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2022-12-26Merge pull request #70396 from jainl28patel/VisualShader-unit-testYuri Rubinsky
2022-12-26Add unit test for VisualShaderjainl28patel
2022-12-24Merge pull request #70509 from irwiss/reverse-Vector2.AngleToPointIgnacio Roldán Etcheverry
C#: reverse Vector2.AngleToPoint
2022-12-24Merge pull request #70494 from neikeq/issue-67876Ignacio Roldán Etcheverry
C#: Fix leak in Span to Variant conversions
2022-12-24Merge pull request #70496 from Chaosus/astargrid_divide_heuristicsYuri Rubinsky
2022-12-24Divide `AStarGrid2D::default_heuristic` into two different heuristicsYuri Rubinsky
2022-12-24C#: reverse Vector2.AngleToPointAlexey Kim
2022-12-23Merge pull request #67668 from nikitalita/apk-signerRémi Verschelde
Improve get_apksigner_path() robustness
2022-12-23Merge pull request #67759 from TechnoPorg/jni-64-bit-arraysRémi Verschelde
Improve support for 64-bit types on Android.
2022-12-23Merge pull request #70253 from BastiaanOlij/cleanup_sky_renderRémi Verschelde
Cleanup and improve sky render
2022-12-23Merge pull request #70476 from BastiaanOlij/move_sdfgi_initRémi Verschelde
Move SDFGI update logic into clustered renderer
2022-12-23Merge pull request #70214 from Ansraer/speed-maybeRémi Verschelde
[4.x] Use depth prepass to increase opaque render performance
2022-12-23Merge pull request #70478 from marius-se/fix/content_scaleRémi Verschelde
Fix contentScaleFactor on iOS
2022-12-23Merge pull request #70477 from mihe/bind-joint-disableRémi Verschelde
Bind methods related to disabling collision between joint bodies
2022-12-23C#: Fix leak in Span to Variant conversionsIgnacio Roldán Etcheverry
2022-12-23Merge pull request #70486 from raulsntos/dotnet/convert-toIgnacio Roldán Etcheverry
C#: Rename `ConvertToX` methods
2022-12-23Merge pull request #70483 from raulsntos/dotnet/forbid-init-propertiesIgnacio Roldán Etcheverry
C#: Disallow init-only properties
2022-12-23C#: Rename `ConvertToX` methodsRaul Santos
- Renamed `ConvertToX` to `ConvertToNativeX`. - Renamed `ConvertToXObject` to `ConvertToX`. - Renamed `ConvertToXManaged` to `ConvertToX`. - Fix `Signal` name in bindings generator and csharp script.
2022-12-23Merge pull request #70441 from matt08-prog/doc-ArrayMeshYuri Sizov
Clarify the description of ArrayMesh::regen_normal_maps
2022-12-23C#: Disallow init-only propertiesRaul Santos
ReadOnly properties are currently not allowed because the generated code needs to set them, this also apply to `init` properties because they need to be set after initialization.
2022-12-23use depth prepass to increase performanceAnsraer
2022-12-23fix contentScaleFactor on iOSMarius Seufzer
2022-12-23Bind methods related to disabling collision between joint bodiesMikael Hermansson
2022-12-24Move SDFGI update logic into clustered rendererBastiaan Olij
2022-12-23Revert "pcre2: Update to upstream version 10.42"Rémi Verschelde
This reverts commit 62c3e4ab9c87689ff0b7d27350bde176981daf1b. Needs more work, see comments about `_regex_free` errors in #70447.
2022-12-23Merge pull request #69998 from BastiaanOlij/sorting-pivot-4Rémi Verschelde
Added options for sorting transparent objects (port of PR #63040)
2022-12-23Cleanup and improve sky renderBastiaan Olij
2022-12-23Added options for sorting transparent objects (port of PR 63040)Bastiaan Olij
2022-12-23changed wording for ArrayMesh::regen_normal_maps' descriptionmatt08-prog
2022-12-23Merge pull request #69991 from rune-scape/cast-typeRémi Verschelde
GDScript: Fix cast producing null
2022-12-23Merge pull request #70277 from rune-scape/picker-regressionRémi Verschelde
Fix resource picker regression
2022-12-23Merge pull request #70220 from adamscott/fix-external-enumRémi Verschelde
Fix external enums not assignable as constants
2022-12-23Merge pull request #70457 from clayjohn/RD-particles-updateRémi Verschelde
Avoid updating particles during 2D rendering
2022-12-23Merge pull request #70455 from clayjohn/RD-particle-trailRémi Verschelde
Check for disabled particle trail particle before initializing particle trail
2022-12-23Merge pull request #70466 from clayjohn/material-overrideRémi Verschelde
Remove compatibility code for MeshInstance3D surface override material
2022-12-23Merge pull request #70151 from ↵Rémi Verschelde
stmSi/fix-profiler-and-visual-profiler-start-stop-state-inconsistency Fix: Profiler and Visual Profiler start/stop state inconsistency
2022-12-23Merge pull request #70278 from ↵Rémi Verschelde
TokageItLab/add-animation-started-finished-signal-to-tree Add `animation_started/finished` signals to `AnimationTree` and fix time accuracy in StateMachine
2022-12-23Merge pull request #69797 from TokageItLab/time-edit-inspector-pluginRémi Verschelde
Animation: Add inspector plugin for key time edit & Change `track_find_key()` argument to find key with approximate
2022-12-23Merge pull request #70447 from akien-mga/pcre2-10.42Rémi Verschelde
pcre2: Update to upstream version 10.42
2022-12-23Merge pull request #70456 from Calinou/project-manager-opengl-wipRémi Verschelde
Mention that the Compatibility rendering backend is work-in-progress
2022-12-23Merge pull request #65312 from SaracenOne/auto_advance_behaviourRémi Verschelde
Make auto-advance flag a requirement for conditional/expression evaluation
2022-12-23Merge pull request #70460 from Chaosus/shader_fix_varyingsYuri Rubinsky
2022-12-23Fix shader crash when using boolean type for vertex->fragment varyingsYuri Rubinsky
2022-12-22Remove compatibility code for MeshInstance3D surface override materialclayjohn
2022-12-23Fix: Profiler and Visual Profiler start/stop state inconsistencystmSi
2022-12-22Merge pull request #70459 from twaritwaikar/fix-split-diffRémi Verschelde
VCS: Fix split diff's overlapping fields
2022-12-23Merge pull request #70407 from Koyper/rich_text_bold_italicsYuri Sizov
[RTL] Fix push bold or italics not using bold_italics_font when required
2022-12-23VCS: Fix split diff's overlapping fieldsTwarit Waikar
Also adjusts the spacing nearby the diff contents.
2022-12-22Fixed RichTextLabel push bold/italic to correctly use bold_italic font.Koyper
2022-12-22Avoid updating particles during 2D renderingclayjohn
In 2D the particle uniform set isn't obtained until the render pass. So in 2D just avoid rendering if not updated yet.