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2022-07-25Merge pull request #63451 from Calinou/light3d-fix-editor-distance-fade-categoryRémi Verschelde
Fix missing Distance Fade category in OmniLight3D/SpotLight3D inspector
2022-07-25Fix missing Distance Fade category in OmniLight3D/SpotLight3D inspectorHugo Locurcio
2022-07-25Merge pull request #63354 from reduz/replace-thread-work-poolRémi Verschelde
Remove ThreadWorkPool, replace by WorkerThreadPool
2022-07-25Update AUTHORS and DONORS listRémi Verschelde
New contributors added to AUTHORS: @Rindbee, @Vitika9 Thanks to all contributors and donors for making Godot possible!
2022-07-25Remove ThreadWorkPool, replace by WorkerThreadPoolJuan 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.
2022-07-25Merge pull request #63436 from Calinou/editor-debugger-require-script-instanceRémi Verschelde
2022-07-25Merge pull request #63432 from bruvzg/scr_zoomRémi Verschelde
2022-07-25Merge pull request #63424 from Chaosus/shader_preprocessor_inc_fixRémi Verschelde
2022-07-25Merge pull request #63368 from akien-mga/fix_header_guardsRémi Verschelde
Code quality: Fix header guards consistency
2022-07-25Require ScriptInstance to be valid in the editor debuggerHugo Locurcio
This fixes an issue with visual scripts spamming error messages in the editor when running the project with the remote scene tree visible.
2022-07-25Fix script editor zoom shortcuts not marking events as accepted.bruvzg
2022-07-25Merge pull request #63364 from nathanfranke/dep-editorRémi Verschelde
2022-07-25Fix errors when using built-ins in shaderincYuri Rubinsky
2022-07-25Merge pull request #62907 from bruvzg/warn_exit_codeRémi Verschelde
2022-07-25Code quality: Fix header guards consistencyRémi Verschelde
Adds `header_guards.sh` bash script, used in CI to validate future changes. Can be run locally to fix invalid header guards.
2022-07-25Merge pull request #63219 from reduz/implement-vector4-projectionRémi Verschelde
2022-07-25Merge pull request #63422 from nathanfranke/git-readyRémi Verschelde
Support git packed refs in version generator
2022-07-25Merge pull request #63412 from aaronfranke/gltf-organize-filesRémi Verschelde
GLTF: Organize structures and extensions into subfolders
2022-07-25Merge pull request #63416 from V-Sekai/bone-map-empty-crashRémi Verschelde
Avoid crash when when the editor_property_map is empty.
2022-07-25Merge pull request #63270 from aaronfranke/fog-densityRémi Verschelde
Change fog density range hint to be 0 to 1 with or_greater
2022-07-24support git packed refs in version generatorNathan Franke
2022-07-24Avoid crash when when the editor_property_map is empty.K. S. Ernest (iFire) Lee
2022-07-25Merge pull request #63376 from nathanfranke/animRémi Verschelde
2022-07-24GLTF: Organize structures into a subfolderAaron Franke
2022-07-25Merge pull request #63409 from V-Sekai/gltf-exportRémi Verschelde
2022-07-24improve animation player warning for imported scenesNathan Franke
2022-07-24Merge pull request #63407 from RedMser/install-effect-errorRémi Verschelde
Add error for invalid RichTextLabel.install_effect
2022-07-24Mend duplicate nodes in the gltf export.K. S. Ernest (iFire) Lee
2022-07-24Merge pull request #63098 from Xwdit/fix_qualifiers_script_docRémi Verschelde
2022-07-24Add error for invalid RichTextLabel.install_effectRedMser
2022-07-24Merge pull request #63399 from aaronfranke/gltf-headersRémi Verschelde
GLTF: Move shared defines into a separate `gltf_defines.h` file
2022-07-24Merge pull request #63404 from bruvzg/hb-501Rémi Verschelde
2022-07-24Fix missing method qualifiers in script docXwdit
Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
2022-07-24Merge pull request #61255 from MaxIsJoe/fixosgetuniqueidstringissueRémi Verschelde
2022-07-24Merge pull request #63401 from RandomShaper/text_settings_resetRémi Verschelde
Mark some editor settings as requiring editor restart
2022-07-24HarfBuzz: Update to version 5.0.1bruvzg
2022-07-24GLTF: Move shared defines into a separate gltf_defines.h fileAaron Franke
Also move GLTFDocument's template conversion functions into gltf_template_convert.h
2022-07-24Mark some editor settings as requiring editor restartPedro J. Estébanez
2022-07-24Merge pull request #63238 from joaopedrosgs/patch-1Rémi Verschelde
Fix incorrect expression base in `AnimationNodeStateMachinePlayback::_check_advance_condition`
2022-07-24Merge pull request #63381 from jynus/masterRémi Verschelde
Solve discrepancy between code and class reference for Plane
2022-07-24Merge pull request #62892 from KoBeWi/hey,group!Rémi Verschelde
Remove outdated line in call_group() description
2022-07-24Solve discrepancy between code and class reference for PlaneJcrespo
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
2022-07-24Fixes `OS.get_unique_id()` string not getting printed properlyMaxIsJoe
Fixes #61023 Changing it back to how it's done on the 3.x branch fixed the text not being written properly.
2022-07-24Merge pull request #63371 from aaronfranke/mat-uv-z-docRémi Verschelde
Document what the Z component is used for in BaseMaterial3D UV coords
2022-07-24Merge pull request #63373 from aaronfranke/gltf-ext-usageRémi Verschelde
GLTF: Only list used extensions when they're actually used
2022-07-23GLTF: Only list used extensions when they're actually usedAaron Franke
2022-07-23Document what the Z component is used for in BaseMaterial3D UV coordsAaron Franke
2022-07-24Merge pull request #63262 from dsnopek/multiplayer-peer-custom-4.xFabio Alessandrelli
[4.x] Allow extending MultiplayerPeerExtension from GDScript
2022-07-23dependency editor: set current directory to closest existing directoryNathan Franke
2022-07-23Implement Vector4, Vector4i, Projectionreduz
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.