Age | Commit message (Collapse) | Author |
|
* This was required by users in some scenarios, such as animating individual axes over time with a single texture.
* Examples: Shaders, Particles, etc.
* CurveTexture now defaults to RGB, can be changed to Red if needed, this allows to freely exchange them.
|
|
Clean up RenderingServer and its bindings
|
|
* Rewrote bindings for RenderingServer.
* They are now all up to date.
* Several unused methods and deprecated features were cleaned up.
|
|
Add Callable.is_valid() analogous to FuncRef.is_valid() from 3.x
|
|
|
|
|
|
Add support for controlling physics nodes' behavior when disabled
|
|
Deprecate ImmediateGeometry
|
|
* Removed entirely from RenderingServer.
* Replaced by ImmediateMesh resource.
* ImmediateMesh replaces ImmediateGeometry, but could use more optimization in the future.
* Sprite3D and AnimatedSprite3D work again, ported from Godot 3.x (though a lot of work was needed to adapt them to Godot 4).
* RootMotionView works again.
* Polygon3D editor works again.
|
|
Fix editor suffixes and degrees conversion
|
|
New property disable_mode to set different behaviors:
Remove: remove from physics simulation
MakeStatic: change body mode to static (doesn't affect area and soft body)
KeepActive: do nothing
Extra change:
Handle disable/enable node state with specific notifications, in order
to differentiate global pause from disabled nodes.
|
|
* Functions to convert to/from degrees are all gone. Conversion is done by the editor.
* Use PROPERTY_HINT_ANGLE instead of PROPERTY_HINT_RANGE to edit radian angles in degrees.
* Added possibility to add suffixes to range properties, use "min,max[,step][,suffix:<something>]" example "0,100,1,suffix:m"
* In general, can add suffixes for EditorSpinSlider
Not covered by this PR, will have to be addressed by future ones:
* Ability to switch radians/degrees in the inspector for angle properties (if actually wanted).
* Animations previously made will most likely break, need to add a way to make old ones compatible.
* Only added a "px" suffix to 2D position and a "m" one to 3D position, someone needs to go through the rest of the engine and add all remaining suffixes.
* Likely also need to track down usage of EditorSpinSlider outside properties to add suffixes to it too.
|
|
Fix move_and_collide causing sliding on slopes
|
|
* Editor 2D viewport now uses embedded subwindows (windows no longer pop up)
* Restored the ability to disable 3D on the 2D viewport (makes 3D not display on 2D when there is a camera on the scene)
|
|
Update File.store_var description to mention which properties of an object are included.
|
|
|
|
NodePath properly updated in the editor in more cases when nodes are moved or renamed
|
|
Update `Label.clip_text()` Method Description
|
|
They can now be centered and right-aligned.
Fixes #11380.
|
|
Rename `is_a_parent_of()` to `is_ancestor_of()`
|
|
|
|
Make sure the direction of the motion is preserved, unless the depth is
higher than the margin, which means the body needs depenetration in any
direction.
Also changed move_and_slide to avoid sliding on the first motion, in
order to avoid issues with unstable position on ground when jumping.
Co-authored-by: fabriceci <fabricecipolla@gmail.com>
|
|
Allow disabling scrolling in Tree and implement horizontal scrolling
|
|
Fix more cases of node path needing an update when nodes are renamed or
moved in the editor.
Built-in node properties:
Before, node paths were checked only for script export variables. Now
all properties are checked from the node, which includes built-in node
properties.
Allows proper node path updates for nodes like remote transform, physics
joints, etc.
Arrays and dictionaries:
Node paths nested in array and dictionary properties are now also
updated in the editor.
Also update the documentation to be clear about node path update in the
editor and at runtime.
Co-authored-by: latorril <latorril@gmail.com>
|
|
|
|
On top of having a more realistic size out of the box, this matches
the default VoxelGI extents for better usability.
|
|
This update fixes an inconsistencies in the documentation about the `clip_text()` method.
|
|
* Deprecates GDNative in favor of a simpler, lower level interface.
* New extension system allows registering core engine classes.
* Simple header interface in gdnative_interace.h
|
|
|
|
|
|
Implement Framebuffer Subpass support
|
|
* Required for better optimizing mobile platforms
* Will be used by the Vulkan mobile renderer.
|
|
|
|
The CylinderMesh generation code handles this special case and
avoids generating the top and bottom faces if their radius is equal
to 0. This improves performance by reducing the number of vertices
to draw.
If both values are set to 0, nothing will be visible but the mesh
generation will still succeed.
This also improves the CylinderMesh class documentation.
|
|
|
|
|
|
|
|
Also MIDIMessage
|
|
|
|
|
|
|
|
|
|
|
|
Fix `InputMap.action_erase_event()` failing to erase events correctly.
|
|
Consolidate JSON, JSONParseResults and JSONParser into JSON
|
|
* Tweens were changed from Node to RefCounted. New API is inspired by DOTween.
* Tweens are created and managed by SceneTree, similar to SceneTreeTimer, which makes them ultra cheap to use a lot.
* Animating with Tweens is done by creating sequences of Tweeners. You create them from code and they autostart by default (fire-and-forget).
* There are 4 Tweeners that cover the former Tween functionality: PropertyTweener, IntervalTweener, CallbackTweener and MethodTweener.
* The methods were simplified a lot. Long argument lists are replaced with chained calls on Tweens and Tweeners.
* Tweeners by default execute in sequence, so it's easy to create complex chained animations.
* You can bind a Tween to a node. Tween will be removed automatically when the bound node is freed.
|
|
Renames JSON.parse_string() to parse()
Renames JSON.decode_data() to stringify()
|
|
This can be used by editor plugins and non-game applications to
store data in the correct directories according to the
XDG Base Directory specification.
|
|
Allows line shapes to collide with objects falling from the top by
default, which makes more sense for the most common cases.
|
|
|