Age | Commit message (Collapse) | Author |
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Using codespell 2.2-dev from current git.
Added `misc/scripts/codespell.sh` to make it easier to run it once in a
while and update the skip and ignore lists.
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[Debugger] Move most profilers to ServersDebugger, fix core includes.
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Correct C# example code for html method in the Color class reference.
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Add additional randomization options.
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* Should now be correct
* Supersedes 53738
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required for GDExtension TextServer implementation.
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Add definitions and code examples for the html and html_is_valid methods
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Add description for the abs method in the Vector3i class. Description added is identical to the abs method for the other vector classes
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Improvements:
* Occluder3D is now an abstract type inherited by: ArrayOccluder3D, QuadOccluder3D, BoxOccluder3D, SphereOccluder3D and PolygonOccluder3D. ArrayOccluder3D serves the same purpose as the old Occluder3D (triangle mesh occluder) while the rest are primitives that can be used to manually place simple occluders.
* Occluder baking can now apply simplification. The "bake_simplification_distance" property can be used to set a world-space distance as the desired maximum error, set to 0.1 by default.
* Occluders can now be generated on import. Using the "occ" and "occonly" keywords (similar to "col" and "colonly" for colliders) or by enabling on MeshInstance3Ds in the scene's import window.
Fixes:
* Fixed saving of occluder files after bake.
* Fixed a small error where occluders didn't correctly update in the rendering server.
Bonus content:
* Generalized "CollisionPolygon3DEditor" so it can also be used to edit Resources. Renamed it to "Polygon3DEditor" since it was already being used by other things, not just colliders.
* Fixed a small bug in "EditorPropertyArray" where a call to "remove" was left after the "remove_at" rename.
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This was changed in #56943 to allow adding new importers from plugins that
take precedence over built-in ones, but this should be opt-in, not the default
behavior.
Fixes #57730.
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Allows detecting when a new version of the progressive web app service
worker is waiting (i.e. an update is pending), along a function to force
the update and reload all clients.
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Uses GDExtension, replaces old Callable system for profilers, and is
also used internally.
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This improves rendering performance noticeably, especially when the
camera moves fast.
On a medium-sized test scene on a GTX 1080 in 2560×1440, going
from 6 to cascades saves 0.5 ms of frame time while looking visually
identical (as most of the scene fits within the 4 cascades).
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* Vector2i and Vector3i mul/div by a float results in Vector2 and Vector3 respectively.
* Create specializations to allow proper bindings.
This fixes #44408 and supersedes #44441 and keeps the same rule of int <op> float returnig float, like with scalars.
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[Net] Move RPC, Node cache out of MultiplayerAPI.
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Update definitions of get_mouse_position methods
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Faster CVTT by lowering default quality
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Add @ to onready annotated variables in docs
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Now uses two interfaces so it can be overridden in the future, and
core no longer depends on Node.
The interfaces are implements in scene/multiplayer.
Replaces root_node with root_path.
Remove all Node references from MultiplayerAPI.
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Make BC6 and BC7 CVTT faster while still having better quality than DXT5.
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Initial implementation of the MultiplayerReplicationInterface and its
default implementation (SceneReplicationInterface).
New MultiplayerSpawner node helps dealing with instantiation of scenes
on remote peers (e.g. clients).
It supports both custom spawns via a `_spawn_custom` virtual function,
and optional auto-spawn of known scenes via a TypedArray<PackedScenes>
property.
New MultiplayerSynchornizer helps synchronizing states between the local
and remote peers, supports both sync and spawn properties and is
configured via a `SceneReplicationConfig` resource.
It can also sync via path (i.e. without being spawned by a
MultiplayerSpawner if both peers has it in tree, but will not send the
spawn state in that case, only the sync one.
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