Age | Commit message (Collapse) | Author |
|
thenegativehunter2/master_texture_array_normal_added
Add an import option to force TextureArrays as normal maps for RGTC Compression(redo)
|
|
|
|
up editor includes
|
|
|
|
|
|
|
|
bluenote10/feature/rename_translated_to_translated_local
|
|
|
|
|
|
an error
|
|
Adds `header_guards.sh` bash script, used in CI to validate future
changes. Can be run locally to fix invalid header guards.
|
|
Implement BPM support in AudioStream files.
|
|
Based on #62896, only implements the BPM support part.
* Implements BPM support in the AudioStreamOGG/MP3 importers.
* Can select BPM/Bar Size and total beats in a song file, as well as edit looping points.
* Looping is now BPM aware
* Added a special importer UI for configuring this.
* Added a special preview showing the audio waveform as well as the playback position in the resource picker.
* Renamed `AudioStream::instance` to `instantiate` for correctness.
|
|
Revert upstream `core/input/gamecontrollerdb.txt`. Upstream fix: https://github.com/gabomdq/SDL_GameControllerDB/pull/600
|
|
- Image.blit_rect()
- Image.blit_rect_mask()
- Image.blend_rect()
- Image.blend_rect_mask()
- Image.fill_rect()
- Image.get_used_rect()
- Image.get_rect()
- ImageTexture.set_size_override()
|
|
|
|
|
|
Add `ok_button_text` to AcceptDialog and `cancel_button_text` to ConfirmationDialog
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Fix some bugs in the advanced scene import
|
|
|
|
Unlike other scene imports, the import of blend files requires options. Otherwise, the preview may not be visible.
|
|
|
|
* Ensures thread safety when resources are destroyed.
* Simplified API by always forcing `ResourceCache::get_ref`, which needs less hacks and is fully thread safe.
* Removed RWLock for resources because its not possible to use for the new logic. Should not be a problem.
Supersedes #57533
|
|
|
|
Disable VRAM compression by default for small textures in Detect 3D
|
|
TextServer.
|
|
This is done to prevent reducing texture quality when it doesn't save
much video memory, especially for pixel art.
The size threshold can be adjusted in the project settings.
To get the previous behavior where textures detected to be used in 3D
had their compression mode always set to VRAM, set this to the lowest value
(16).
|
|
These messages are only printed in the editor and can be seen
in the editor Output panel, so these should be localizable.
|
|
|
|
fixes #61733
|
|
Adds some translator comments to solve some questions raised on Weblate.
|
|
*.OTC).
|
|
|
|
This detection automatically changes some import options, so it's
important that users are aware of this.
|
|
- Use the "odd" style for TabContainers that are on a background with the same color as the default TabContainer background color to add contrast
|
|
|
|
* Intended to replace RBSet in most cases.
* Optimized for iteration speed
|
|
|
|
|
|
Fixed broken root motion calculation in internal process of `AnimationBlendTree` such as `NodeOneShot`
|
|
* Map is unnecessary and inefficient in almost every case.
* Replaced by the new HashMap.
* Renamed Map to RBMap and Set to RBSet for cases that still make sense
(order matters) but use is discouraged.
There were very few cases where replacing by HashMap was undesired because
keeping the key order was intended.
I tried to keep those (as RBMap) as much as possible, but might have missed
some. Review appreciated!
|
|
- Start with the scene item selected, instead of showing an invalid view
- Don't crash when selecting unnamed materials.
|
|
Adds a new, cleaned up, HashMap implementation.
* Uses Robin Hood Hashing (https://en.wikipedia.org/wiki/Hash_table#Robin_Hood_hashing).
* Keeps elements in a double linked list for simpler, ordered, iteration.
* Allows keeping iterators for later use in removal (Unlike Map<>, it does not do much
for performance vs keeping the key, but helps replace old code).
* Uses a more modern C++ iterator API, deprecates the old one.
* Supports custom allocator (in case there is a wish to use a paged one).
This class aims to unify all the associative template usage and replace it by this one:
* Map<> (whereas key order does not matter, which is 99% of cases)
* HashMap<>
* OrderedHashMap<>
* OAHashMap<>
|