Age | Commit message (Collapse) | Author |
|
Implement BPM support in AudioStream files.
|
|
Based on #62896, only implements the BPM support part.
* Implements BPM support in the AudioStreamOGG/MP3 importers.
* Can select BPM/Bar Size and total beats in a song file, as well as edit looping points.
* Looping is now BPM aware
* Added a special importer UI for configuring this.
* Added a special preview showing the audio waveform as well as the playback position in the resource picker.
* Renamed `AudioStream::instance` to `instantiate` for correctness.
|
|
|
|
|
|
* Moved preprocessor to Shader and ShaderInclude
* Clean up RenderingServer side
* Preprocessor is separate from parser now, but it emits tokens with include location hints.
* Improved ShaderEditor validation code
* Added include file code completion
* Added notification for all files affected by a broken include.
|
|
Co-authored-by: TheOrangeDay <6472143+TheOrangeDay@users.noreply.github.com>
|
|
The font size is now separated from the font itself, so it makes
sense to have an example for people coming from Godot 3.x.
|
|
|
|
|
|
|
|
This PR implements a worked thread pool. It uses a fixed amount of threads in a pool and allows scheduling tasks
that can be run on threads (and then waited for). It satisfies the following use cases:
* HTML5 thread count is fixed (and similar restrictions are known in consoles) so we need to reuse threads.
* Thread spawning is slow in general, so reusing threads is faster anyway.
* This implementation supports recursive waiting for tasks, making it less prone to deadlocks if threads from the pool also run tasks.
After this is approved and merged, subsequent PRs will be needed to replace the ThreadWorkPool usage by this class.
|
|
This PR is a continuation of #50381 (which was implemented exactly a year ago!)
* Add a visual interface to select which classes should not be built into Godot (well, they are built if something else uses them, but if not used the optimizer will remove them out).
* Add a detection system to scan the project and figure out the actual classes used.
* Added the ability for SCons to load build profiles.
Obligatory Screen:
A simple test with a couple of nodes in the scene resulted in a 25% reduction for the final binary size
TODO:
* Script languages need to implement used class detection (left for another PR).
* Options to disable servers or server functionalities (like 2D or 3D physics, navigation, etc). Are missing, that should also greatly aid in reducing binary size.
* Options to disable some modules would be desired.
* More options to disable drivers (OpenGL, Vulkan, etc) would be desired.
In general this PR is a starting point for more contributors to improve and enhance this functionality.
|
|
|
|
Revert upstream `core/input/gamecontrollerdb.txt`. Upstream fix: https://github.com/gabomdq/SDL_GameControllerDB/pull/600
|
|
|
|
|
|
|
|
MultiplayerSynchronizers can now be configured to limit their visibility
to a subset of the connected peers, if the synchronized node was spawned
by a MultiplayerSpawner (either automatically or via custom spawn) the
given node will also be despawned remotely.
The replication system doesn't have the logic to handle subspawn
directly, but it is possible to handle them appropriately by manually
updating the visibility of the parent before changing the one of the
nested spawns via the "update_visibility" function.
The visibility of each MultiplayerSynchronizer can be controlled by
adding or remove filters via "[add|remove]_visibility_filter(callable)".
To further optimize the network code, visibility filters can be configured
to be automatically updated during idle or physics frame, or set to always
require manual update (via the "update_visibility" function).
|
|
Fix typo in `TILE_LAYOUT_OFFSET_STACKED` description
|
|
|
|
Add LabelSettings resource for quick Label theme property override.
|
|
Implement `rotate_90/rotate_180` functions to `Image`
|
|
|
|
|
|
- Image.blit_rect()
- Image.blit_rect_mask()
- Image.blend_rect()
- Image.blend_rect_mask()
- Image.fill_rect()
- Image.get_used_rect()
- Image.get_rect()
- ImageTexture.set_size_override()
|
|
|
|
|
|
|
|
(cherry picked from commit 7379f2c76adfa9ce739bdee98c2feaf4169de9b8)
|
|
|
|
* Added additional information to the camera documentation to explain
how the 'current' attribute behaves when multiple cameras are in a
scene.
|
|
Improve GI renderer and add VRS support
Implement render device has_feature and move subgroup settings to limit_get
|
|
Indicate Plane.distance_to returns a signed distance
|
|
|
|
|
|
Add Rest Fixer to importer retarget
|
|
|
|
|
|
|
|
support to the GDextension API.
|
|
|
|
`rendering/quality/shadows` is now `rendering/quality/positional_shadow`
to explicitly denote that the settings only affect positional light shadows,
not directional light shadows.
Shadow atlas settings now contain the word "atlas" for easier searching.
Soft shadow quality settings were renamed to contain the word "filter".
This makes the settings appear when searching for "filter" in the
project settings dialog, like in Godot 3.x.
|
|
And finally remove the 'frames' property which was added for compatibility with 2.1
in bed3efb17ede58a2bfc177b47cb3a49091aea30a.
Fixes #21765.
The 'animations' property on the other hand is needed, contrarily to what its comment
said (copy-paste mistake probably).
Also removes unused '_get_animation_list'.
|
|
Add `ok_button_text` to AcceptDialog and `cancel_button_text` to ConfirmationDialog
|
|
Seperate `filter` and `description` arguments in `EditorFileDialog/FileDialog.add_filter()`
|
|
|
|
Add boot splash minimum display time setting
|
|
|
|
|
|
|