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2022-07-29Merge pull request #63617 from KoBeWi/v3c70r4Rémi Verschelde
2022-07-29Merge pull request #62601 from smix8/navigation_3d_debug_4.xRémi Verschelde
2022-07-29Fix Vector4 serializationkobewi
2022-07-29Add more detailed Navigation Debug Visualizationsmix8
- Adds more customization options to ProjectSettings. - Displays navregion edge connections and navigation polygon edges in editor and at runtime. - Majority of debug code moved from SceneTree to NavigationServer. - Removes the irritating debug MeshInstance child node from NavigationRegion3D and replaces it with direct RenderingServer API.
2022-07-29Merge pull request #63161 from PrecisionRender/masterRémi Verschelde
Add `ShapeCast3D` node
2022-07-28Rename every instance of "OGG" to "Ogg"DeeJayLSP
2022-07-28Merge pull request #63049 from Faless/mp/4.x_as_moduleRémi Verschelde
2022-07-28Merge pull request #59840 from Calinou/renderingserver-global-uniform-renameRémi Verschelde
2022-07-28Merge pull request #60957 from DeeJayLSP/sample_pcmRémi Verschelde
2022-07-28Add ShapeCast3D nodePrecisionRender
2022-07-28Rename AudioStreamSample to a more discoverable nameDeeJayLSP
2022-07-28Rename RenderingServer global shader uniform methods to be more explicitHugo Locurcio
The `global_shader_uniform` name is longer, but it makes it much easier to find the methods when searching in the class reference.
2022-07-28Allow changing mipmap LOD bias when FSR 1.0 scaling is not usedHugo Locurcio
Mipmap LOD bias can be useful to improve the appearance of distant textures without increasing anisotropic filtering (or in situations where anisotropic filtering is not effective). `fsr_mipmap_bias` was renamed to `texture_mipmap_bias` accordingly. The property hint now allows for greater precision as well.
2022-07-28Merge pull request #63532 from TokageItLab/rename-cubic-slerpRémi Verschelde
2022-07-28Merge pull request #57698 from ↵Rémi Verschelde
bluenote10/feature/rename_translated_to_translated_local
2022-07-28Merge pull request #62414 from Calinou/movie-maker-add-quit-on-endRémi Verschelde
2022-07-27HTML5: Add support for `Input.vibrate_handheld()`pattlebass
2022-07-27Add a Movie Quit On Finish property to AnimationPlayerHugo Locurcio
This quits the project when an animation is done playing in the given AnimationPlayer, but only in Movie Maker mode. When this happens, a message is printed with the absolute path of the AnimationPlayer node that caused the engine to quit. This can be used to create videos that stop at a specified time without having to write any script. A report is now also printed to the console when the video is done recording (as long as the engine was exited properly). This report is unfortunately not always visible in the editor's Output panel, as it's printed too late. A method was also added to get the path to the output file from the scripting API.
2022-07-27Merge pull request #63138 from TokageItLab/normalize-position-trackRémi Verschelde
Add position track normalization to importer retarget
2022-07-27rename and unify notation for spherical interpolationSilc Renew
2022-07-27i18n: Sync classref translations with WeblateRémi Verschelde
(cherry picked from commit 516d6b6bad68d506391a4262ba40cbceeea8be22)
2022-07-27Merge pull request #62973 from bruvzg/sysfont_supportRémi Verschelde
2022-07-27Merge pull request #63463 from KoBeWi/Vector5Rémi Verschelde
Add some missing Vector4 methods
2022-07-27Tweak Decal distance fade defaults and add property hintsHugo Locurcio
The new default values are more usable in real world scenarios when smooth fading of distant decals is desired for performance reasons. The Decal distance fade property hints were adjusted based on the GeometryInstance3D visibility range fade property hints. `or_greater` was also added to allow specifying larger values if needed.
2022-07-26Add Vector4 documentationkobewi
2022-07-26Fix unnamed arguments in XML docsRedMser
2022-07-26add position track normalization & post process key value for retargetSilc Renew
2022-07-26[RichTextLabel] Fix theme bold / italics / bold italics and mono font size ↵bruvzg
not applied correctly.
2022-07-26[Net] Modularize multiplayer, expose MultiplayerAPI to extensions.Fabio Alessandrelli
- RPC configurations are now dictionaries. - Script.get_rpc_methods renamed to Script.get_rpc_config. - Node.rpc[_id] and Callable.rpc now return an Error. - Refactor MultiplayerAPI to allow extension. - New MultiplayerAPI.rpc method with Array argument (for scripts). - Move the default MultiplayerAPI implementation to a module.
2022-07-26Implement support for loading system fonts on Linux, macOS / iOS and Windows.bruvzg
2022-07-26Add some missing Vector4 methodskobewi
2022-07-25Remove ThreadWorkPool, replace by WorkerThreadPoolJuan Linietsky
The former needs to be allocated once per usage. The later is shared for all threads, which is more efficient. It can also be better debugged.
2022-07-25Merge pull request #63219 from reduz/implement-vector4-projectionRémi Verschelde
2022-07-24Merge pull request #63381 from jynus/masterRémi Verschelde
Solve discrepancy between code and class reference for Plane
2022-07-24Merge pull request #62892 from KoBeWi/hey,group!Rémi Verschelde
Remove outdated line in call_group() description
2022-07-24Solve discrepancy between code and class reference for PlaneJcrespo
On #43310, class reference was automatically updated from source, causing xml documentation to disagree with parameter naming description on Plane.intersects_segment(). Weirdly, it also changed the parameter for Plane.is_point_over() from point to plane, when only the first has sense (and it is defined on math.Plane as "const Vector3 &p_point"). Manual mistake? * Update begin/end to from/to on Plane.intersects_segment(...) docs description to match source * Update Plane bindings to use points instread of plane for is_point_over(...) * Change Plane.is_point_over(plane) to Plane.is_point_over(point) AND its description on docs Fixes godotengine/godot-docs#5976
2022-07-23Document what the Z component is used for in BaseMaterial3D UV coordsAaron Franke
2022-07-24Merge pull request #63262 from dsnopek/multiplayer-peer-custom-4.xFabio Alessandrelli
[4.x] Allow extending MultiplayerPeerExtension from GDScript
2022-07-23Implement Vector4, Vector4i, Projectionreduz
Implement built-in classes Vector4, Vector4i and Projection. * Two versions of Vector4 (float and integer). * A Projection class, which is a 4x4 matrix specialized in projection types. These types have been requested for a long time, but given they were very corner case they were not added before. Because in Godot 4, reimplementing parts of the rendering engine is now possible, access to these types (heavily used by the rendering code) becomes a necessity. **Q**: Why Projection and not Matrix4? **A**: Godot does not use Matrix2, Matrix3, Matrix4x3, etc. naming convention because, within the engine, these types always have a *purpose*. As such, Godot names them: Transform2D, Transform3D or Basis. In this case, this 4x4 matrix is _always_ used as a _Projection_, hence the naming.
2022-07-23Merge pull request #63265 from reduz/stream-bpm-supportRémi Verschelde
Implement BPM support in AudioStream files.
2022-07-23Implement BPM supportreduz
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.
2022-07-23Merge pull request #62513 from reduz/shader_preprocessor_remakeRémi Verschelde
2022-07-22Merge pull request #63313 from python273/fix-xr-doc-linksRémi Verschelde
2022-07-22Clean up Shader Preprocessorreduz
* 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.
2022-07-22Adding shader preprocessor supportYuri Roubinsky
Co-authored-by: TheOrangeDay <6472143+TheOrangeDay@users.noreply.github.com>
2022-07-22Add example usage for `Font.get_string_size()`Hugo Locurcio
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.
2022-07-22Fix tutorial links in XR classes docspython273
2022-07-22Merge pull request #63141 from reduz/implement-thread-runnerRémi Verschelde
2022-07-22Merge pull request #62996 from reduz/feature-build-profilesRémi Verschelde
2022-07-22Implement a Worker ThreadPoolreduz
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.