Age | Commit message (Collapse) | Author |
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* This new audio stream allows to play multiple sounds and control them over time from code.
* It greatly simplifies tasks such as generative music (music generated from code) or audio.
This new type of stream was added with the goal of fixing audio blending in AnimationPlayer and AnimationTree, but can be used by others for their regular audio needs.
Does not fix anything currently, but should help implement #69758 properly.
Some demo code of how to use this:
```GDScript
var player = $SomeNode as AudioStreamPlayer
player.stream = AudioStreamPolyphonic.new()
var playback = player.get_stream_playback() as AudioStreamPlaybackPolyphonic
var id = playback.play_stream(preload("res://Clip1.ogg"))
await get_tree().create_timer(1).timeout
playback.set_stream_volume(id,-12) # Set volume to half after one second
await get_tree().create_timer(2).timeout
var id2 = playback.play_stream(preload("res://Clip2.ogg")) # 2 seconds later, start another clip
await get_tree().create_timer(1).timeout
playback.stop_stream(id) # 1 second later, kill the first clip
playback.set_stream_pitch_scale(id2,1.5) # Make the second clip go 50% faster
```
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Add range iterator to LocalVector
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Add "Open in External Program" option
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Make PIE relocation detection glibc-only
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Remove editor dependencies from ColorPicker
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Add a method to get global modulate
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Musl doesn't compile with it, and by looking online I think that this is
a glibc only thing.
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Remove redundant definition of `convert_text_resources_to_binary`
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Don't print error in `get_cell_tile_data()`
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Support script global resource name in EditorFileSystem
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EricEzaM/71576-perspective-menu-perspectiveorthogonal-hotkey-display-inconsistency
Fix 3D editor Perspective/Ortho shortcut inconsistency
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Clean up shader parameter remap
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Collision detection supports uniform scaling
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* Works for binary and text files.
* Makes EditorQuickOpen work with custom resources again.
* Information is cached and easily accessible.
Properly fixes #66179. Supersedes #66215 and supersedes #62417
**WARNING**: This required breaking backwards binary compatibility (.res and .scn files). Files saved after this PR is merged will no longer open in any earlier versions of Godot.
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This PR is a follow up to #64092, which fixed important issues but it was implemented in an overly complex and inefficient way (because it forced the default code path to always go through string operations).
This cleans up all the shader parameter code.
This fixes #54336. Also fixes #56219 because, as the new code never queries the RenderingServer on load, potential deadlocks are avoided.
**NOTE**: materials saved between #62972 and #64092 will no longer work and will need to be resaved in an earlier version.
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fix(editor): Remove some MeshLibrary editor updates
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Exit editor with non-zero return code if --build-solutions fails
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Fix AltGR getting stuck on Windows right Alt-Tab
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Implement a quick script inheritance check
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Fix cases of broken user:// paths.
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Fixes to JSON as resource
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Support metadata in MultiNodeEdit
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Prevent opening Windows console files
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Error when removing a physics node during a physics callback
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Fix constant editor redraw after shortcut
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Introduced by me by mistake on #71328. Fixes #71652.
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call update_exports from LSP didSave function
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Fix maximum limit of AnimationNodeTransition input count in the inspector
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Fix typo in hint when using removed built-in textures
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Stop incrementing light_count once max number of lights are reached in 2D canvas renderer
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exports in the inspector were not properly appearing when a gdscript was saved using an external IDE
this commit adds a call to GDScript::UpdateExports toward the end of GDScriptTextDocument::didSave
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canvas renderer
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Assign light indices after sorting in OpenGL renderer
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This ensures that the light indices sent to the shader actually match where the light is saved
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Maran23/4-x-some-more-missing-properties-to-godot-converter
Added more missing properties/methods to the Godot converter
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[Android export] Added validation of the project name when using $genname in the 'Unique Name' field.
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Remove references to compiled GDScript in export
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Add InputMap conversion to Project Converter
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Exclude atomic lib under FreeBSD using LLVM [4.x]
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Sort decals and lights based on camera origin
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Add mutex when adding geometry instances to the dirty list in the Forward Clustered renderer
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Decrement texture_binding count when using screen textures
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Fix code generation for ProximityRange node in visual shader
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