for TileMap layer darkeningkobewi
2021-10-12Remove animation 3D transform track, replace by loc/rot/scale tracks.reduz
* `Animation.TYPE_TRANSFORM3D` track is gone. * Added POSITION_3D, ROTATION_3D, SCALE_3D tracks. * GLTF2, Collada, FBX importers will only import the track types found. * Skeleton3D bone poses are now Pos/Rot/Scale, pose matrix removed. * AnimationPlayer and AnimationTree animate these tracks separately, only when found. * Removed BakeReset code, is useless with these changes. This is the first in a series of commits designed to make the animation system in Godot more useful, which includes: * Better compatibility with Autodesk products * Better reusability of animations across models (including retargeting). * Proper animation compression. * etc. *Note* GLTF2 animation saving went broken with this PR, needs to be fixed in a subsequent one.
2021-10-12GPULightmapper: prevent loop with max iterationsWilliam Deurwaarder
In case the calculation of the delta contained infinity values (division by zero), than later the calculation of the next cell failed as the infinity value was multiplied by zero which resulted in a nan. The nan-value caused that the next cell was equal to the current cell which resulted in an end-less loop, which only terminates by the maximum iterations protection. This is solved by replacing infinity with grid_size which acts as infinity.
2021-10-12GPULightmapper: process rays to sky in all bounces as activeWilliam Deurwaarder
Before this change only rays to the sky (RAY_MISS) in the first bounce were processed as active rays. This caused artifacts, areas were too light, when more than one bounce were processed. Now rays to the sky are processed as active rays for all bounces.