Age | Commit message (Collapse) | Author |
|
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.
|
|
Port camera feed to the new RenderingServer API.
|
|
Fix incorrect descriptions for EditorFileSystem's `get_file_type()`
|
|
Fix breakpoint toggle signal not firing when expected
|
|
|
|
|
|
Uniformize layer names, script methods and documentation
|
|
- 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
|
|
|
|
|
|
|
|
Better port handling connection for `GraphEdit`
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
doc: Add documentation for JSONRPC class
|
|
Fix the Use Nearest Mipmap Filter project setting not working
|
|
|
|
|
|
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.
|
|
Also changed CapsuleMesh to make settings consistent between render and
physics.
|
|
These are the only places in the docs that were not cased like this. Now they are!
|
|
|
|
Error handling functions for GdScript
|
|
|
|
Decrease the default depth of field bokeh quality
|
|
Docs: Add warnings about no SSL/(D)TLS revocation
|
|
|
|
This makes depth of field perform better out of the box, with little
visual difference.
|
|
|
|
Fixes and optimizations to mobile renderer
|
|
|
|
|
|
Use key enum instead of plain integers for input code
|
|
Rename `iterations_per_second` to `physics_ticks_per_second`
|
|
Remove infinite inertia and ray shapes from CharacterBody
|
|
Various text layout improvements (TextLine, TextParagraph, Label, TextServer)
|
|
StyleBox fake AA improvements (make anti aliasing size a float property)
|
|
* 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).
|
|
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.
|
|
|
|
|
|
|
|
Node Auto Arrangement in GraphEdit/VisualScript/VisualShader
|
|
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
|
|
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.
|