Age | Commit message (Collapse) | Author |
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Add AudioStreamPolyphonic to simplify sound playback from code
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* This new audio stream allows to play multiple sounds and control them over time from code.
* It greatly simplifies tasks such as generative music (music generated from code) or audio.
This new type of stream was added with the goal of fixing audio blending in AnimationPlayer and AnimationTree, but can be used by others for their regular audio needs.
Does not fix anything currently, but should help implement #69758 properly.
Some demo code of how to use this:
```GDScript
var player = $SomeNode as AudioStreamPlayer
player.stream = AudioStreamPolyphonic.new()
var playback = player.get_stream_playback() as AudioStreamPlaybackPolyphonic
var id = playback.play_stream(preload("res://Clip1.ogg"))
await get_tree().create_timer(1).timeout
playback.set_stream_volume(id,-12) # Set volume to half after one second
await get_tree().create_timer(2).timeout
var id2 = playback.play_stream(preload("res://Clip2.ogg")) # 2 seconds later, start another clip
await get_tree().create_timer(1).timeout
playback.stop_stream(id) # 1 second later, kill the first clip
playback.set_stream_pitch_scale(id2,1.5) # Make the second clip go 50% faster
```
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Reorganize main and sub-window initial position properties.
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Expose `fading_from` from StateMachine
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Rework EditorPlugin editing logic
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Add "Open in External Program" option
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Don't print error in `get_cell_tile_data()`
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Support script global resource name in EditorFileSystem
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Clean up shader parameter remap
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* Works for binary and text files.
* Makes EditorQuickOpen work with custom resources again.
* Information is cached and easily accessible.
Properly fixes #66179. Supersedes #66215 and supersedes #62417
**WARNING**: This required breaking backwards binary compatibility (.res and .scn files). Files saved after this PR is merged will no longer open in any earlier versions of Godot.
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This PR is a follow up to #64092, which fixed important issues but it was implemented in an overly complex and inefficient way (because it forced the default code path to always go through string operations).
This cleans up all the shader parameter code.
This fixes #54336. Also fixes #56219 because, as the new code never queries the RenderingServer on load, potential deadlocks are avoided.
**NOTE**: materials saved between #62972 and #64092 will no longer work and will need to be resaved in an earlier version.
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Fixes to JSON as resource
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Sort decals and lights based on camera origin
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Also implement sort_offset for decals
Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro>
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(cherry picked from commit c9ae52f32e66af1b42a9ddce570d80a9f83ccbb3)
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Document image size restrictions for custom mouse cursors in HTML5
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`CanvasItem::draw_polyline` Support thin polylines drawn using line strip
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Allow AnimationStateMachine / AnimationNode to restart when transitioning to the same state
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Add next/reset function to `AnimationStateMachine`
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Implement BiDi override mode for GDScript source.
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Add property usage to array indexer
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Fix LOD sort order; checks in add_surface; and document all parameters of `ArrayMesh::add_surface_from_arrays`
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This makes the `Array` indexer show as returning `Variant` instead of `void` in the documentation.
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Make EditorResourceConversionPlugin usable.
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`ArrayMesh::add_surface_from_arrays`
Also clarify some related documentation and expose the misssing `ArrayFormat::ARRAY_FLAG_USES_EMPTY_VERTEX_ARRAY`
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Clean up EditorFileSystem script parsing
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in favour of texture hints
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Add `p_keep_state` to `AnimationPlayer::stop()`
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C#: Implement `ExportPlugin::_get_name` and move `GLOBAL_DEF` to CSharpLanguage
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`CanvasItem::draw_arc` Clamp angle difference so arc won't overlap itself
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Allow unindent without selection
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Also documents the .NET project settings.
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* Optimize only update modified/added/removed files.
* Clean up documentation parsing.
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Added property descriptions to and clarified description of SkeletonProfile
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Bring back TileMap::get_cells_by_id
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Updated SkeletonProfile's main and property descriptions
-Description now has note about read only quality
-"bone_size" and "group_size" property descriptions have been added and clarified.
-Property descriptions refer to BoneMap page instead of [code]bone_map[/code] from [Retargeting 3d skeletons](https://docs.godotengine.org/en/latest/tutorials/assets_pipeline/retargeting_3d_skeletons.html#bone-map).
-all property descriptions now do not have any Notes to split them
-TokageItLab clarifies property descriptions to highlight their use
Co-Authored-By: Silc 'Tokage' Renew <tokage.it.lab@gmail.com>
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