Age | Commit message (Collapse) | Author |
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This changes the way 2D & 3D physics picking behaves in relation to pause:
- When pause is set, every collision object that is hovered or captured (3D only) is released from that condition, getting the relevant mouse-exit callback., unless its pause mode makes it immune from pause.
- During the pause. picking only considers collision objects immune from pause, sending input events and enter/exit callbacks to them as expected.
- When pause is left, nothing happens. This is a big difference with the classic behavior, which at this point would process all the input events that have been queued against the current state of the 2D/3D world (in other words, checking them against the current position of the objects instead of those at the time of the events).
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Simplify and Optimize Volumetric Fog
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-Always use temporal reproject, it just loos way better than any other filter.
-By always using termporal reproject, the shadowmap reduction can be done away with, massively improving performance.
-Disadvantage of temporal reproject is update latency so..
-Made sure a gaussian filter runs in XY after fog, this allows to keep stability and lower latency.
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Add a test suite for the Image class
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Add some HTML5 controllers mapping.
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Sync controller mappings DB with SDL2 community repo
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Synced with gabomdq/SDL_GameControllerDB@c7cf1397c1e07182de936e72fa1bc5cc22ab8cc1.
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Fix mismatched define in scene_forward.glsl for POSITION override
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Added temporal reprojection to Volumetric Fog
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-It's an option, just enable it
-Just works, don't have to do anything else.
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CI: Build Linux editor without Mono, sanitizers with Mono
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Improve the logic to compile for Android
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The Mono builds are with mono_glue=no so they're not usable,
and it would be convenient if the main tools=yes target=release_debug
artifacts could actually be used.
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(cherry picked from commit 84e356d7205d5c2ddb1c8cd22e9a92a703c057a0)
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Document that GridMap doesn't support visual layers or cull masks
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Change sort_custom/bsearch_custom to use Callables
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[Mono] Use the same search logic for both `MSBuild` and `dotnet`.
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Fixes to get Godot running again on Intel IGP
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-Fixed strange bug with shadowed instance_param (this should not have worked anywhere, odd..)
-Cleaned up barrier usage further.
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search paths on macOS.
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Make margins obey the snap option in the TextureRegion editor
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Rewrote how barriers work for faster rendering
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Fix "editor/editor_help" shortcut overwriting when restarting editor
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doc: Don't bind argument names with p_ prefix
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[HTML5] Better editor persistent folders, automatically open zip import popup
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Fix a crash in the TGA loader with malformed input
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This prefix is used in the C++ codebase, not in the scripting API.
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Update SyntaxHighlighter documentation
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Removed duplicated binding of two methods
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Since it's meant to be used as a virtual method.
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-Added more finegrained control in RenderingDevice API
-Optimized barriers (use less ones for thee same)
-General optimizations
-Shadows render all together unbarriered
-GI can render together with shadows.
-SDFGI can render together with depth-preoass.
-General fixes
-Added GPU detection
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They are bound as both regular and virtual methods which makes ClassDB
report the methods twice when querying the API. The non-virtual binding
is removed since both methods only seem to be used as virtual.
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Use the blend parameter passed to blend_animation
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We used to only persist specific sub-folder of /home/web_user/ when
running the Web Editor. This resulted in bad UX about default project
creation path etc.
This PR makes the whole folder persistent, move the zip preloading to a
different folder (to avoid persisting it), and automatically prompt the
user to import it if present.
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Dropping a single ZIP file in the project manager will now prompt the
import dialog.
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Improve the `File.endian_swap` documentation
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[4.0] [iOS] Additional 'linker_flags' plugin parameter
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[4.0] [iOS] Native loading screen implementation
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If 'Launch Screen' storyboard is present it will be used as loading screen.
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Fix particles not properly updated by their lifetime
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