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2021-04-16Merge pull request #45989 from HenryWConklin/optimize-2dphys-different-layersRémi Verschelde
Optimize BroadPhase2dHashGrid to not pair elements on different layers
2021-04-15Optimize BroadPhase2dHashGrid to not pair elements on different layersHenry Conklin
Clean up logic in _check_motion Closes 45824
2021-04-15Merge pull request #47933 from ↵Rémi Verschelde
TwistedTwigleg/skeletonik_changes_and_bug_fixes_regressionfix2 Changed SkeletonIK3D to clear bone overrides when stopping
2021-04-15Merge pull request #40924 from qarmin/more_undefined_flagsRémi Verschelde
2021-04-15Merge pull request #47414 from qarmin/vulkan_swiftshader_ciRémi Verschelde
Test Godot with Vulkan in CI
2021-04-15Merge pull request #47936 from m4gr3d/display_export_command_errors_masterRémi Verschelde
Fix issue causing export to fail
2021-04-15Fix issue causing export to fail with "Could not unzip temporary unaligned ↵Fredia Huya-Kouadio
APK" error and improve command output logging.
2021-04-15Changed SkeletonIK3D to clear bone overrides when stoppingTwistedTwigleg
2021-04-15Add more sanitizer flags to shows more bugsRafał Mikrut
2021-04-15Test Godot with Vulkan in CIRafał Mikrut
2021-04-15Merge pull request #47916 from akien-mga/stringnames-mesh_materials-unusedRémi Verschelde
Scene: Remove unused `mesh_materials` StringNames
2021-04-15Merge pull request #47915 from BastiaanOlij/fix_surface_material_overrideRémi Verschelde
Fix forgotten rename on surface material override
2021-04-15Scene: Remove unused `mesh_materials` StringNamesRémi Verschelde
They were added in 8be2fabbe5cd846bac5e5a38e55f3fb70e73f2da (2.1 era) but were likely a first attempt that didn't get unused in the end.
2021-04-15Fix forgotten rename on surface material overrideBastiaan Olij
2021-04-15Merge pull request #47878 from clayjohn/rename-get_surface_materialRémi Verschelde
Rename get_surface_material to get_surface_override_material
2021-04-14Rename get_surface_material to get_surface_override_materialclayjohn
2021-04-14Merge pull request #47846 from nekomatata/solver-optimizationRémi Verschelde
Godot Physics solver optimization
2021-04-14Merge pull request #47890 from akien-mga/etcpak-compress-onlyRémi Verschelde
etcpak: We only need the compression code, remove rest of etcpak app
2021-04-14Merge pull request #47889 from EricEzaM/PR/fix-autocomplete-accept-on-spaceRémi Verschelde
Fixed ui_accept (spacebar + return) accepting auto-completion options.
2021-04-14Merge pull request #47870 from reduz/reorganize-shader-compilerRémi Verschelde
2021-04-14etcpak: We only need the compression code, remove rest of etcpak appRémi Verschelde
We do our own image loading, threading, and memory management in Godot already, so the only components we need from etcpak (at least as of now) are the `Compress*` methods defined in `ProcessDxtc.cpp` and `ProcessRGB.cpp`. So we don't need to compile or vendor the rest.
2021-04-15Fixed ui_accept (spacebar + return) accepting auto-completion options.Eric M
2021-04-14Refactor GLSL shader compilationreduz
-Used a more consistent set of keywords for the shader -Remove all harcoded entry points -Re-wrote the GLSL shader parser, new system is more flexible. Allows any entry point organization. -Entry point for sky shaders is now sky(). -Entry point for particle shaders is now process().
2021-04-14Merge pull request #47886 from Pineapple/separate-setRémi Verschelde
Separate set.h from map.h
2021-04-14Merge pull request #47330 from ↵George Marques
Blackiris/fix-corrupt-scene-when-export-has-setter Fix corrupt scene when export var has setter
2021-04-14Merge pull request #47807 from Blackiris/fix-is-type-treated-as-addressRémi Verschelde
Fix type argument in is_builtin which was treated as an address
2021-04-14Merge pull request #47856 from ray90514/bug#47555Rémi Verschelde
Fix multi-selection doesn't correctly show in the inspector
2021-04-14Separate set.h from map.hBartłomiej T. Listwon
2021-04-14Fix corrupt scene when export var has setterJulien Nguyen
2021-04-14Merge pull request #47876 from fire/gltf-export-fixesRémi Verschelde
Export gltf2 normal textures correctly.
2021-04-14Merge pull request #46880 from thebestnom/add_android_samplesRémi Verschelde
Add `generateDevTemplate` to android build to build template with symbols
2021-04-14Merge pull request #47797 from kleonc/capsulemesh_docs_fixRémi Verschelde
Fix docs description for CapsuleMesh::mid_height
2021-04-14Merge pull request #47689 from nekomatata/textedit-fix-cursor-updateRémi Verschelde
Fix TextEdit cursor update when adding or deleting text
2021-04-14Merge pull request #47625 from SushiJackal/47450_fixRémi Verschelde
Fix: Selection Only in Find/Replace now preserves selection
2021-04-14Merge pull request #47881 from bruvzg/macos_vlk_icdRémi Verschelde
[macOS] Update required Vulkan API version the ICD configs.
2021-04-14[macOS] Update required Vulkan API version the ICD configs.bruvzg
2021-04-14Allow to build dev template with symbolsthebestnom
2021-04-13Export gltf2 normal textures correctly.K. S. Ernest (iFire) Lee
2021-04-13Merge pull request #47852 from akien-mga/etcpak-mingw-llvm-pthreadRémi Verschelde
etcpak: Fix handling of pthread naming API for Linux and MinGW
2021-04-13etcpak: Fix handling of pthread naming API for Linux and MinGWRémi Verschelde
For MinGW this is tricky to do as a two-step process like it was implemented, as `std::thread::native_handle()` is implementation-defined and depending on the MinGW distribution, it may or may not be a pthread handle. With mingw-gcc as packaged in Linux distros with pthread support it worked fine, but with llvm-mingw it was problematic. Setting the name in the thread directly as done for Apple platforms is simpler and works fine. Co-authored-by: Hein-Pieter van Braam-Stewart <hp@tmm.cx>
2021-04-13Fix multi-selection doesn't correctly show in the inspectorray90514
2021-04-13Merge pull request #47853 from naithar/fix/xcframework-time-4.0Rémi Verschelde
[iOS] Fix for plugin modified time check
2021-04-13[iOS] Fix for plugin modified time checkSergey Minakov
2021-04-13Merge pull request #47848 from nekomatata/debug-shape-crash-fixRémi Verschelde
Fix crashes with CollisionObject3D debug shapes
2021-04-13Merge pull request #47845 from nekomatata/fix-soft-body-contact-impulsesRémi Verschelde
2021-04-13Merge pull request #47844 from m4gr3d/update_activity_result_callbackRémi Verschelde
Add support for forwarding callbacks from Godot's parent activity
2021-04-13Merge pull request #47842 from m4gr3d/fix_boot_splash_scale_masterRémi Verschelde
Fix custom boot splash image scaling.
2021-04-12Fix crashes with CollisionObject debug shapesPouleyKetchoupp
MeshInstance added as child nodes for CollisionObject debug shapes can be invalidated while deleting the collision object (child nodes are deleted first), which caused accesses to invalid memory in shape_owner_remove_shape that lead to random crashes. Also optimized accesses to shapes to avoid copy-on-write on each iteration.
2021-04-12Godot Physics solver optimizationPouleyKetchoupp
Several optimizations in the way solver islands are processed in both 2D and 3D physics: - Use LocalVector instead of linked list to avoid cache misses (with persistent storage based on worst case scenario) - Remove pairs when setup fails (no valid contact) to avoid unnecessary solving of non-colliding rigid bodies just to return immediately
2021-04-12Fix SoftBody contact impulses applied on rigid bodiesPouleyKetchoupp
Parameters were inverted in `apply_impulse` and `apply_bias_impulse` due to a modification on master.