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fixes https://github.com/godotengine/godot/issues/74452
(cherry picked from commit 5a775ac08cfe02dc8015768bdf69e9e59d85030f)
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(cherry picked from commit 282e4231c26c172b186a5bf22a8ba7f0337ba3d6)
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(cherry picked from commit d8d88e15300de05119a6d782067578e6e05d52e5)
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(cherry picked from commit 821917ba9f30b036ef7f43664db3f09d33f59109)
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(cherry picked from commit 66279b98b6c3418232003cc8d6c2e52af7a62ac4)
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(cherry picked from commit 84183f89e6d204068484c86bad3f304c6249fa48)
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Description mentioned `mode` instead of `source`
(cherry picked from commit 6312fe2fae92718560b06c114803b18008a50839)
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(cherry picked from commit e8900a2cac901d9b7d596af7be185eec54c7b858)
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(cherry picked from commit f4edbe634182916fd785b0897b8f309a5b9cc5ae)
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(cherry picked from commit e15a086bb99f450fbfa223fe8896c47a860735fc)
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This commit updates the double precision vertex transform code from
using the MODEL_MATRIX to now use the MODELVIEW_MATRIX instead.
This can be made possible by transforming the MODELVIEW_MATRIX
back into model space (ie, same space as the MODEL_MATRIX) and then using it as if it were the MODEL_MATRIX.
With this in place we now properly handle VERTEX transformations that
a Material Shader might do, such as billboard-ing.
(cherry picked from commit 63c6f0b93ccc0f016b6b6ff7833c31371059a782)
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Previously, when using doubles builds of the engine, instance transform was stored no matter what which caused world space particles to accumulate the instance transform twice
(cherry picked from commit 29edd277e4a45c9f84a9f5291087e671b2169191)
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(cherry picked from commit 6229c2a1f99135b841ce43f2728b4ac35a9b1938)
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Check for compressing ASTC checked if the function for BPTC was present
(cherry picked from commit cf64e2fa479ce548713c589d9c3252e5ac36a6d3)
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(cherry picked from commit 722597aa97753a12bc5cd643c6350431f45e7d0b)
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Corresponds to the Blender glTF-Importer PR
https://github.com/KhronosGroup/glTF-Blender-IO/pull/1902
(cherry picked from commit 8b6fa79eee25d721a05518b56615eb5576147eba)
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(cherry picked from commit f8699d93f6abe01a85319c06f7c94911e75498aa)
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(cherry picked from commit f35ca4a9c735e49d496c4e733e7dc9a072841f92)
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(cherry picked from commit 016946b552e16a43eef14b89c010d41dfc28d340)
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(cherry picked from commit d904516e553426dae1fa40566e3fe67f6213e769)
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renderer
(cherry picked from commit ed0c378bda98d41288c0f9eeb31707590853e215)
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(cherry picked from commit a083c855214722bc02ed2eb48ea808c7f4d756da)
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(cherry picked from commit 5062df41a5fbb42d99e08817e19eb6a82c0464d2)
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This ensures that Particles and MultiMeshes still draw when instance_count is 1
(cherry picked from commit 579ca03e885f294b2d430a3550693b43d58d4f64)
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This also makes the hex field wider to allow displaying 9-character
hex code (`#rrggbbaa`) in full, even when using a custom font.
(cherry picked from commit 517dc3654a80e30021b8468ef87d0327200963db)
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Fixes forced optimization in dev_build.
(cherry picked from commit b18c7481aac9f79e7108e12458bc6743945311bd)
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The texture's appearance is now similar to the texture that was displayed
on the TestCube node in Godot 2.x.
(cherry picked from commit e4d5cecd4c5e571b6f46b2a7d3e693d09277eb37)
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This avoids rendering issues with ThorVG and other renderers (which
don't support the `paint-order` property) at a slight cost in file size.
This approach has already been used by the main icon.
(cherry picked from commit af9372eb5900a2c853e036cf9df91a66dc72e1a2)
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A small typo with the definitions of `focus_neighbor_right` and `focus_neighbor_top`. Both use "bottom" rather than the correct side for each.
(cherry picked from commit c25d015d0658696b1a2da99a838e6cfcce155efd)
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(cherry picked from commit 76e1d1363b954fa4ca989516ad5851c40a288a48)
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And fixup includes in other implementations.
(cherry picked from commit 92b9806dcc98bc5ffbee6a7ca11090a926df0b3a)
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(cherry picked from commit 6f11cf7d31101bc9f4d3c5d644f90b231cd7ce4f)
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(cherry picked from commit 4be4eeea3ac9d37fa1dc520a5bc8c57554448410)
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(cherry picked from commit 2c0db8222a2e9f882040e773f3b375510ebcccc5)
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remaining docs
The method `to_utf8` doesn't exist in Godot 4, but is still mentioned in
the documentation in some places. Replace it with the new name
`to_utf8_buffer`. Same for ascii. Same for C#.
(cherry picked from commit 57dca93718f34573713de2fd09315f42bcd26fff)
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(cherry picked from commit 71011e085554c9113e5824f82fd0e505c339b3a8)
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(cherry picked from commit 96ab31a7117c110da025a39390bdecf36892e7fa)
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This replaces two [code][/code] blocks with clickable refs to [enum Access] and [member file_mode] respectively.
(cherry picked from commit a5778da55bbf777abe1490edbc82bb05c9718377)
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(cherry picked from commit fd6a743823932639ba30e54d7e65ccd42192d88d)
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(cherry picked from commit c399d4f26c6f0836d90455defc7f2cee1d1b9678)
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(cherry picked from commit 936c9e83b4db06215554ae6f6e888324655048d8)
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(cherry picked from commit d7aed57b60a06a46a8495b5c605c078fe72a220b)
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Fixes potential use of uninitialized variable.
(cherry picked from commit 37362202a48f6ee731e14e47579979509bc23017)
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crashes engine due to index out of bounds.
(cherry picked from commit c6a45f10315d16a3434ef8ba5abb6e86c42b1e56)
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(cherry picked from commit c51229491d9fe5cba7e4a51821d10dcef7986e1a)
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Cherry-picks for the 4.0 branch (future 4.0.3) - 1st batch
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(cherry picked from commit b0eadcfbce3182373501ab24e62544032c4aec82)
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Shlick term
(cherry picked from commit 2c000cb72fc04fd76c5d3b6bc53955f83bf50c71)
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