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2021-08-13Add project setting for agile input event flushingPedro J. Estébanez
If enabled, key/touch/joystick events will be flushed just before every idle and physics frame. Enabling this can greatly improve the responsiveness to input, specially in devices that need to run multiple physics frames per each idle frame, because of not being powerful enough to run at the target frame rate. This will only work for platforms using input buffering (regardless event accumulation). Currenly, only Android does so, but could be implemented for iOS in an upcoming PR.
2021-08-12Merge pull request #51581 from bruvzg/camera_feed_portRémi Verschelde
Port camera feed to the new RenderingServer API.
2021-08-12Merge pull request #51579 from Calinou/doc-editorfilesystem-get-file-typeRémi Verschelde
Fix incorrect descriptions for EditorFileSystem's `get_file_type()`
2021-08-12Merge pull request #50372 from Paulb23/code_edit_breakpoint_fixesRémi Verschelde
Fix breakpoint toggle signal not firing when expected
2021-08-12Port camera feed to the new RenderingServer API.bruvzg
2021-08-12Fix incorrect descriptions for EditorFileSystem's `get_file_type()`Hugo Locurcio
2021-08-12Merge pull request #51532 from nekomatata/layer-mask-accessorsRémi Verschelde
Uniformize layer names, script methods and documentation
2021-08-12Uniformize layer names, script methods and documentationPouleyKetchoupp
- Back to 1-based layer names to make it clearer in editor UI - Layer bit accessors are renamed to layer value and 1-based too - Uniform errors and documentation in render and physics - Fix a few remaining collision_layer used in place of collision_mask
2021-08-12Fix breakpoint toggle signal not firing when expectedPaulb23
2021-08-12Merge pull request #50371 from Paulb23/text_edit_cleanupRémi Verschelde
2021-08-12Cleanup and complete TextEdit inspector and docsPaulb23
2021-08-12Merge pull request #51517 from Chaosus/precise_graphedit_port_handlingYuri Roubinsky
Better port handling connection for `GraphEdit`
2021-08-12Cleanup and expose viewport / scrolling methodsPaulb23
2021-08-12Rename readonly to editablePaulb23
2021-08-12Rename insert mode to overtype modePaulb23
2021-08-12Cleanup TextEdit selection methodsPaulb23
2021-08-12Expose and cleanup TextEdit line wrap APIPaulb23
2021-08-12Cleanup and rename caret operationsPaulb23
2021-08-12Make TextEdit cut, copy and paste overridablePaulb23
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.