Age | Commit message (Collapse) | Author | |
---|---|---|---|
2022-07-25 | Merge pull request #63451 from Calinou/light3d-fix-editor-distance-fade-category | Rémi Verschelde | |
Fix missing Distance Fade category in OmniLight3D/SpotLight3D inspector | |||
2022-07-25 | Fix missing Distance Fade category in OmniLight3D/SpotLight3D inspector | Hugo Locurcio | |
2022-07-25 | Merge pull request #63354 from reduz/replace-thread-work-pool | Rémi Verschelde | |
Remove ThreadWorkPool, replace by WorkerThreadPool | |||
2022-07-25 | Update AUTHORS and DONORS list | Rémi Verschelde | |
New contributors added to AUTHORS: @Rindbee, @Vitika9 Thanks to all contributors and donors for making Godot possible! | |||
2022-07-25 | Remove ThreadWorkPool, replace by WorkerThreadPool | Juan Linietsky | |
The former needs to be allocated once per usage. The later is shared for all threads, which is more efficient. It can also be better debugged. | |||
2022-07-25 | Merge pull request #63436 from Calinou/editor-debugger-require-script-instance | Rémi Verschelde | |
2022-07-25 | Merge pull request #63432 from bruvzg/scr_zoom | Rémi Verschelde | |
2022-07-25 | Merge pull request #63424 from Chaosus/shader_preprocessor_inc_fix | Rémi Verschelde | |
2022-07-25 | Merge pull request #63368 from akien-mga/fix_header_guards | Rémi Verschelde | |
Code quality: Fix header guards consistency | |||
2022-07-25 | Require ScriptInstance to be valid in the editor debugger | Hugo Locurcio | |
This fixes an issue with visual scripts spamming error messages in the editor when running the project with the remote scene tree visible. | |||
2022-07-25 | Fix script editor zoom shortcuts not marking events as accepted. | bruvzg | |
2022-07-25 | Merge pull request #63364 from nathanfranke/dep-editor | Rémi Verschelde | |
2022-07-25 | Fix errors when using built-ins in shaderinc | Yuri Rubinsky | |
2022-07-25 | Merge pull request #62907 from bruvzg/warn_exit_code | Rémi Verschelde | |
2022-07-25 | Code quality: Fix header guards consistency | Rémi Verschelde | |
Adds `header_guards.sh` bash script, used in CI to validate future changes. Can be run locally to fix invalid header guards. | |||
2022-07-25 | Merge pull request #63219 from reduz/implement-vector4-projection | Rémi Verschelde | |
2022-07-25 | Merge pull request #63422 from nathanfranke/git-ready | Rémi Verschelde | |
Support git packed refs in version generator | |||
2022-07-25 | Merge pull request #63412 from aaronfranke/gltf-organize-files | Rémi Verschelde | |
GLTF: Organize structures and extensions into subfolders | |||
2022-07-25 | Merge pull request #63416 from V-Sekai/bone-map-empty-crash | Rémi Verschelde | |
Avoid crash when when the editor_property_map is empty. | |||
2022-07-25 | Merge pull request #63270 from aaronfranke/fog-density | Rémi Verschelde | |
Change fog density range hint to be 0 to 1 with or_greater | |||
2022-07-24 | support git packed refs in version generator | Nathan Franke | |
2022-07-24 | Avoid crash when when the editor_property_map is empty. | K. S. Ernest (iFire) Lee | |
2022-07-25 | Merge pull request #63376 from nathanfranke/anim | Rémi Verschelde | |
2022-07-24 | GLTF: Organize structures into a subfolder | Aaron Franke | |
2022-07-25 | Merge pull request #63409 from V-Sekai/gltf-export | Rémi Verschelde | |
2022-07-24 | improve animation player warning for imported scenes | Nathan Franke | |
2022-07-24 | Merge pull request #63407 from RedMser/install-effect-error | Rémi Verschelde | |
Add error for invalid RichTextLabel.install_effect | |||
2022-07-24 | Mend duplicate nodes in the gltf export. | K. S. Ernest (iFire) Lee | |
2022-07-24 | Merge pull request #63098 from Xwdit/fix_qualifiers_script_doc | Rémi Verschelde | |
2022-07-24 | Add error for invalid RichTextLabel.install_effect | RedMser | |
2022-07-24 | Merge pull request #63399 from aaronfranke/gltf-headers | Rémi Verschelde | |
GLTF: Move shared defines into a separate `gltf_defines.h` file | |||
2022-07-24 | Merge pull request #63404 from bruvzg/hb-501 | Rémi Verschelde | |
2022-07-24 | Fix missing method qualifiers in script doc | Xwdit | |
Co-authored-by: Rémi Verschelde <rverschelde@gmail.com> | |||
2022-07-24 | Merge pull request #61255 from MaxIsJoe/fixosgetuniqueidstringissue | Rémi Verschelde | |
2022-07-24 | Merge pull request #63401 from RandomShaper/text_settings_reset | Rémi Verschelde | |
Mark some editor settings as requiring editor restart | |||
2022-07-24 | HarfBuzz: Update to version 5.0.1 | bruvzg | |
2022-07-24 | GLTF: Move shared defines into a separate gltf_defines.h file | Aaron Franke | |
Also move GLTFDocument's template conversion functions into gltf_template_convert.h | |||
2022-07-24 | Mark some editor settings as requiring editor restart | Pedro J. Estébanez | |
2022-07-24 | Merge pull request #63238 from joaopedrosgs/patch-1 | Rémi Verschelde | |
Fix incorrect expression base in `AnimationNodeStateMachinePlayback::_check_advance_condition` | |||
2022-07-24 | Merge pull request #63381 from jynus/master | Rémi Verschelde | |
Solve discrepancy between code and class reference for Plane | |||
2022-07-24 | Merge pull request #62892 from KoBeWi/hey,group! | Rémi Verschelde | |
Remove outdated line in call_group() description | |||
2022-07-24 | Solve discrepancy between code and class reference for Plane | Jcrespo | |
On #43310, class reference was automatically updated from source, causing xml documentation to disagree with parameter naming description on Plane.intersects_segment(). Weirdly, it also changed the parameter for Plane.is_point_over() from point to plane, when only the first has sense (and it is defined on math.Plane as "const Vector3 &p_point"). Manual mistake? * Update begin/end to from/to on Plane.intersects_segment(...) docs description to match source * Update Plane bindings to use points instread of plane for is_point_over(...) * Change Plane.is_point_over(plane) to Plane.is_point_over(point) AND its description on docs Fixes godotengine/godot-docs#5976 | |||
2022-07-24 | Fixes `OS.get_unique_id()` string not getting printed properly | MaxIsJoe | |
Fixes #61023 Changing it back to how it's done on the 3.x branch fixed the text not being written properly. | |||
2022-07-24 | Merge pull request #63371 from aaronfranke/mat-uv-z-doc | Rémi Verschelde | |
Document what the Z component is used for in BaseMaterial3D UV coords | |||
2022-07-24 | Merge pull request #63373 from aaronfranke/gltf-ext-usage | Rémi Verschelde | |
GLTF: Only list used extensions when they're actually used | |||
2022-07-23 | GLTF: Only list used extensions when they're actually used | Aaron Franke | |
2022-07-23 | Document what the Z component is used for in BaseMaterial3D UV coords | Aaron Franke | |
2022-07-24 | Merge pull request #63262 from dsnopek/multiplayer-peer-custom-4.x | Fabio Alessandrelli | |
[4.x] Allow extending MultiplayerPeerExtension from GDScript | |||
2022-07-23 | dependency editor: set current directory to closest existing directory | Nathan Franke | |
2022-07-23 | Implement Vector4, Vector4i, Projection | reduz | |
Implement built-in classes Vector4, Vector4i and Projection. * Two versions of Vector4 (float and integer). * A Projection class, which is a 4x4 matrix specialized in projection types. These types have been requested for a long time, but given they were very corner case they were not added before. Because in Godot 4, reimplementing parts of the rendering engine is now possible, access to these types (heavily used by the rendering code) becomes a necessity. **Q**: Why Projection and not Matrix4? **A**: Godot does not use Matrix2, Matrix3, Matrix4x3, etc. naming convention because, within the engine, these types always have a *purpose*. As such, Godot names them: Transform2D, Transform3D or Basis. In this case, this 4x4 matrix is _always_ used as a _Projection_, hence the naming. |