Age | Commit message (Collapse) | Author |
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http_escape and percent_encode have been unified into uri_encode, and http_unescape and percent_decode have been unified into uri_decode.
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- fixes scale values of 0.0013 (det == 0.00004) not rendering, they should render even at small values, but not at zero like the editor grid plugin supplies zero exactly.
- fixes node_3d_editor_plugin visibility bug when scale is zero
- fix culling with small scaling values - which are still valid to be rendered like 0.00004
note: grid is still not fixed, it has det == 0 issues but this fixes one of them.
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Move the Asset Library API URLs to the Editor Settings
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Auto-creates a port in visual shader expression on dragging from (and to)
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Create physical skeleton collider orientation fix
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Change themes font_color_selected to font_selected_color
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Add an editor setting for minimap opacity in visual editors
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-All shadow rendering is done with raster now (no compute)
-All shadow rendering is done by rendering directly to the shadow atlas
-Improved how buffer clearing is done to optimize the above.
-Ability to set shadows as 16 bits.
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Changed:
font_color_accel -> font_accelerator_color
font_color_bg -> font_unselected_color
font_color_disabled -> font_disabled_color
font_color_fg -> font_selected_color
font_color_hover -> font_hover_color
font_color_hover_pressed -> font_hover_pressed_color
font_color_pressed -> font_pressed_color
font_color_readonly -> font_readonly_color
font_color_selected -> font_selected_color
font_color_shadow -> font_shadow_color
font_color_uneditable -> font_uneditable_color
icon_color_disabled -> icon_disabled_color
icon_color_hover -> icon_hover_color
icon_color_hover_pressed -> icon_hover_pressed_color
icon_color_normal -> icon_normal_color
icon_color_pressed -> icon_pressed_color
Also includes:
font_outline_modulate -> font_outline_color
tab_fg -> tab_selected
tab_bg -> tab_unselected
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Clustering is now GPU based, uses an implementation based on the Activision algorithm.
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Cinematic preview enables the Camera3D preview automatically.
When previewing a Camera3D, the rotation gizmo isn't displayed as
it can't be used.
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Add convert options between constants and uniforms in visual shaders
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Draw a "background" line behind the dashed line in TextureRegion editor
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Create spritesheet for SpriteFrames by drag and dropping.
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This makes the dashed line visible on any background.
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Split OS::execute into two methods
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Close godotengine/godot-proposals#378
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1. execute(): Executes a command and returns the results.
2. create_process(): Creates a new process and returns the new process' id.
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Fixed incorrect offset of snap to floor
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Commit CanvasItem state only if it changed
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[4.0] Fix shader editor documentation link
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Fix for reselecting a TileMap node without first de-selecting it #44824
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Happy new year to the wonderful Godot community!
2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.
We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)
Here's to a great year 2021 for all Godot users 🎆
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Color 3D editor frame time labels depending on the performance level
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Fix Scrollbar range calculation error
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A restart is required to apply the setting change.
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Rename Math::stepify to snapped
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EditorNode::get_viewport()
Fixes #44761, was a regression from #44524.
The PR passed CI because EditorNode::get_viewport() used to shadow Node::get_viewport()
(which was a bug in itself, fixed by #44524), so once it was renamed the existing code
relying on it fell back to the now available Node::get_viewport().
This might bite some thirdparty modules too.
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Use a size Vector for adjusting the size of Rectangles and Boxes
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Rename Vector2.tangent() to Vector2.orthogonal()
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When zoomed in, the right and bottom edges of the resource image will be outside the viewing area.
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Rename Camera3D near and far getters and setters
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Rename unselect to deselect
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Move the brightness factor for highlighted 3D gizmos to a variable
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See
https://github.com/godotengine/godot/commit/8522ac77113c3d5239ff4c6cd74ab7b92e1ee663#r45230326.
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