Age | Commit message (Collapse) | Author |
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Change themes font_color_selected to font_selected_color
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Document a built-in use of `Resource.resource_name`
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New API for GDNative
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Clarify that create_timer does not require cleanup.
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[HTML5] Better editor HTML, small refactor.
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Fix minimap capturing events and improve its theme and editor settings
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We don't want browsers to cache our temporary exports (since they will
always differ).
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Side and GDNative libraries are now added by engine.js , the dynlink pre
js had been deleted.
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Add an editor setting for minimap opacity in visual editors
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Implement shadow meshes
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-When importing, a vertex-only version of the mesh is created.
-This version is used when rendering shadows, and improves performance by reducing bandwidth
-It's automatic, but can optionally be used by users, in case they want to make special versions of geometry for shadow casting.
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Document that the high-level multiplayer API is only for Godot servers
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This is how I would expect it to work, but the docs didn't clarify, so I
had to check the source just to make sure I wasn't responsible for
freeing the timer:
https://github.com/godotengine/godot/blob/d39f6386ce3a7916dbb94fef5ff65e7599e060f0/scene/main/scene_tree.cpp#L473
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[CTL] Do not break line on the span (e.g. RTL BBCode tag) edges.
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Those are now utilities so the function pointer can be fetched when
needed.
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This API now uses the discovery functions present in Variant instead of
wrapping every built-in function. Users now need to query for function
pointers and use those.
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Several GI related optimizations and fixes
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-All shadow rendering is done with raster now (no compute)
-All shadow rendering is done by rendering directly to the shadow atlas
-Improved how buffer clearing is done to optimize the above.
-Ability to set shadows as 16 bits.
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-SDFGI direct light is done over many frames
-SDFGI Changed settings for rays/frame
-SDFGI Misc optimizations
-SDFGI Bug fix on probe scroll
-GIProbe was not working, got it to work again
-GIProbe dynamic objects were not working, fixed
-Added a half size GI option.
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Marshall core unit tests
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Changed:
font_color_accel -> font_accelerator_color
font_color_bg -> font_unselected_color
font_color_disabled -> font_disabled_color
font_color_fg -> font_selected_color
font_color_hover -> font_hover_color
font_color_hover_pressed -> font_hover_pressed_color
font_color_pressed -> font_pressed_color
font_color_readonly -> font_readonly_color
font_color_selected -> font_selected_color
font_color_shadow -> font_shadow_color
font_color_uneditable -> font_uneditable_color
icon_color_disabled -> icon_disabled_color
icon_color_hover -> icon_hover_color
icon_color_hover_pressed -> icon_hover_pressed_color
icon_color_normal -> icon_normal_color
icon_color_pressed -> icon_pressed_color
Also includes:
font_outline_modulate -> font_outline_color
tab_fg -> tab_selected
tab_bg -> tab_unselected
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Modernize RWLock
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Fix remembering of an unsaved scene on exit
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Use cubemap downsampler for reflection mipmaps
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Fixed 6DOF set/get check for the path starting with joint_constraints
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Ignore clangd 11+ cache folder
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Detect plugins recursively
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Shader optimizations to reduce VGPR usage and increase occupancy
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Cleanup: Remove executable bit from files which don't need it
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Remove useless "else" statements from vector3.h
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Drop unused xpmfix.sh script.
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Clustering is now GPU based, uses an implementation based on the Activision algorithm.
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Mono: Fix support for Unicode identifiers
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New code checks whether or not property has joint_constraints as the first part of its path.
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- Based on C++14's `shared_time_mutex`
- No more need to allocate-deallocate or check for null
- No pointer anymore, just a member variable
- Platform-specific implementations no longer needed
- Simpler for `NO_THREADS`
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BUGFIX: Fix uninitialized cursor_shape on windows display server
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