Age | Commit message (Collapse) | Author | |
---|---|---|---|
2021-05-31 | Merge pull request #49213 from Calinou/doc-resource-duplicate-copy-export-only | Rémi Verschelde | |
Document `Resource.duplicate()` only copying exported variables' values | |||
2021-05-31 | Merge pull request #49194 from madmiraal/fix-43544 | Rémi Verschelde | |
Fix UV mapping on CSGSphere | |||
2021-05-31 | Merge pull request #49185 from DrRevert/inertia_nan_fix | Rémi Verschelde | |
GodotPhysics: Avoid NaNs when calculating inertias for bodies without mass/area | |||
2021-05-31 | Merge pull request #49191 from ↵ | Rémi Verschelde | |
pfertyk/issue-46020-pluginscript-instance-has-crashes-godot Check for _language in PluginScript.instance_has | |||
2021-05-31 | Merge pull request #49222 from bruvzg/fix_unix_free_space | Rémi Verschelde | |
Fix `Directory::get_space_left()` result on macOS and Linux. | |||
2021-05-31 | Merge pull request #49182 from timothyqiu/parent-cache | Rémi Verschelde | |
Check cache_parent_physical_bone when rebuilding parent cache | |||
2021-05-31 | Merge pull request #49178 from YeldhamDev/remove_dim_option | Rémi Verschelde | |
2021-05-31 | Merge pull request #49157 from Chaosus/vs_billboard | Rémi Verschelde | |
Added Billboard Node to Visual Shaders | |||
2021-05-31 | Fix `Directory::get_space_left()` result on macOS and Linux. | bruvzg | |
2021-05-31 | Merge pull request #49175 from nobuyukinyuu/bind-zoom-on-position | Rémi Verschelde | |
Bind CanvasItemEditor::_zoom_on_position and CanvasItemEditor::get_st… | |||
2021-05-31 | Merge pull request #49161 from lawnjelly/fix_canvas_rect_bound4 | Rémi Verschelde | |
[4.x] Fix canvas rect bound calculation | |||
2021-05-31 | Merge pull request #49192 from lawnjelly/bvh_current_tree4 | Rémi Verschelde | |
BVH - fix stale current_tree in deactivate function [4.x] | |||
2021-05-31 | Merge pull request #49144 from aemreaydin/editor-features-collapse-reset | Rémi Verschelde | |
2021-05-31 | Merge pull request #49121 from KoBeWi/dropreload | Rémi Verschelde | |
Add preload() to resource path when holding Ctrl | |||
2021-05-31 | Merge pull request #49162 from Paulb23/fix_find_text_change_signal | Rémi Verschelde | |
Fix FindReplaceBar text_change signal binding after replace all | |||
2021-05-31 | Merge pull request #49130 from Calinou/editor-improve-audio-bus-theming | Rémi Verschelde | |
Improve the audio bus editor appearance | |||
2021-05-31 | Merge pull request #49050 from reduz/implement-spirv-cache | Rémi Verschelde | |
Implement shader caching | |||
2021-05-31 | Merge pull request #49137 from RandomShaper/ios_targeted_family | Rémi Verschelde | |
Add iOS export option for device family | |||
2021-05-31 | Merge pull request #49136 from Calinou/editor-light-theme-use-negative-contrast | Rémi Verschelde | |
Use a negative contrast setting for light editor themes | |||
2021-05-31 | Merge pull request #49125 from Calinou/tweak-camera2d-editor-colors | Rémi Verschelde | |
2021-05-31 | Implement shader caching | reduz | |
* Shader compilation is now cached. Subsequent loads take less than a millisecond. * Improved game, editor and project manager startup time. * Editor uses .godot/shader_cache to store shaders. * Game uses user://shader_cache * Project manager uses $config_dir/shader_cache * Options to tweak shader caching in project settings. * Editor path configuration moved from EditorSettings to new class, EditorPaths, so it can be available early on (before shaders are compiled). * Reworked ShaderCompilerRD to ensure deterministic shader code creation (else shader may change and cache will be invalidated). * Added shader compression with SMOLV: https://github.com/aras-p/smol-v | |||
2021-05-31 | Merge pull request #48915 from lyuma/gltf_mesh_nodes_bones | Rémi Verschelde | |
gltf: Fix mesh nodes which are also bones. | |||
2021-05-31 | Document `Resource.duplicate()` only copying exported variables' values | Hugo Locurcio | |
2021-05-30 | Check for _language in PluginScript.instance_has | Paweł Fertyk | |
2021-05-29 | Merge pull request #49197 from HaSa1002/sync-meshopt | K. S. Ernest (iFire) Lee | |
Meshoptimizer: Sync with upstream commit f5d83e8 | |||
2021-05-30 | Meshoptimizer: Sync with upstream commit f5d83e8 | Johannes Witt | |
2021-05-29 | Fix UV mapping on CSGSphere | Marcel Admiraal | |
2021-05-29 | BVH - fix stale current_tree in deactivate function [4.x] | lawnjelly | |
Changes passing of current_tree from a member variable to a function argument, making bugs due to stale state less likely. Fix a bug in deactivate where current_tree variable was stale. This may have resulted in visual anomalies. | |||
2021-05-29 | Avoid division by zero when calculating inertias for bodies with colliders ↵ | Arkadiusz Marcin Kołek | |
without areas. | |||
2021-05-29 | Check cache_parent_physical_bone when rebuilding parent cache | Haoyu Qiu | |
2021-05-29 | Merge pull request #48964 from ↵ | Yuri Roubinsky | |
DavidCambre/VisualScript_Missing_SequencePort_Seed | |||
2021-05-28 | Remove `dim_editor_on_dialog_popup` from editor settings | Michael Alexsander | |
2021-05-28 | Bind CanvasItemEditor::_zoom_on_position and CanvasItemEditor::get_state to ↵ | nobuyuki_nyuu | |
ClassDB | |||
2021-05-28 | Fix FindReplaceBar text_change signal binding after replace all | Paulb23 | |
2021-05-28 | [4] Fix canvas rect bound calculation | lawnjelly | |
It turns out the calculation of the bounding rect for canvas items has a nasty bug. When a transform is applied (especially in a custom draw), in the renderer this extra matrix is applied to all later commands in the canvas item. However in the calculation of the bound, the transform is only applied to the first command following the transform. This PR fixes this inconsistency. | |||
2021-05-28 | Added Billboard Node to Visual Shaders | Yuri Roubinsky | |
2021-05-27 | gltf: Fix mesh nodes which are also bones. | Lyuma | |
Fix issue when two skeletons end up directly parented. Prevent animating TRS for skinned Mesh node. Fix animating weights on meshes with targets but no weights. | |||
2021-05-27 | Fixed changing enabled classes resetting folding in manage editor features. | Emre Aydin | |
2021-05-27 | Add preload() to resource path when holding Ctrl | kobewi | |
2021-05-27 | Add iOS export option for device family | Pedro J. Estébanez | |
2021-05-27 | Use a negative contrast setting for light editor themes | Hugo Locurcio | |
This makes light themes look more natural with regards to UI design guidelines around "elevation". | |||
2021-05-27 | Improve the audio bus editor appearance | Hugo Locurcio | |
- Use the editor font color for notch lines and text instead of a more contrasted color. - Reuse the editor theme's tooltip styling and apply it on theme change. - Make the preview label display an explicit `+` sign for positive values. - Prevent a zero value from displaying as `-0.0 dB` instead of `0.0 dB`. - Scale notch lines on hiDPI displays. | |||
2021-05-27 | Tweak Camera2D editor line colors for better visibility | Hugo Locurcio | |
The new color for screen drawing was chosen to be easier to distinguish from the 2D viewport limits. This also makes lines less opaque when the Camera2D has the Current property enabled. The increased line width is enough to spot the camera easily, and the increased opacity on top of that felt obnoxious. | |||
2021-05-26 | Merge pull request #49114 from vnen/gdscript-fix-self-function-type-check | Rémi Verschelde | |
GDScript: Fix function signature check for self calls | |||
2021-05-26 | Merge pull request #49109 from Chaosus/fix_console_errors | Rémi Verschelde | |
Fixed console error spam at editor startup (about invalid edited scene index) | |||
2021-05-26 | Merge pull request #49112 from vnen/gdscript-assign-type-check | Rémi Verschelde | |
GDScript: Use analyzer data to decide assignment conversion | |||
2021-05-26 | GDScript: Fix function signature check for self calls | George Marques | |
2021-05-26 | GDScript: Use analyzer data to decide assignment conversion | George Marques | |
Since there might be tricky cases in the analyzer (in the case of unsafe lines) which would need to be properly checked again. Instead, this splits the code generator in two functions and use information set by the analyzer to tell which function to use, without a need to re-check. | |||
2021-05-26 | Fixed console error spam (about invalid edited scene index) | Yuri Roubinsky | |
2021-05-26 | Merge pull request #49106 from Chaosus/fix_shader_builtin_constness | Rémi Verschelde | |
Makes few shader built-ins constant to prevent changing them |