Age | Commit message (Collapse) | Author |
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Support for anisotropy in VoxelGI was removed during its development
due to the high cost. This was a leftover from anisotropy support.
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-Add a v-sync mode setting which allows to choose between DISABLED, ON, ADAPTIVE and MAILBOX
-Removed the V-Sync via Compositor option
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Updates rich_text_label so that the built-in documentation can be searched
Previously, it would only find the first result and would not select other results
Renames "_entered" functions to "_submitted"
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* Works from RenderinServer
* Accurately tells when on or off-scren, its no longer approximate.
* VisibilityEnabler also simplified to use the process mode instead.
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Improve AudioStreamGenerator and AudioEffectSpectrumAnalyzer documentation
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Tweak the physics FPS property hint to only allow reasonable values
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Calinou/doc-projectsettings-vram-compression-change
Document applying VRAM compression setting changes retroactively
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Implement lossless WebP encoding
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* RingBuffer had no reason to be in this context
* A single buffer is used that can grow as much as the game needs.
This should make thread loading entirely reliable.
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Physics FPS above 1000 cause the whole project to slow down
and are not very practical in the first place (since no CPU currently
available can keep up).
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* GIProbe is now VoxelGI
* BakedLightmap is now LightmapGI
As godot adds more ways to provide GI (as an example, SDFGI in 4.0), the different techniques (which have different pros/cons) need to be properly named to avoid confusion.
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* Shader compilation is now cached. Subsequent loads take less than a millisecond.
* Improved game, editor and project manager startup time.
* Editor uses .godot/shader_cache to store shaders.
* Game uses user://shader_cache
* Project manager uses $config_dir/shader_cache
* Options to tweak shader caching in project settings.
* Editor path configuration moved from EditorSettings to new class, EditorPaths, so it can be available early on (before shaders are compiled).
* Reworked ShaderCompilerRD to ensure deterministic shader code creation (else shader may change and cache will be invalidated).
* Added shader compression with SMOLV: https://github.com/aras-p/smol-v
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Use an enum to represent screen orientation in the Project Settings
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- Tweak the setting property hint to be more informative.
- Make the setting a "basic" setting so it appears when Advanced Settings
is disabled.
- Remove redundant orientation setting in the iOS export preset.
The project setting is now used (like on Android).
Projects upgrading from a previous version will have to set the
screen orientation again in the Project Settings if it wasn't set
to the default value ("landscape").
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This also acts as a general-purpose "deselect" shortcut since pressing
it a second time will deselect text.
This is available both in the script editor and in TextEdit fields
in use, both in the editor and projects.
The Duplicate Line script editor shortcut was moved to Ctrl + Shift + D
since it conflicts with the new shortcut (Ctrl + D). The rationale for
doing so is that Duplicate Line is a less commonly used action, and
its behavior can be replicated by copying and pasting the current line
anyway. (With no selection active, the whole line will be copied.)
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Using codespell 2.0.0.
Method:
```
$ cat > ../godot-word-whitelist.txt << EOF
ang
curvelinear
dof
doubleclick
fave
findn
GIRD
leapyear
lod
merchantibility
nd
numer
ois
ony
que
seeked
synching
te
uint
unselect
webp
EOF
$ codespell -w -q 3 -I ../godot-word-whitelist.txt --skip="./thirdparty,*.po"
$ git diff // undo unwanted changes
```
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- Mention audio sample rate caveats in other classes where relevant.
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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>
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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.
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This makes 2D RigidBody physics feel less floaty out of the box.
This closes https://github.com/godotengine/godot-proposals/issues/98.
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This can be used during unit test suite runs to hide error and warning
messages.
Care should be taken when using this feature, as it can hide important
information if used wrongly.
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And typo fix from https://github.com/godotengine/godot-docs/pull/4882.
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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.
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This non-obvious behavior can take a while to discover and fix,
so it's important to mention it in the class reference.
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Feature tags are case-sensitive.
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And move GLTF docs to its module folder.
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The option was forced to `true` before, unlike on other platforms.
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Clarify ProjectSettings.save for exported projects
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