Age | Commit message (Collapse) | Author |
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Removes antialiased flag for draw_* methods.
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-Texture renamed to Texture2D
-TextureLayered as base now inherits 2Darray, cubemap and cubemap array
-Removed all references to flags in textures (they will go in the shader)
-Texture3D gone for now (will come back later done properly)
-Create base rasterizer for RenderDevice, RasterizerRD
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Allow to use arrow keys with TOOL_MOVE
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Remove AnimationTreePlayer node
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- Added Navigation Agents and Obstacles.
- Integrated Collision Avoidance.
This work has been kindly sponsored by IMVU.
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Include locked nodes on selection list
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Make Ctrl+F focus the editor asset library's search field
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Re-add a way to generate a single convex shape from the editor
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Change the Pick Tile and Select default shortcuts in the TileMap editor
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They now point down, matching Godot's 2D coordinate system.
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Added movement handles to 2D
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Use a new approach to fix bone pose override not being reset when IK animation is stopped.
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animation is stopped.
This reverts PR #35460 & commit 551c37167b0428b1489a8a6f6233624c5f4aa628.
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The new default keys were chosen to match common graphics editing
software. A modifier is no longer required to use the Select tool,
making it faster to use.
This closes #34170.
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Skeleton animates physical bones
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This closes #36019.
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Implemented hint_range for VisualShaderNodeScalarUniform
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Few enchancements for shader editor
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Use MOUSE_FILTER_PASS for all containers
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Adds pan and zoom gestures to TextureRegion editor
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Shortens minimum height of script editor
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- Add do..while(0) wrapper to ERR_FAIL_NULL macros.
- Add do..while(0) wrapper to ERR_FAIL_COND macros.
- Add do..while(0) wrapper to ERR_CONTINUE macros.
- Add do..while(0) wrapper to ERR_BREAK macros.
- Add do..while(0) wrapper to CRASH_COND macros.
- Add do..while(0) wrapper to ERR_FAIL macros.
- Add do..while(0) wrapper to ERR_PRINT macros.
- Add do..while(0) wrapper to WARN_PRINT macros.
- Add do..while(0) wrapper to WARN_DEPRECATED macros.
- Add do..while(0) wrapper to CRASH_NOW macros.
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It was removed after the implementation of VHACD. Generating a single
shape can lead to better performance, so it may still be desired.
This also adds tooltips for several options in the Mesh menu.
This closes #35692.
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Suppose that the user wants to use some guidelines in 2D mode. The
user has enabled "Use Pixel Snap", and configured the "Grid Step" to
1px.
On some zoom levels, when dragging the guidelines step by step, some
offsets shows the wrong value. The offsets that are wrong vary - it is
affected by the zoom level, so some zoom levels do not display this
problem.
For example, a user may see this while dragging the guideline:
0px 1px 1px 3px 4px 5px 5px 7px 8px
whereby 2px and 6px are missing.
This is due to a floating-point error. The values are printed as
(truncated) integers, but they are actually decimals, so they were
actually 1.9999 and 5.9999 for the missing cases.
Let's fix that by rounding up the values before printing them to get rid
of the errors.
This fixes #35010.
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* TextureRegion editor
* Ploygon2D UV editor
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Replace CameraMatrix::get_viewport_size with get_viewport_half_extents, shadow culling with ortho camera and other affected issues
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Use an icon in the top Animation Key menu
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Fixes #26637.
Fixes #19900.
The viewport_size returned by get_viewport_size was previously incorrect, being half the correct value. The function is renamed to get_viewport_half_extents, and now returns a Vector2.
Code which called this function has also been modified accordingly.
This PR also fixes shadow culling when using ortho cameras, because the correct input for CameraMatrix::set_orthogonal should be the full HEIGHT from get_viewport_half_extents, and not half the width.
It also fixes state.ubo_data.viewport_size in rasterizer_scene_gles3.cpp to be the width and the height of the viewport in pixels as stated in the documentation, rather than the current value which is half the viewport extents in worldspace, presumed to be a bug.
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TextureRegionEditor: Corrected typo
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