Age | Commit message (Collapse) | Author |
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-If re-importing from the "dependency changed" dialog, edited scene will keep the local changes.
-Imported scene will keep track of changes in the source asset
-Geometry changes in source geometry or nodes with a different transform will be updated.
-Materials will be kept if changed locally.
-New nodes added will be kept
-If nodes were reparented or renamed, they will still keep track
-Deleted notes will be restored, use the -noimp option to avoid this.
-In general, you can trust that if you do local modifications to the imported scene, they will not be erased after re-import.
-Erasing your changes is done by re-importing from the "Re-Import" menu, re-opening the "Import 3D Scene" dialog. This wil re-import fresh.
Overall, This should allow you to work on a scene and see changes made to 3D assets in real-time.
So Please test!!
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-More parameters to ESM shadows
-LightMap Octree now can bake to "hdr" (use HDR8 for now)
-New resource PolygonPathFinder, polygon based pathfinder using A-star algorithm. (will add nodes to use it more easily soon)
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More gitignore
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Script editor: Add selected text in replace dialog automatically
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Align selected node with current view (3d editor)
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Fixed #185 Setting a new Texture for a Sprite node does not update preview
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Search filesystem by name or path
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for clear search term
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-ESM Shadow Mapping for softer and less glitchy shadows
-HDR Pipeline (convert to Linear on texture import, convert to SRGB at the end)
-Fix to xml parse bug
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current view)
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selected more than 1 line); Replace textbox get focus when there's search text but no replace text; Bump up transparency of FindReplaceDialog
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-Support for lightmap baker, have fun figuring out how it works before tutorial is published.
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added XClassHint to windows in OS_X11::initialize
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Add get_scale script binding to Matrix32 class
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Use cStringIO to write editor_icons.cpp
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Add DirAccess:dir_exist api
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Static mingw windows 32bit build - In any case, i think this depends on the version of mingw you have installed.
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Return an error code when address/port already in use
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Made a uniform distribution of characters in Label::set_percent_visible(...
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More callbacks for Godot.SingletonBase (android)
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Set project name automatically when choosing path for new projects in project manager
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Adding search box to scene dock(file system tab)
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Add pin/favorite projects in project manager
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projects (recommit due problem with codeblocks tabs)
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projects
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FIX: forgotten bind to get_available_packet_count to be able to call get...
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only if needed and avoid editor errors
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-Sprite3D and AnimatedSprite3D support.
-Opaque pre-pass works, is compatible with shadows
-Improved shadow map rendering (can differentiate between plain opaque and opaque with shaders/discard/etc)
-Added option to use alpha discard in FixedMaterial
-Improved Glow FX, many more options (three modes, Additive, Screen and SoftLight), strength and scale
-Ability for Background (image or cubemap) to send to glow buffer
-Dumb Deploy of clients now actually works in Android
-Many Many rendering fixes, 3D is much more usable now.
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GodotPaymentV3.java was accidently deleted in latest commit
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Add android x86 build support
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-Auto indenter in code editor, this makes it much easier to paste external code.
-Zoom in 2D viewport now uses the mouse pointer as reference.
-Obscure hack to see where code/line of GDScript in C++ backtrace.
-Fixed a bug where keys would get stuck on X11 if pressed simultaneously
-Added Api on IP singleton to request local IPs.
-Premultiplied alpha support when importing texture, editing PNGs and as a blend mode.
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conflit when buiding with spawn_jobs
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