Age | Commit message (Collapse) | Author | |
---|---|---|---|
2021-05-10 | Dynamic BVH broadphase in 2D & 3D Godot Physics | PouleyKetchoupp | |
Port lawnjelly's dynamic BVH implementation from 3.x to be used in both 2D and 3D broadphases. Removed alternative broadphase implementations which are not meant to be used anymore since they are much slower. Includes changes in Rect2, Vector2, Vector3 that help with the template implementation of the dynamic BVH by uniformizing the interface between 2D and 3D math. Co-authored-by: lawnjelly <lawnjelly@gmail.com> | |||
2021-05-07 | Implement the `%command%` placeholder in the Main Run Args setting | Hugo Locurcio | |
This can be used to tell Godot to run an executable that will run Godot rather than running Godot directly. This is useful to make Godot start on the dedicated GPU when using a NVIDIA Optimus setup on Linux: `prime-run %command%` The `editor/run/main_run_args` setting declaration was moved to make it visible in the ProjectSettings documentation. | |||
2021-05-03 | doc: Sync classref with current source | Rémi Verschelde | |
2021-05-03 | Create mobile renderer | Bastiaan Olij | |
2021-04-29 | doc: Sync classref with current source | Rémi Verschelde | |
And typo fix from https://github.com/godotengine/godot-docs/pull/4882. | |||
2021-04-27 | Merge pull request #48050 from JFonS/occlusion_culling | Rémi Verschelde | |
2021-04-23 | Implement occlusion culling | jfons | |
Added an occlusion culling system with support for static occluder meshes. It can be enabled via `Project Settings > Rendering > Occlusion Culling > Use Occlusion Culling`. Occluders are defined via the new `Occluder3D` resource and instanced using the new `OccluderInstance3D` node. The occluders can also be automatically baked from a scene using the built-in editor plugin. | |||
2021-04-22 | Link to Feature tags more explicitly in ProjectSettings documentation | Hugo Locurcio | |
2021-04-22 | ICU: Update to version 69.1, improve ICU data export process. | bruvzg | |
2021-04-19 | doc: Sync classref with current source | Rémi Verschelde | |
2021-04-12 | Document overriding project settings that have feature tags | Hugo Locurcio | |
This non-obvious behavior can take a while to discover and fix, so it's important to mention it in the class reference. | |||
2021-03-22 | Fix feature tag casing in the Windows pen tablet project setting name | Hugo Locurcio | |
Feature tags are case-sensitive. | |||
2021-03-19 | class reference proofreading | Paul Joannon | |
2021-03-18 | doc: Sync classref with current source | Rémi Verschelde | |
And move GLTF docs to its module folder. | |||
2021-03-10 | Implement Navigation layers | Gilles Roudière | |
2021-03-10 | Remove Navigation2D/3D nodes, and move the navigation map to the world resource | Gilles Roudière | |
2021-03-10 | doc: Sync classref with current source | Rémi Verschelde | |
2021-03-08 | [HTML5] Respect allow_hidpi option during setup | Fabio Alessandrelli | |
The option was forced to `true` before, unlike on other platforms. | |||
2021-03-07 | Merge pull request #46386 from KoBeWi/projekt_settingz | Rémi Verschelde | |
Clarify ProjectSettings.save for exported projects | |||
2021-03-07 | Allow to save override.cfg with ProjectSettings | kobewi | |
2021-02-28 | Logger: Cache 'flush_stdout_on_print' to improve performance, and works ↵ | Mateo Kuruk Miccino | |
before ProjectSettings starts. ProjectSetting: Now 'application/run/flush_stdout_on_print' requires a restart of the Editor to take effect | |||
2021-02-25 | Added option in project settings to draw Shape2D outlines | PouleyKetchoupp | |
Disabling collision outlines can be useful for performance when the game is running and many collision shapes are displayed. | |||
2021-02-19 | doc: Sync classref with current source | Rémi Verschelde | |
And fix various bogus bindings following previous PRs. | |||
2021-02-18 | Move tablet driver API from OS to DisplayServer. | bruvzg | |
2021-02-08 | doc: Sync classref with current source | Rémi Verschelde | |
2021-01-28 | doc: Sync classref with current source | Rémi Verschelde | |
2021-01-06 | doc: Sync classref with current source | Rémi Verschelde | |
2021-01-04 | doc: Sync classref with current source | Rémi Verschelde | |
2021-01-01 | Merge pull request #44809 from Calinou/physics-render-layers-zero-index | Rémi Verschelde | |
Use zero-indexing for physics and render layer names | |||
2020-12-30 | Document the desktop-only file logging setting override | Hugo Locurcio | |
This closes https://github.com/godotengine/godot-docs/issues/4505. | |||
2020-12-30 | Use zero-indexing for physics and render layer names | Hugo Locurcio | |
The first layer is now Layer 0 instead of Layer 1, and the last layer is now Layer 19 instead of Layer 20. This helps reference physics and render layers from scripts since layers start from 0 there. | |||
2020-12-21 | Port ASSAO to Godot to replace SAO | clayjohn | |
2020-12-15 | Add a project setting to enable stdout flushing in release builds | Hugo Locurcio | |
This can be used in server builds for journalctl compatibility. | |||
2020-12-04 | doc: Sync classref with current source | Rémi Verschelde | |
And fixups: - Add missing bindings in RenderingServer - Remove duplicate ArrayMesh enum bindings (they're in Mesh already) - Remove redundant _unhandled_key_input binding in Control (it's in Node already) | |||
2020-11-28 | Merge pull request #43922 from Calinou/doc-projectsettings-globalize-path | Rémi Verschelde | |
Improve the `ProjectSettings.globalize_path()` documentation | |||
2020-11-27 | Improve the `ProjectSettings.globalize_path()` documentation | Hugo Locurcio | |
This closes https://github.com/godotengine/godot-docs/issues/4409. | |||
2020-11-26 | [Complex Text Layouts] Add TextServer documentation. Update Font, ↵ | bruvzg | |
CanvasItem, Theme and modified controls documentation. | |||
2020-11-16 | Merge pull request #43509 from Calinou/doc-projectsettings-packetpeerstream-size | Rémi Verschelde | |
Clarify packet peer `max_buffer_po2` in ProjectSettings documentation | |||
2020-11-16 | Clarify packet peer `max_buffer_po2` in ProjectSettings documentation | Hugo Locurcio | |
This closes https://github.com/godotengine/godot-docs/issues/4364. | |||
2020-11-16 | Merge pull request #43246 from HaSa1002/docs-lang-5 | Rémi Verschelde | |
Docs: Port code examples to C# (M, N, O, P, Q, R) | |||
2020-11-09 | Docs: Port Code Examples to C# (M, N, O, P, R) | HaSa1002 | |
Includes: * MarginContainer * NavigationPolygon * Node * NodePath * OS * PackedByteArray * PackedScene * PacketPeerUDP * PCKPacker * Performance * PhysicsShapeQueryParameters2D * PhysicsShapeQueryParameters3D * PrimitiveMesh * ProjectSettings Co-authored-by: Aaron Franke <arnfranke@yahoo.com> | |||
2020-11-06 | Merge pull request #41746 from Calinou/doc-projectsettings-fullscreen-borderless | Rémi Verschelde | |
Improve the documentation related to fullscreen and borderless settings | |||
2020-11-04 | doc: Sync classref with current source + fixup some bindings | Rémi Verschelde | |
Includes various changes triggered by the refactoring of method bindings. | |||
2020-10-28 | Improve the documentation related to fullscreen and borderless settings | Hugo Locurcio | |
2020-10-18 | Revert "Replace SAO implementation with MSSAO" | Juan Linietsky | |
2020-10-18 | Replace SAO implementation with MSSAO | clayjohn | |
2020-10-13 | Merge pull request #42604 from KoBeWi/da100mp | Rémi Verschelde | |
Correct the doc about linear damping | |||
2020-10-13 | Correct the doc about linear damping | Tomasz Chabora | |
2020-10-13 | Fix typo in the ProjectSettings class documentation | Charles Merriam | |
2020-10-09 | doc: Sync classref with current source | Rémi Verschelde | |