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2021-08-12Merge pull request #51517 from Chaosus/precise_graphedit_port_handlingYuri Roubinsky
Better port handling connection for `GraphEdit`
2021-08-12Merge pull request #49346 from IcedQuinn/document-jsonrpcRémi Verschelde
doc: Add documentation for JSONRPC class
2021-08-12Merge pull request #51533 from Calinou/fix-nearest-mipmap-filterRémi Verschelde
Fix the Use Nearest Mipmap Filter project setting not working
2021-08-12doc: Add documentation for JSONRPC classIced Quinn
2021-08-12Better port handling connection for `GraphEdit`Yuri Roubinsky
2021-08-12Fix the Use Nearest Mipmap Filter project setting not workingHugo Locurcio
The project setting wasn't being used anywhere. This also tweaks the property hints to denote that these properties are only effective after a restart.
2021-08-11Make radius & height in CapsuleShape3D independentPouleyKetchoupp
Also changed CapsuleMesh to make settings consistent between render and physics.
2021-08-11Docs: Fix capitalisation of Warning in two placesMax Hilbrunner
These are the only places in the docs that were not cased like this. Now they are!
2021-08-11Fix CI after #38992Max Hilbrunner
2021-08-11Merge pull request #38992 from Dragoncraft89/masterRémi Verschelde
Error handling functions for GdScript
2021-08-11Merge pull request #41634 from KoBeWi/the_independenceRémi Verschelde
2021-08-11Merge pull request #50329 from Calinou/decrease-default-dof-bokeh-qualityRémi Verschelde
Decrease the default depth of field bokeh quality
2021-08-11Merge pull request #51513 from mhilbrunner/ssl-warningRémi Verschelde
Docs: Add warnings about no SSL/(D)TLS revocation
2021-08-11Make radius & height in CapsuleShape2D independentTomasz Chabora
2021-08-11Decrease the default depth of field bokeh qualityHugo Locurcio
This makes depth of field perform better out of the box, with little visual difference.
2021-08-11Docs: Add warnings about no SSL/(D)TLS revocationMax Hilbrunner
2021-08-11Merge pull request #51486 from reduz/fixes-to-mobile-rendererRémi Verschelde
Fixes and optimizations to mobile renderer
2021-08-11Merge pull request #51500 from timothyqiu/navmesh-docRémi Verschelde
2021-08-11Improve NavigationMesh typing, parameter validation and documentationHaoyu Qiu
2021-08-11Merge pull request #47378 from aaronfranke/use-input-enumsRémi Verschelde
Use key enum instead of plain integers for input code
2021-08-11Merge pull request #41956 from Calinou/rename-engine-iterations-per-secondRémi Verschelde
Rename `iterations_per_second` to `physics_ticks_per_second`
2021-08-11Merge pull request #51490 from nekomatata/clean-character-bodyRémi Verschelde
Remove infinite inertia and ray shapes from CharacterBody
2021-08-11Merge pull request #51178 from Geometror/layout-options-textline-textparagraphRémi Verschelde
Various text layout improvements (TextLine, TextParagraph, Label, TextServer)
2021-08-11Merge pull request #51442 from Geometror/styleboxflat-fake-aa-floatRémi Verschelde
StyleBox fake AA improvements (make anti aliasing size a float property)
2021-08-10Fixes and optimizations to mobile rendererreduz
* Only apply final actions to attachments used in the last pass. * Fixes to draw list final action (was using continue instead of read/drop). * Profiling regions inside draw lists now properly throw errors. * Ability to enable gpu profile printing from project settings. (used to debug).
2021-08-11Rename `iterations_per_second` to `physics_ticks_per_second`Hugo Locurcio
This makes it clearer that this property is only about physics FPS, not rendering FPS. The `physics_fps` project setting was also renamed to `physics_ticks_per_second` for consistency.
2021-08-11Various text layout improvements (TextLine, TextParagraph, Label, TextServer)Hendrik Brucker
2021-08-10StyleBox fake AA improvements (aa_size float property)Hendrik Brucker
2021-08-10Use Key enum instead of plain integersAaron Franke
2021-08-10Merge pull request #49343 from theoway/node_auto_arrangement_graph_editK. S. Ernest (iFire) Lee
Node Auto Arrangement in GraphEdit/VisualScript/VisualShader
2021-08-11Automatic arrangement of nodes in VisualScript/VisualShaders editorsUmang Kalra
This PR and commit adds the functionality to arrange nodes in VisualScript/VisualShader editor. The layout generated by this feature is compact, with minimum crossings between connections & uniform horizontal & vertical gaps between the nodes. This work has been sponsored by GSoC '21. Full list of additions/changes: • Added arrange_nodes() method in GraphEdit module. • This method computes new positions for all the selected nodes by forming blocks and compressing them. The nodes are moved to these new positions. • Adding this method to GraphEdit makes it available for use in VisualScript/VisualShaders editors and its other subclasses. • Button with an icon has been added to call arrange_nodes() in GraphEdit. • This button is inherited by VisualScript/VisualShaders editors to invoke the method. • Undo/redo is functional with this method. • By using signals in arrange_nodes(), position changes are registered in undo/redo stack of the subclass that is using the method. • Metadata of the method has been updated in ClassDB • Method description has been added to class reference of GraphEdit
2021-08-10Remove infinite inertia and ray shapes from CharacterBodyPouleyKetchoupp
Infinite inertia: Not needed anymore, since it's now possible to set one-directional collision layers in order for characters to ignore rigid bodies, while rigid bodies still collide with characters. Ray shapes: They were introduced as a work around to allow constant speed on slopes, which is now possible with the new property in CharacterBody instead.
2021-08-10Merge pull request #51027 from fabriceci/improve-move-and-slideRémi Verschelde
Add properties to CharacterBody for more move_and_slide options
2021-08-10Merge pull request #49417 from Bhu1-V/gsoc-cmd-pltRémi Verschelde
Command Palette For Godot
2021-08-10Merge pull request #51474 from aaronfranke/organize-viewportRémi Verschelde
Organize methods in Viewport and explicitly name 3D methods with 3D
2021-08-10Merge pull request #51017 from vnen/extension-fixesRémi Verschelde
2021-08-10Organize methods in Viewport and explicitly name 3D methods with 3DAaron Franke
2021-08-10Add properties to CharacterBody for more move_and_slide optionsfabriceci
2021-08-10Merge pull request #51457 from nekomatata/moving-platforms-3dRémi Verschelde
Fix 3D moving platform logic
2021-08-10Merge pull request #50682 from aaronfranke/basis-looking-atRémi Verschelde
Move code for looking_at to Basis
2021-08-09Fix 3D moving platform logicPouleyKetchoupp
Same thing that was already done in 2D, applies moving platform motion by using a call to move_and_collide that excludes the platform itself, instead of making it part of the body motion. Helps with handling walls and slopes correctly when the character walks on the moving platform. Also made some minor adjustments to the 2D version and documentation. Co-authored-by: fabriceci <fabricecipolla@gmail.com>
2021-08-09Merge pull request #51446 from nekomatata/fix-moving-platform-rotationRémi Verschelde
Fix applied rotation from moving platforms in move_and_slide
2021-08-09Fix applied rotation from moving platforms in move_and_slidePouleyKetchoupp
When synchronizing CharacterBody motion with moving the platform using direct body state, only the linear velocity was taken into account. This change exposes velocity at local point in direct body state and uses it in move_and_slide to get the proper velocity that includes rotations.
2021-08-09[Net] Basic extensible MultiplayerAPI spawn/despawn.Fabio Alessandrelli
`PackedScene`s can be configured to be spawnable via a new `MultiplayerAPI.spawnable_config` method. They can be configured either to be spawned automatically when coming from the server or to always require verification. Another method, `MultiplayerAPI.send_spawn` lets you request a spawn on the remote peers. When a peer receive a spawn request: - If it comes from the server and the scene is configured as `SPAWN_MODE_SERVER`: - Spawn the scene (instantiate it, add it to tree). - Emit signal `network_spawn`. - Else: - Emit signal `network_spawn_request`. In a similar way, `despawn`s are handled automatically in `SPAWN_MODE_SERVER`. In `SPAWN_MODE_SERVER`, when a new client connects it will also receive, from the server all the spawned (and not yet despawned) instances.
2021-08-09[Core] Expose ResourceLoader.get_resource_uid.Fabio Alessandrelli
2021-08-09Added EditorCommandPaletteBhuvan Vemula
2021-08-08[Text Server] Improve object (image/table) inline alignment.bruvzg
2021-08-08Merge pull request #51395 from angad-k/pseudolocalization-squashedRémi Verschelde
Add pseudolocalization to Godot. (GSoC'21)
2021-08-08add pseudolocalization to GodotAngad Kambli
2021-08-08Fix Unicode URL link tags to render correctly.follower
Change incorrect `[/code]` closing tags to `[/url]` tags. The `url` tags for the links to the Unicode code points information use `[/code]` rather than `[/url]` to close them. This results in the links being rendered incorrectly in the IDE--the entire rest of the documentation for each method gets turned into a giant underlined link. This issue was introduced in https://github.com/godotengine/godot/commit/a2271ba3bdaa5fab0f6518a2445b839d36e283eb.