Age | Commit message (Collapse) | Author |
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[HTML5] Detect screen scale and DPI.
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`OS.get_screen_scale` will now return the `window.devicePixelRatio`
value, `OS.get_screen_dpi` uses CSS media queries to find approximate
DPI value for the current display.
`OS.get_screen_size` also return the actual screen size (not the CSS
pixel size).
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Improve resource load cache
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Fixed typo in PackedScene documentation
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Accomodate blend shape ranges of -1 to +1 for Vulkan
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-Added a new method in Resource: reset_state , used for reloading the same resource from disk
-Added a new cache mode "replace" in ResourceLoader, which reuses existing loaded sub-resources but resets their data from disk (or replaces them if they chaged type)
-Because the correct sub-resource paths are always loaded now, this fixes bugs with subresource folding or subresource ordering when saving.
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SCons: Fix Godot detection in custom modules logic
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`exec()` was not a good idea as it assumes a certain type of `version.py` file
similar to Godot's own file, which is not always a reliable assumption (see
https://github.com/godotengine/godot/pull/43057#issuecomment-777632900).
Also restores Python 2 support for the 3.2 branch.
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Allow to pass varying from fragment to light shader function
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Fix broken gdnative variant test
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[HTML5] Editor: ensure canvas focus when switching tabs.
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Add Unit Tests for Variant Class
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Update GraphEdit when GraphNode's slot is updated
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Improve EditorImportPlugin docs.
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Fix StringName type checks in other `_rpc*_bind` methods.
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According to the docs at
https://docs.godotengine.org/en/stable/tutorials/plugins/editor/import_plugins.html#the-editorimportplugin-class
> The get_visible_name() method is responsible for returning the name of
> the type it imports and it will be shown to the user in the Import dock.
> You should choose this name as a continuation to "Import as", e.g.
> "Import as Silly Material"
I've verified Godot's behavior reflects this, so the code examples
should reflect this.
Also document propagating save error in EditorImportPlugin.
It seems that the suggested code ignores any error from
`ResourceSaver.save`, but I think we should return it.
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Improve GDNative API and JSON generation further
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[HTML5] Fix HTTPClient request_raw.
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[HTML5] Fix web editor "clear persistent data".
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[HTML5] Handle contextmenu, webglcontextlost internally.
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Now send data according to the spec, properly handle null data.
Simplify JS code since we are at it.
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Was broken after update to new persistent path "/home/web_user".
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This way they are automatically cleaned up when the engine exits,
landing a hand to browsers garbage collectors.
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Code diverged too much, removing disabled code too as it's unlikely it
can be reused now.
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Removed _change_notify(property)
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-For inspector refresh, the inspector now detects if a property change by polling a few times per second and then does update the control if so. This process is very cheap.
-For property list refresh, a new signal (property_list_changed) was added to Object. _change_notify() is replaced by notify_property_list_changed()
-Changed all objects using the old method to the signal, or just deleted the calls to _change_notify(<property>) since they are unnecesary now.
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Initialize class variables with default values in scene/ [2/2]
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Cylinder support in Godot Physics 3D
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Cylinder collision detection uses a mix of SAT and GJKEPA.
GJKEPA is used to find the best separation axis in cases where finding
it analytically is too complex.
Changes in SAT solver:
Added support for generating separation axes for cylinder shape.
Added support for generating contact points with circle feature.
Changes in GJKEPA solver:
Updated from latest Bullet version which includes EPA fixes in some
scenarios.
Setting a lower EPA_ACCURACY to fix accuracy problems with cylinder vs.
cylinder in some cases.
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Make Servers truly Thread Safe
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-Rendering server now uses a split RID allocate/initialize internally, this allows generating RIDs immediately but initialization to happen later on the proper thread (as rendering APIs generally requiere to call on the right thread).
-RenderingServerWrapMT is no more, multithreading is done in RenderingServerDefault.
-Some functions like texture or mesh creation, when renderer supports it, can register and return immediately (so no waiting for server API to flush, and saving staging and command buffer memory).
-3D physics server changed to be made multithread friendly.
-Added PhysicsServer3DWrapMT to use 3D physics server from multiple threads.
-Disablet Bullet (too much effort to make multithread friendly, this needs to be fixed eventually).
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Fix joystick axis mapping issues with NVIDIA shield. Probably others.
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New contributors added to AUTHORS:
@lyuma, @nathanfranke, @pycbouh
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Detect external modification of scenes
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Improve SDFGI indirect light feedback loop
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Fix contact points debug for 3D Physics
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Setting each point's position was missing for 3D. Now enabling collision
render debug will display contact points for 3D physics, the same way it
does for 2D physics.
Note: Multimesh rendering seems not to work in this scenario on master,
but it's working fine on 3.2.
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Fix animation reset-on-save on inactive scene tabs
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Fixes crash when exiting with --verbose with leaked resources
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Make FileSystem dock set its path to the base folder of files after changes
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