Age | Commit message (Collapse) | Author |
|
This fixes https://github.com/godotengine/godot/issues/20377 , where blend shape scales the mesh if the mesh is also skinned.
The issue was that the blend shape was trying to blend using BLEND_SHAPE_MODE_RELATIVE (directly adding everything in morph shape as displacement), while bone weights were copied in the morph shape, which resulted in 2x bone weights causing mesh to become bigger when blended.
Setting the blend mode to BLEND_SHAPE_MODE_NORMALIZED while guaranteeing the data is correct fixes the issue (previously treating gltf2's morph displacement data as blend target data). Ideally we still want to use BLEND_SHAPE_MODE_RELATIVE since it may need much less data, but that seems to require a larger refactor?
|
|
|
|
fixes crash when Body2DSW doesn't have space
|
|
-Implemented 2D Skeleton deform for GLES2
-Implement Multimesh support for GLES2, closes #20524, closes #21839
|
|
|
|
SCons: Drop ios_sim option forcing x86, simulator needs x86_64
|
|
|
|
Clean up & improve makerst.py
|
|
Man this file even had some semicolons in it.
I cleaned up the entire file, while it's still pretty ugly it's much better now.
I also added type checks so it passes mypy --strict.
make_type now throws a warning on unresolved type references, which there are a bunch of. I'm not responsible for fixing those though.
Also some more hardening against crashes. For example XML tags without content won't cause crashes now.
Functionality has not been modified as far as I can tell.
Update Makefile for Python 3
Fix ordering issues related to enums & constants
|
|
Draw relationship lines when its value is higher than 0
|
|
Fix various code formatting issues and argument names.
|
|
Make error more explicit when OBJ/MTL files are missing
|
|
Fixes #24595.
|
|
|
|
Fix: Cannot find code editor: VSCode; although installed on linux
|
|
Added description to move_axis_lock members in Kinematic.xml
|
|
Fix HTML5 WebSocket client buffers size.
|
|
VSCode's executable name is not uniform and godot only search for "code".
|
|
General fixes for the TileSet editor
|
|
Bind `is_valid_hex_number` string method to GDScript
|
|
thomasruiz/fix/completion-box-center-text-vertically
Center lines vertically in completion box
|
|
fix capitalization for antiquewhite
|
|
`GodotRestInfoContactResultCallback::addSingleResult` now returns normal
|
|
Fix caret size with font smaller than row height
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
`PhysicsDirectSpaceState.get_rest_info()` now provides normals in result
Addresses issue 24558
|
|
|
|
Fix blend tree generating wrong node names
|
|
Now it's possible to connect nodes again.
|
|
GLES3 Fragment shader error fix for Android
|
|
'float' with 'int')
|
|
GLES2: Define 'lowp' for OpenGL 2.1
|
|
[Mono] Color - add ColorN() and named color properties
|
|
Precision qualifiers are only used on OpenGL ES 2.0 and 3.0,
and while OpenGL 3.3 defines them for compatibility (but without
practical effect), they're missing from OpenGL 2.1, so we define
them to prevent compilation errors.
Fixes #24521.
|
|
ProjectManager: Warn when projects have different config_version
|
|
|
|
|
|
|
|
When opening projects for edition through the project manager, the
following checks are now done:
1. If the config_version is lower than the one used by the current
engine version, users are asked if they want to convert to the new
format or abort editing. Fixes #20626.
2. If the config_version is higher than the expected one (project
from a more recent and incompatible engine version), projects are
grayed out and can't be edited. Fixes #18758.
When editing from the command line, the behaviour is unchanged:
projects in situation (1) are automatically converted, while projects
in situation (2) show an error message (made more explicit).
The "Run" option from the project manager was not changed, so it will
still run (1) projects without converting them, and fail running (2)
projects.
Co-authored-by: groud <gilles.roudiere@gmail.com>
|
|
Change LinkLabel back to Label in error status bar
|
|
Fix possible error in "disable_advanced_gui" flag's description
|
|
Fix small drawing error in TileSet editor
|
|
Add bind for TileMap::get_cell_autotile_coord
|
|
Fixes for TileSetEditor and TileMapEditor
|