Age | Commit message (Collapse) | Author |
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Unified named colors in RichTextLabel
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Fix xform_inv of Plane, intermediate results were ignored
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Reorganize renderer code + cache and threading optimizations.
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Fixes: GDscript min and max are inverted
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-Reorganize thread work pool for rendering
-Fixes to make secondary command buffers to work (disabled because they need more testing)
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So it can hopefully be made more cache efficient afterwards.
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_OS::print_resources_by_type had two of the exact same list, one of which was never used.
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Issue correct error when disconnecting nonexistent connection with a valid signal
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Happy new year to the wonderful Godot community!
2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.
We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)
Here's to a great year 2021 for all Godot users 🎆
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Checks whether the signal exists when issuing an error message when
disconnecting a nonexistent connection. Also prints the callable name.
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Rename Math::stepify to snapped
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Rename Vector2.tangent() to Vector2.orthogonal()
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Rename Rect2 and Rect2i grow_margin() to grow_side()
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Rename MainLoop methods to match Node methods
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To get counts of items before getting the list, which is useful for
GDNative so users can pre-allocate the buffer with the correct size
without having to get the list twice.
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-Uses a single array with all data
-Massive performance improvement
-Does not support threads yet, but code is now thread friendly
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The calls to the BVH need to use the world space AABB, rather than local space for it to work. Also, update was not being called which is required to update the AABB as objects move.
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Replace Octree by DynamicBVH in cull code
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Fix the `String::get_base_dir()` logic to properly check for top level directories on Windows
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-Much greater pairing/unpairing performance
-For now, using it for culling too, but this will change in a couple of days.
-Added a paged allocator, to efficiently alloc/free some types of objects.
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directories on Windows.
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Used for reusable stacks, or filling arrays from multiple threads efficiently.
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Add support for duplicate() for Packed*Array, and they are pass by ref in godot 4.0
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Expose `PROPERTY_HINT_TYPE_STRING` to scripting
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Make `property_list_changed_notify()` protected in `Object`
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Add a Dynamic BVH implementation.
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As a bonus, to have consistency between use Beziers and create insert tracks, use Beziers also gets a default via editor settings that is used when the confirmation dialog is disabled, instead of just falling back to creating non-Bezier tracks.
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-Based on Bullet Dbvh, has style and functional changes.
-Provides efficient pairing
-Needed to optimize rendering
-Needed to optimize physics
This PR is up for others to review the implementation.
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Add interpolation parameter to resize_to_po2()
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Image::resize_to_po2() now takes an optional p_interpolation parameter
that it passes directly to resize() with default value INTERPOLATE_BILINEAR.
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-Happens on import by default for all models
-Just works (tm)
-Biasing can be later adjusted per node or per viewport (as well as globally)
-Disabled AABB.get_support test because its broken
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Since we clone the environments to build thirdparty code, we don't get an
explicit dependency on the build objects produced by that environment.
So when we update thirdparty code, Godot code using it is not necessarily
rebuilt (I think it is for changed headers, but not for changed .c/.cpp files),
which can lead to an invalid compilation output (linking old Godot .o files
with a newer, potentially ABI breaking version of thirdparty code).
This was only seen as really problematic with bullet updates (leading to
crashes when rebuilding Godot after a bullet update without cleaning .o files),
but it's safer to fix it everywhere, even if it's a LOT of hacky boilerplate.
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Add a project setting to enable stdout flushing in release builds
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