Age | Commit message (Collapse) | Author |
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This makes it clearer that this property is only about physics FPS,
not rendering FPS.
The `physics_fps` project setting was also renamed to
`physics_ticks_per_second` for consistency.
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Node Auto Arrangement in GraphEdit/VisualScript/VisualShader
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This PR and commit adds the functionality to arrange nodes in VisualScript/VisualShader editor. The layout generated by this
feature is compact, with minimum crossings between connections
& uniform horizontal & vertical gaps between the nodes.
This work has been sponsored by GSoC '21.
Full list of additions/changes:
• Added arrange_nodes() method in GraphEdit module.
• This method computes new positions for all the selected
nodes by forming blocks and compressing them.
The nodes are moved to these new positions.
• Adding this method to GraphEdit makes it available for
use in VisualScript/VisualShaders editors and its other
subclasses.
• Button with an icon has been added to call arrange_nodes() in GraphEdit.
• This button is inherited by VisualScript/VisualShaders editors
to invoke the method.
• Undo/redo is functional with this method.
• By using signals in arrange_nodes(), position changes are registered
in undo/redo stack of the subclass that is using the method.
• Metadata of the method has been updated in ClassDB
• Method description has been added to class reference of GraphEdit
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[4.0] Make Blinn and Phong specular modes take albedo into account
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Add properties to CharacterBody for more move_and_slide options
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Command Palette For Godot
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Organize methods in Viewport and explicitly name 3D methods with 3D
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Fix crash when parsing Dictionary
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Fix 3D moving platform logic
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FileAccessWindows: Add missing share.h include
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Follow-up to #51430.
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Move code for looking_at to Basis
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Fix incorrect border width of antialiased lines
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Enclose deprecated components with `DISABLE_DEPRECATED` in Mesh
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Clamp negative colors regardless of the tonemapper to avoid artifacts
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Add horizon specular occlusion
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Assign embedded text resource path earlier to prevent error on embedded scripts
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Some work on double-precision support
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Same thing that was already done in 2D, applies moving platform motion
by using a call to move_and_collide that excludes the platform itself,
instead of making it part of the body motion.
Helps with handling walls and slopes correctly when the character walks
on the moving platform.
Also made some minor adjustments to the 2D version and documentation.
Co-authored-by: fabriceci <fabricecipolla@gmail.com>
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Follow-Up Add SNames to get theme icon
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Fix infinite loop when creating a newly inherited GDScript file
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To make sure it does not clash with other libraries.
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Fix applied rotation from moving platforms in move_and_slide
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When synchronizing CharacterBody motion with moving the platform using
direct body state, only the linear velocity was taken into account.
This change exposes velocity at local point in direct body state and
uses it in move_and_slide to get the proper velocity that includes
rotations.
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Handle both 32-bit and 64-bit floats for tangents and weights in RenderingServer
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Use real_t in 3D nodes
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[Net] MultiplayerAPI remote scene spawning/despawning.
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Change PrismMesh editor icon to look like a prism.
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Color artifacts could be visible when using negative lights with the
Filmic and ACES tonemapping operators, as these did not clamp negative
colors.
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Fix Gradient and Color Picker checkerboard, Fix tile parameter for CanvasItem.draw_texture_rect
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`PackedScene`s can be configured to be spawnable via a new
`MultiplayerAPI.spawnable_config` method.
They can be configured either to be spawned automatically when coming
from the server or to always require verification.
Another method, `MultiplayerAPI.send_spawn` lets you request a spawn on
the remote peers.
When a peer receive a spawn request:
- If it comes from the server and the scene is configured as
`SPAWN_MODE_SERVER`:
- Spawn the scene (instantiate it, add it to tree).
- Emit signal `network_spawn`.
- Else:
- Emit signal `network_spawn_request`.
In a similar way, `despawn`s are handled automatically in
`SPAWN_MODE_SERVER`.
In `SPAWN_MODE_SERVER`, when a new client connects it will also receive,
from the server all the spawned (and not yet despawned) instances.
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automatically detect openbsd as platform=linuxbsd
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