Age | Commit message (Collapse) | Author | |
---|---|---|---|
2021-01-19 | Added GPU based cluster builder | reduz | |
Clustering is now GPU based, uses an implementation based on the Activision algorithm. | |||
2021-01-18 | Added SDF nodes to visual shader | Yuri Roubinsky | |
2021-01-18 | Hide the rotation gizmo when editor cinematic preview is enabled | Hugo Locurcio | |
Cinematic preview enables the Camera3D preview automatically. When previewing a Camera3D, the rotation gizmo isn't displayed as it can't be used. | |||
2021-01-15 | Fix invalid visual shader context menu popup size | Yuri Roubinsky | |
2021-01-15 | Merge pull request #44805 from Chaosus/vs_convert | Rémi Verschelde | |
Add convert options between constants and uniforms in visual shaders | |||
2021-01-15 | Merge pull request #45164 from Calinou/texture-region-editor-line-background | Rémi Verschelde | |
Draw a "background" line behind the dashed line in TextureRegion editor | |||
2021-01-15 | Merge pull request #35572 from dankan1890/drag_sheet | Rémi Verschelde | |
Create spritesheet for SpriteFrames by drag and dropping. | |||
2021-01-13 | Draw a "background" line behind the dashed line in TextureRegion editor | Hugo Locurcio | |
This makes the dashed line visible on any background. | |||
2021-01-12 | CI: Update to clang-format 11 and apply ternary operator changes | Rémi Verschelde | |
2021-01-12 | Merge pull request #44514 from madmiraal/split-os-execute | Rémi Verschelde | |
Split OS::execute into two methods | |||
2021-01-12 | Create spritesheet for SpriteFrames by drag and dropping. | dankan1890 | |
Close godotengine/godot-proposals#378 | |||
2021-01-11 | Fix script list only showing their names regardless of display option | Michael Alexsander | |
2021-01-11 | Pushes visual shader code preview to separate window | Yuri Roubinsky | |
2021-01-09 | Split OS::execute into two methods | Marcel Admiraal | |
1. execute(): Executes a command and returns the results. 2. create_process(): Creates a new process and returns the new process' id. | |||
2021-01-08 | Merge pull request #44283 from jeffuntildeath/fix-stf-offset | Rémi Verschelde | |
Fixed incorrect offset of snap to floor | |||
2021-01-05 | Merge pull request #44892 from KoBeWi/gentle_drag | Rémi Verschelde | |
Commit CanvasItem state only if it changed | |||
2021-01-05 | Commit CanvasItem state only if it changed | kobewi | |
2021-01-05 | Merge pull request #44893 from Chaosus/shader_reference | Rémi Verschelde | |
[4.0] Fix shader editor documentation link | |||
2021-01-05 | Fix shader editor documentation link | Yuri Roubinsky | |
2021-01-05 | Merge pull request #44890 from KiritoAM/my-bug-fix | Rémi Verschelde | |
Fix for reselecting a TileMap node without first de-selecting it #44824 | |||
2021-01-04 | Fix Leak with Gradient in Node3DEditorViewport | Rafał Mikrut | |
2021-01-03 | Fix for reselecting a TileMap node without first de-selecting it | andrew-softdev | |
2021-01-01 | Update copyright statements to 2021 | Rémi Verschelde | |
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 🎆 | |||
2020-12-30 | Add convert options between constants and uniforms in visual shaders | Yuri Roubinsky | |
2020-12-29 | Merge pull request #44709 from Calinou/editor-frame-time-color | Rémi Verschelde | |
Color 3D editor frame time labels depending on the performance level | |||
2020-12-29 | Merge pull request #44759 from Huberion/master | Rémi Verschelde | |
Fix Scrollbar range calculation error | |||
2020-12-29 | Add an editor setting for the 3D selection box color | Hugo Locurcio | |
A restart is required to apply the setting change. | |||
2020-12-28 | Merge pull request #44586 from madmiraal/rename-stepify | Rémi Verschelde | |
Rename Math::stepify to snapped | |||
2020-12-28 | Editor: Fix invalid use of Node::get_viewport() after rename of ↵ | Rémi Verschelde | |
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. | |||
2020-12-28 | Merge pull request #44183 from madmiraal/box_shape-size | Rémi Verschelde | |
Use a size Vector for adjusting the size of Rectangles and Boxes | |||
2020-12-28 | Merge pull request #44149 from madmiraal/rename-tangent-orthogonal | Rémi Verschelde | |
Rename Vector2.tangent() to Vector2.orthogonal() | |||
2020-12-28 | Fix Scrollbar range calculation error | BiBi | |
When zoomed in, the right and bottom edges of the resource image will be outside the viewing area. | |||
2020-12-28 | Merge pull request #44434 from madmiraal/rename-camera3d-near-and-far | Rémi Verschelde | |
Rename Camera3D near and far getters and setters | |||
2020-12-28 | Merge pull request #44569 from madmiraal/rename-unselect-deselect | Rémi Verschelde | |
Rename unselect to deselect | |||
2020-12-28 | Rename Math::stepify to snapped | Marcel Admiraal | |
2020-12-28 | Rename empty() to is_empty() | Marcel Admiraal | |
2020-12-27 | Merge pull request #44500 from Calinou/editor-gizmo-hover-brightness-variable | Rémi Verschelde | |
Move the brightness factor for highlighted 3D gizmos to a variable | |||
2020-12-27 | Move the brightness factor for highlighted 3D gizmos to a variable | Hugo Locurcio | |
See https://github.com/godotengine/godot/commit/8522ac77113c3d5239ff4c6cd74ab7b92e1ee663#r45230326. | |||
2020-12-27 | Fix Layout menu not working | kobewi | |
2020-12-26 | Color 3D editor frame time labels depending on the performance level | Hugo Locurcio | |
This provides easier visual grepping for each value (CPU time, GPU time, FPS). | |||
2020-12-25 | Makes strings translatable on right-click menu in visual shader | Yuri Roubinsky | |
2020-12-23 | Merge pull request #44605 from madmiraal/rename-control-margin | Rémi Verschelde | |
Rename Control margin to offset | |||
2020-12-23 | Rename Control margin to offset | Marcel Admiraal | |
2020-12-23 | Merge pull request #44487 from bruvzg/ctl_fixes_2 | Rémi Verschelde | |
[CTL] Fix RTL scrolling and tabs selection. | |||
2020-12-22 | Fix filename disambiguation on scripts in certain occasions | Michael Alexsander | |
2020-12-21 | Rename unselect to deselect | Marcel Admiraal | |
2020-12-21 | Use integer text position in scroll container, TextEdit and canvas editor, ↵ | bruvzg | |
to ensure sharp text rendering. Use integer font align/advance with any font scaling, to ensure sharp text rendering. | |||
2020-12-20 | Disable "Commit" button in VCS plugin if there's no commit message | Michael Alexsander | |
2020-12-20 | Rename Camera3D near and far getters and setters | Marcel Admiraal | |
Renames: - get_znear() -> get_near() - set_znear() -> set_near() - get_zfar() -> get_far() - set_zfar() -> set_far() | |||
2020-12-20 | Add animation reset track feature | Pedro J. Estébanez | |
As a bonus, to have consistency between use Beziers and create insert tracks, use Beziers also gets a default via editor settings that is used when the confirmation dialog is disabled, instead of just falling back to creating non-Bezier tracks. |