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2021-05-31Merge pull request #49192 from lawnjelly/bvh_current_tree4Rémi Verschelde
BVH - fix stale current_tree in deactivate function [4.x]
2021-05-31Merge pull request #49144 from aemreaydin/editor-features-collapse-resetRémi Verschelde
2021-05-31Merge pull request #49121 from KoBeWi/dropreloadRémi Verschelde
Add preload() to resource path when holding Ctrl
2021-05-31Merge pull request #49162 from Paulb23/fix_find_text_change_signalRémi Verschelde
Fix FindReplaceBar text_change signal binding after replace all
2021-05-31Merge pull request #49130 from Calinou/editor-improve-audio-bus-themingRémi Verschelde
Improve the audio bus editor appearance
2021-05-31Merge pull request #49050 from reduz/implement-spirv-cacheRémi Verschelde
Implement shader caching
2021-05-31Merge pull request #49137 from RandomShaper/ios_targeted_familyRémi Verschelde
Add iOS export option for device family
2021-05-31Merge pull request #49136 from Calinou/editor-light-theme-use-negative-contrastRémi Verschelde
Use a negative contrast setting for light editor themes
2021-05-31Merge pull request #49125 from Calinou/tweak-camera2d-editor-colorsRémi Verschelde
2021-05-31Implement shader cachingreduz
* Shader compilation is now cached. Subsequent loads take less than a millisecond. * Improved game, editor and project manager startup time. * Editor uses .godot/shader_cache to store shaders. * Game uses user://shader_cache * Project manager uses $config_dir/shader_cache * Options to tweak shader caching in project settings. * Editor path configuration moved from EditorSettings to new class, EditorPaths, so it can be available early on (before shaders are compiled). * Reworked ShaderCompilerRD to ensure deterministic shader code creation (else shader may change and cache will be invalidated). * Added shader compression with SMOLV: https://github.com/aras-p/smol-v
2021-05-31Merge pull request #48915 from lyuma/gltf_mesh_nodes_bonesRémi Verschelde
gltf: Fix mesh nodes which are also bones.
2021-05-29Merge pull request #49197 from HaSa1002/sync-meshoptK. S. Ernest (iFire) Lee
Meshoptimizer: Sync with upstream commit f5d83e8
2021-05-30Meshoptimizer: Sync with upstream commit f5d83e8Johannes Witt
2021-05-29BVH - fix stale current_tree in deactivate function [4.x]lawnjelly
Changes passing of current_tree from a member variable to a function argument, making bugs due to stale state less likely. Fix a bug in deactivate where current_tree variable was stale. This may have resulted in visual anomalies.
2021-05-29Merge pull request #48964 from ↵Yuri Roubinsky
DavidCambre/VisualScript_Missing_SequencePort_Seed
2021-05-28Fix FindReplaceBar text_change signal binding after replace allPaulb23
2021-05-27gltf: Fix mesh nodes which are also bones.Lyuma
Fix issue when two skeletons end up directly parented. Prevent animating TRS for skinned Mesh node. Fix animating weights on meshes with targets but no weights.
2021-05-27Fixed changing enabled classes resetting folding in manage editor features.Emre Aydin
2021-05-27Add preload() to resource path when holding Ctrlkobewi
2021-05-27Add iOS export option for device familyPedro J. Estébanez
2021-05-27Use a negative contrast setting for light editor themesHugo Locurcio
This makes light themes look more natural with regards to UI design guidelines around "elevation".
2021-05-27Improve the audio bus editor appearanceHugo Locurcio
- Use the editor font color for notch lines and text instead of a more contrasted color. - Reuse the editor theme's tooltip styling and apply it on theme change. - Make the preview label display an explicit `+` sign for positive values. - Prevent a zero value from displaying as `-0.0 dB` instead of `0.0 dB`. - Scale notch lines on hiDPI displays.
2021-05-27Tweak Camera2D editor line colors for better visibilityHugo Locurcio
The new color for screen drawing was chosen to be easier to distinguish from the 2D viewport limits. This also makes lines less opaque when the Camera2D has the Current property enabled. The increased line width is enough to spot the camera easily, and the increased opacity on top of that felt obnoxious.
2021-05-26Merge pull request #49114 from vnen/gdscript-fix-self-function-type-checkRémi Verschelde
GDScript: Fix function signature check for self calls
2021-05-26Merge pull request #49109 from Chaosus/fix_console_errorsRémi Verschelde
Fixed console error spam at editor startup (about invalid edited scene index)
2021-05-26Merge pull request #49112 from vnen/gdscript-assign-type-checkRémi Verschelde
GDScript: Use analyzer data to decide assignment conversion
2021-05-26GDScript: Fix function signature check for self callsGeorge Marques
2021-05-26GDScript: Use analyzer data to decide assignment conversionGeorge Marques
Since there might be tricky cases in the analyzer (in the case of unsafe lines) which would need to be properly checked again. Instead, this splits the code generator in two functions and use information set by the analyzer to tell which function to use, without a need to re-check.
2021-05-26Fixed console error spam (about invalid edited scene index)Yuri Roubinsky
2021-05-26Merge pull request #49106 from Chaosus/fix_shader_builtin_constnessRémi Verschelde
Makes few shader built-ins constant to prevent changing them
2021-05-26Makes few shader built-ins constant to prevent changing themYuri Roubinsky
2021-05-26Merge pull request #49060 from EricEzaM/fix-rich-text-label-and-editor-logRémi Verschelde
Fixed implementation of RichTextLabel remove_line(), which fixed issues in EditorLog.
2021-05-26Merge pull request #49094 from madmiraal/fix-docs-3977Rémi Verschelde
Update EditorResourcePreview queue_*() documentation
2021-05-26Merge pull request #49056 from Chaosus/vs_colorYuri Roubinsky
2021-05-26Implements expandable color ports in visual shadersYuri Roubinsky
2021-05-26Update EditorResourcePreview queue_*() documentationMarcel Admiraal
2021-05-26Merge pull request #49087 from TwistedTwigleg/skeletonik_bone_detachment_fixRémi Verschelde
Fixed issue where bones become detached if multiple SkeletonIK nodes are used
2021-05-26Fixed implementation of RTL remove_line(), which fixed issues in EditorLog.Eric M
There were some issues in RichTextLabel `remove_line()` method, where items were not correctly removed, and line decremending for items in later lines was not correctly done. This also fixed several headaches with EditorLog, which relied on the `remove_line()` method for collapsing of duplicate messages. The fix to RTL also fixed the issues with EditorLog. Fixes #49030
2021-05-25SkeletonIK: Fixed issue where bones become detached if multiple SkeletonIK ↵TwistedTwigleg
nodes are used (Forward port of 3.X code for Godot 4)
2021-05-26Merge pull request #49085 from pycbouh/tree-fix-long-distance-relationshipsRémi Verschelde
Fix disappearing relationship lines in `Tree` when item is out of view
2021-05-26Fix disappearing relationship lines in Tree when item is out of viewYuri Sizov
2021-05-25Merge pull request #49073 from ↵Rémi Verschelde
pfertyk/issue-49006-packedbytearray-decompress-crashes-godot Return error when decompressing empty PackedByteArray
2021-05-25Merge pull request #48546 from pycbouh/tree-highlight-selected-relationshipsRémi Verschelde
2021-05-25Return error when decompressing empty PoolByteArrayPaweł Fertyk
2021-05-25Merge pull request #48837 from Soupstraw/shader-piRémi Verschelde
Added constants PI, TAU and E to the shader language
2021-05-25Merge pull request #49068 from pycbouh/i-broke-inspectorRémi Verschelde
Make `EditorFileDialog` only created on demand in `EditorResourcePicker`
2021-05-25Merge pull request #49069 from RandomShaper/android_data_backupRémi Verschelde
Allow basic user data backup on Android
2021-05-25Merge pull request #48422 from szymonm-google/android_orientation_fixRémi Verschelde
Fixed changing screen orientation on Android
2021-05-25Add highlight to the relationship lines of selected Tree itemsYuri Sizov
2021-05-25Allow basic user data backup on AndroidPedro J. Estébanez