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2021-10-29Merge pull request #54390 from Anutrix/collide-shape-docMax Hilbrunner
Added collide_shape return type info to PhysicsDirectSpaceState2D docs
2021-10-29Merge pull request #53234 from Geometror/gradient-texture-2dYuri Roubinsky
2021-10-29Added collide_shape return type info to PhysicsDirectSpaceState2D docsAnutrix
2021-10-29Merge pull request #54340 from aaronfranke/time-docMax Hilbrunner
Update and fix Time documentation
2021-10-29Merge pull request #54328 from YeldhamDev/tabbar_close_signal_renameMax Hilbrunner
Rename `TabBar`'s `tab_closed` signal to `tab_close_pressed`
2021-10-28Addition of FogVolumes, FogShaders, FogMaterial, and overhaul of VolumetricFogclayjohn
Co-authored-by: Brian Semrau <brian.semrau@gmail.com>
2021-10-28Rename `TabBar`'s `tab_closed` signal to `tab_close_pressed`Michael Alexsander
2021-10-28Update Time documentationAaron Franke
2021-10-28Merge pull request #54222 from JFonS/instance-fadeRémi Verschelde
2021-10-28Merge pull request #54342 from groud/remove_item_list_editorRémi Verschelde
2021-10-28Remove ItemList editor and replace it by a property arrayGilles Roudière
2021-10-28Implement TextServer `strip_diacritics` function.bruvzg
2021-10-27Merge pull request #54166 from ConteZero/unique_selectionRémi Verschelde
2021-10-27Add option to make selection uniqueConteZero
2021-10-27Implement runtime update of TileData object in TileMapGilles Roudière
2021-10-26Add focus font color to Button and derivativesYuri Sizov
2021-10-26Merge pull request #54256 from mhilbrunner/docs-real-timeRémi Verschelde
2021-10-26Time: Add some notes about timezones and UTCMax Hilbrunner
2021-10-26Merge pull request #54153 from skyace65/AreaImprovements2Rémi Verschelde
2021-10-26Another rename for makerst.pyRémi Verschelde
2021-10-26Merge pull request #54179 from aaronfranke/make-rstRémi Verschelde
2021-10-26Merge pull request #54073 from groud/terrains_for_procgenRémi Verschelde
2021-10-26Merge pull request #53973 from nabfrew/nabf/light_hight_documentationMax Hilbrunner
Clarify lighting height documentation
2021-10-25Fix properties being displayed when they shouldn't in DirectionalLight3DHugo Locurcio
The parent `_validate_property()` wasn't called, which led to shadow properties being visible even if shadows were disabled on a DirectionalLight3D node.
2021-10-25Merge pull request #54084 from reduz/node3d-rotation-optionsRémi Verschelde
2021-10-25Merge pull request #54147 from ↵Rémi Verschelde
Calinou/editor-directionallight-3d-only-show-relevant-properties
2021-10-25Refactored Node3D rotation modesreduz
* Made the Basis euler orders indexed via enum. * Node3D has a new rotation_order property to choose Euler rotation order. * Node3D has also a rotation_mode property to choose between Euler, Quaternion and Basis Exposing these modes as well as the order makes Godot a lot friendlier for animators, which can choose the best way to interpolate rotations. The new *Basis* mode makes the (exposed) transform property obsolete, so it was removed (can still be accessed by code of course).
2021-10-25Only show relevant properties in the DirectionalLight3D inspectorHugo Locurcio
Some split distance properties are unused depending on the current shadow mode. Also, Blend Splits can only be used if the shadow mode is PSSM 2 Splits or PSSM 4 Splits. This also moves the Fade Start property to be located after the split properties. This avoids intertwining "conditional" properties with a property that's always available.
2021-10-25Merge pull request #54050 from reduz/animation-compressionRémi Verschelde
2021-10-25Ignore empty Font resources as theme override.bruvzg
Add range hint to font_size properties. Remove excessive `base_size` Font property.
2021-10-25Implement distance fade and transparencyJFonS
The built-in ALPHA in spatial shaders comes pre-set with a per-instance transparency value. Multiply by it if you want to keep it. The transparency value of any given GeometryInstance3D is affected by: - Its new "transparency" property. - Its own visiblity range when the new "visibility_range_fade_mode" property is set to "Self". - Its parent visibility range when the parent's fade mode is set to "Dependencies". The "Self" mode will fade-out the instance when reaching the visibility range limits, while the "Dependencies" mode will fade-in its dependencies. Per-instance transparency is only implemented in the forward clustered renderer, support for mobile should be added in the future. Co-authored-by: reduz <reduzio@gmail.com>
2021-10-24Merge pull request #53885 from TokageItLab/fix-bone-animation-insertionRémi Verschelde
Fixed Pos/Rot/Scl 3D Tracks insertion in `SkeletonEditor`
2021-10-24Rename "makerst.py" to "make_rst.py"Aaron Franke
2021-10-23Merge pull request #54045 from ConteZero/primary_clipboard_linux_fix_warningRémi Verschelde
2021-10-23Fix primary clipboard warningConteZero
2021-10-23Improve area method descriptionsskyace65
2021-10-23Fixed animation insertion in SkeletonEditorSilc 'Tokage' Renew
2021-10-23Make RichTextLabel's parse_bbcode and append_text return voidHaoyu Qiu
2021-10-22Merge pull request #54132 from Duroxxigar/update-yield-call-examplesRémi Verschelde
2021-10-22Replace remaining usages of yield with new await keywordDuroxxigar
2021-10-22Merge pull request #53992 from Calinou/hard-shadow-mapping-allow-ditheringRémi Verschelde
2021-10-22Merge pull request #53781 from m4gr3d/restrict_project_data_dir_config_masterRémi Verschelde
2021-10-22Merge pull request #53812 from RandomShaper/expose_flush_inputRémi Verschelde
2021-10-22Expose Input::flush_buffered_events()Pedro J. Estébanez
2021-10-22Fix `bin_to_int` documentation examplesRaul Santos
The `bin_to_int` method uses the `0b` prefix.
2021-10-21Implement Animation Compressionreduz
Roughly based on https://github.com/godotengine/godot-proposals/issues/3375 (used format is slightly different). * Implement bitwidth based animation compression (see animation.h for format). * Can compress imported animations up to 10 times. * Compression format opens the door to streaming. * Works transparently (happens all inside animation.h)
2021-10-21Add Soft Very Low shadow quality mode for 3DHugo Locurcio
This can be used to improve 3D shadow rendering quality at little performance cost. Unlike the existing Hard setting which is limited to variable shadow blur only, it works with both fixed blur and variable blur.
2021-10-21Update example code for SceneTreeTimer to reflect new await keywordDuroxxigar
2021-10-21Allow updating TileMap cells using surrounding terrainsGilles Roudière
2021-10-20Merge pull request #53702 from ConteZero/primary_clipboard_linuxRémi Verschelde