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2021-08-12Merge pull request #51522 from nekomatata/capsule-3d-independent-heightRémi Verschelde
Make radius & height in CapsuleShape3D independent
2021-08-11Make radius & height in CapsuleShape3D independentPouleyKetchoupp
Also changed CapsuleMesh to make settings consistent between render and physics.
2021-08-11Merge pull request #51498 from codecat/fix-triple-clickRémi Verschelde
Triple click in text editor now uses last mouse position for validity
2021-08-11Merge pull request #51520 from mhilbrunner/biggest-nitpick-everRémi Verschelde
Docs: Fix capitalisation of Warning in two places
2021-08-11Docs: Fix capitalisation of Warning in two placesMax Hilbrunner
These are the only places in the docs that were not cased like this. Now they are!
2021-08-11Merge pull request #51527 from KoBeWi/minmaxRémi Verschelde
Improve CapsuleShape2D size clamping
2021-08-11Triple click in text editor now uses last mouse position for validityMelissa Geels
Previously, you would be able to double click a word, followed by single-clicking another word on the same line, which would select the entire line. Now, it will only select the whole line if the mouse position has remained the same after the double click. This mimicks the behavior in most third party text editors. Fixes #51312.
2021-08-11Improve CapsuleShape2D size clampingkobewi
2021-08-11Merge pull request #51523 from mhilbrunner/fix-buildMax Hilbrunner
Docs: Fix CI after #38992
2021-08-11Fix CI after #38992Max Hilbrunner
2021-08-11Merge pull request #38992 from Dragoncraft89/masterRémi Verschelde
Error handling functions for GdScript
2021-08-11Merge pull request #51399 from RevoluPowered/improve_editor_grid_performance_4.0Rémi Verschelde
[4.0] Implement editor grid performance improvements
2021-08-11Merge pull request #41634 from KoBeWi/the_independenceRémi Verschelde
2021-08-11Merge pull request #51510 from mhilbrunner/mbedtlsRémi Verschelde
Update bundled Mozilla X.509 CA root certificates
2021-08-11Merge pull request #50329 from Calinou/decrease-default-dof-bokeh-qualityRémi Verschelde
Decrease the default depth of field bokeh quality
2021-08-11Implement editor grid performance improvementsGordon MacPherson
Benefits: - Knows the size of the mesh to prevent push back taking longer - No longer updates grid every frame, only if the camera has moved 10 units or more. - Considerably less power draw - Will redraw when you swap from orthographic to perspective and vice versa.
2021-08-11Merge pull request #51513 from mhilbrunner/ssl-warningRémi Verschelde
Docs: Add warnings about no SSL/(D)TLS revocation
2021-08-11Merge pull request #51515 from Bhu1-V/PR/shortcut-fixRémi Verschelde
corrected method name `set_event`
2021-08-11Make radius & height in CapsuleShape2D independentTomasz Chabora
2021-08-11Decrease the default depth of field bokeh qualityHugo Locurcio
This makes depth of field perform better out of the box, with little visual difference.
2021-08-11Docs: Add warnings about no SSL/(D)TLS revocationMax Hilbrunner
2021-08-11corrected method name `set_event`Bhuvan Vemula
2021-08-11Merge pull request #51486 from reduz/fixes-to-mobile-rendererRémi Verschelde
Fixes and optimizations to mobile renderer
2021-08-11Update bundled Mozilla X.509 CA root certificatesMax Hilbrunner
Updated to latest upstream changes (2021-07-05 21:36:52 GMT), taken from https://github.com/bagder/ca-bundle/commit/8b263a18fca98ea371e54227837321c5cdaa1ba7
2021-08-11Merge pull request #51500 from timothyqiu/navmesh-docRémi Verschelde
2021-08-11Merge pull request #51505 from Chaosus/shader_fix_shadetype-errorlineYuri Roubinsky
2021-08-11Merge pull request #51503 from Chaosus/shader_fix_matrix_operatorsYuri Roubinsky
Allow using more assignment operators on matrixes in shaders
2021-08-11Improve NavigationMesh typing, parameter validation and documentationHaoyu Qiu
2021-08-11Break futher shader compilation after missing `;` after`shader_type`Yuri Roubinsky
2021-08-11Merge pull request #47378 from aaronfranke/use-input-enumsRémi Verschelde
Use key enum instead of plain integers for input code
2021-08-11Allow using more assignment operators on matrixes in shadersYuri Roubinsky
2021-08-11Merge pull request #51494 from Chaosus/shader_fix_varying_crashesYuri Roubinsky
2021-08-11Merge pull request #51497 from Chaosus/vs_fix_addnode_zoomedRémi Verschelde
Fix incorrect position of the created VisualShader nodes on zoomed graph
2021-08-11Fix incorrect position of the created VisualShader nodes on zoomed graphYuri Roubinsky
2021-08-11Fix shader crash when using varying array in fragment->light contextYuri Roubinsky
2021-08-11Merge pull request #41956 from Calinou/rename-engine-iterations-per-secondRémi Verschelde
Rename `iterations_per_second` to `physics_ticks_per_second`
2021-08-11Merge pull request #51490 from nekomatata/clean-character-bodyRémi Verschelde
Remove infinite inertia and ray shapes from CharacterBody
2021-08-11Merge pull request #51178 from Geometror/layout-options-textline-textparagraphRémi Verschelde
Various text layout improvements (TextLine, TextParagraph, Label, TextServer)
2021-08-11Merge pull request #51442 from Geometror/styleboxflat-fake-aa-floatRémi Verschelde
StyleBox fake AA improvements (make anti aliasing size a float property)
2021-08-11Merge pull request #51492 from clayjohn/VULKAN-blinn-phong-f0Rémi Verschelde
Use f0 instead of albedo in blinn and phong
2021-08-10Use f0 instead of albedo in blinn and phongclayjohn
2021-08-10Fixes and optimizations to mobile rendererreduz
* Only apply final actions to attachments used in the last pass. * Fixes to draw list final action (was using continue instead of read/drop). * Profiling regions inside draw lists now properly throw errors. * Ability to enable gpu profile printing from project settings. (used to debug).
2021-08-11Rename `iterations_per_second` to `physics_ticks_per_second`Hugo Locurcio
This makes it clearer that this property is only about physics FPS, not rendering FPS. The `physics_fps` project setting was also renamed to `physics_ticks_per_second` for consistency.
2021-08-11Various text layout improvements (TextLine, TextParagraph, Label, TextServer)Hendrik Brucker
2021-08-10StyleBox fake AA improvements (aa_size float property)Hendrik Brucker
2021-08-10Use Key enum instead of plain integersAaron Franke
2021-08-10Merge pull request #49343 from theoway/node_auto_arrangement_graph_editK. S. Ernest (iFire) Lee
Node Auto Arrangement in GraphEdit/VisualScript/VisualShader
2021-08-11Automatic arrangement of nodes in VisualScript/VisualShaders editorsUmang Kalra
This PR and commit adds the functionality to arrange nodes in VisualScript/VisualShader editor. The layout generated by this feature is compact, with minimum crossings between connections & uniform horizontal & vertical gaps between the nodes. This work has been sponsored by GSoC '21. Full list of additions/changes: • Added arrange_nodes() method in GraphEdit module. • This method computes new positions for all the selected nodes by forming blocks and compressing them. The nodes are moved to these new positions. • Adding this method to GraphEdit makes it available for use in VisualScript/VisualShaders editors and its other subclasses. • Button with an icon has been added to call arrange_nodes() in GraphEdit. • This button is inherited by VisualScript/VisualShaders editors to invoke the method. • Undo/redo is functional with this method. • By using signals in arrange_nodes(), position changes are registered in undo/redo stack of the subclass that is using the method. • Metadata of the method has been updated in ClassDB • Method description has been added to class reference of GraphEdit
2021-08-10Merge pull request #51411 from clayjohn/VULKAN-blinn-phongRémi Verschelde
[4.0] Make Blinn and Phong specular modes take albedo into account
2021-08-10Remove infinite inertia and ray shapes from CharacterBodyPouleyKetchoupp
Infinite inertia: Not needed anymore, since it's now possible to set one-directional collision layers in order for characters to ignore rigid bodies, while rigid bodies still collide with characters. Ray shapes: They were introduced as a work around to allow constant speed on slopes, which is now possible with the new property in CharacterBody instead.