Age | Commit message (Collapse) | Author |
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3D editor grid improvements
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Don't use trashy max_decals value to prevent crashes
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This commit adds a view-dependant fade to the 3D viewport grid. It fades out
at steep view angles to hide the solid regions that appear far from the camera.
I also included a fade to hide the grid borders.
I added some improvements to the dynamic grid when the camera is in orthogonal mode.
It properly handles zoom now, and the grid center is now set to the intersection point
between the grid plane and the camera forward ray, keeping the grid
always visible.
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Use Math_TAU and deg2rad/etc in more places and optimize code
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Fixed completion and hint panel positioning in TextExit
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Reference the control gallery image in the Control class documentation
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GraphNode: Add properties for custom icons
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Create the temporary PCK export directory if it doesn't exist
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Use real_t in physics nodes
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Add viewport resolution to the 3D editor's View Information pane
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Use integer coordinates for the font glyphs rendering.
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Calinou/project-manager-increase-folder-button-visibility
Make the Open Project Folder button more visible in the project manager
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add search extensions for Scons' path
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Node::replace_by is not copying node properties, removed the dead code
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Fix incorrect version requirement in the SCons compilation DB comment
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This closes https://github.com/godotengine/godot-proposals/issues/619.
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The code to copy node properties to the new node never worked, so there is no reason to keep the useless bits in there
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Linux: Enable udev support by default
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Simplify Script Variables Population
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Linux: Build with use_static_cpp=yes by default
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This enables `-static-libgcc -static-libstdc++` which help make custom Linux
builds more portable (official builds have been using this option for years).
For some obscure reason Ubuntu 18.04 i386 crashes when using the option for
i386 builds, so let's play it safe and enable for x86_64 only for now.
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This has been enabled for years in official binaries, and users making custom builds
may end up not enabling it unknowingly, so it's best if we default to the same as
what official builds do.
The original reason for having it opt-in was likely the addition of a dependency on
libudev, but that should be fairly ubiquitous by now.
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[C#] Fix string.Hash()
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Unified several visual shader nodes
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Attempt to connect to first correct port on dragging in visual shader
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Modernize Thread
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Don't handle BaseException in JavaScript build script
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Fix WebXRInterface code sample in the class reference
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This also fixes the code sample's indentation to look correct in the
editor help.
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This closes #45560.
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Like the Tween cheatsheet or Color constants cheatsheet, this references
a "cheatsheet" image from the documentation repository.
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Use real_t in physics code
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Add GDNative JSON generator for the builtin API
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Which can be used by language bindings to generate code statically. This
is generated as a different file from the class API because it has
different requirements (the builtin types have constructors and don't
have signals), so bindings can better make use of each JSON file without
extra parsing.
This also cleans up a bit the old API generator, mainly initializing
structs and renaming "instanciable" to the more correct "instantiable".
The argument description in help text was updated to better reflect how
it should be used. The <path> argument is mandatory.
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Docs: Fix TileMap::map_to_world description
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Disable active editors when node gets deselected
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Remove unused get_subeditor() method
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- Based on C++11's `thread` and `thread_local`
- No more need to allocate-deallocate or check for null
- No pointer anymore, just a member variable
- Platform-specific implementations no longer needed (except for the few cases of non-portable functions)
- Simpler for `NO_THREADS`
- Thread ids are now the same across platforms (main is 1; others follow)
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docs: Add TreeItem method descriptions
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Remove reference to CanvasLayer in WebXR example, because it can cause rendering issues in AR
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