Age | Commit message (Collapse) | Author |
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Blendshapes without a skeleton already worked.
However, due to a faulty ERR_FAIL_COND, it was impossible to create a mesh with both bones and blendshapes.
This also fixes an assumption that all surfaces reference the same number of bones as surface 0.
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Rename Control margin to offset
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* Support KHR_texture_transform.
* Support exporting glTF2
* Support exporting instanced scenes
* Extract into a gltf state and gltf document
* Add a tools menu for exporting gltf2
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[CTL] Fix RTL scrolling and tabs selection.
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Replace SAO with ASSAO as Godot's new SSAO
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to ensure sharp text rendering.
Use integer font align/advance with any font scaling, to ensure sharp text rendering.
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The blue accent color is now used, which matches the default editor
accent color.
It doesn't change to match the currently configured accent color
automatically, but doing so would require modifying the CheckButton
class a lot for little benefit.
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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.
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Rename Rect2 and Rect2i clip() to intersection()
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Removed default commit message
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This makes it possible to view far away objects without
having to tweak any settings. This results in a more usable
editor when working on large-scale levels.
This change should have no impact on performance, but note that
Z-fighting will be visible at a distance. This can be made less
visible by increasing the Znear value (however, doing so will cause
nearby surfaces to disappear).
This change was also applied to the editor, but it will only
apply to newly created scenes.
This also changes the default camera settings in the glTF importer
to match the Camera node's defaults.
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Fixed EditorPropertyText change signal emission.
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-Do not bind attributes that are not needed
-Improve a bit more how meshoptimizer interacts with Godot
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-Happens on import by default for all models
-Just works (tm)
-Biasing can be later adjusted per node or per viewport (as well as globally)
-Disabled AABB.get_support test because its broken
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Add a minimap to the GraphEdit
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Display the number of results for global search
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Make tool menu plugins use Callables for callback
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Uses compute shaders, which only once, on demand, and all in parallel.
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Changed the rotation gizmo handle to use the active axis color
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gongpha/fix-texture3d-texturearray-icon-rasterizing
Improve Texture3D and TextureArray icons
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Rename the TextureProgress node to TextureProgressBar
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Add outline to ruler tool
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Increase the default 3D manipulator gizmo opacity for better visibility
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- Brighten gizmos when highlighted to make the difference between a
non-highlighted and a highlighted gizmo more visible.
- Tweak the manipulator gizmo size property hint.
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Advantages:
- When searching for "progressbar", you'll see both nodes in the
search results.
- More consistent with Button/TextureButton.
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Also renames:
- AcceptDialog add_cancel() to add_cancel_button()
- ConfirmationDiaglog get_cancel() to get_cancel_button()
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-Reworked how meshes are treated by importer by using EditorSceneImporterMesh and EditorSceneImporterMeshNode. Instead of Mesh and MeshInstance, this allows more efficient processing of meshes before they are actually registered in the RenderingServer.
-Integrated MeshOptimizer
-Reworked internals of SurfaceTool to use arrays, making it more performant and easy to run optimizatons on.
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We haven't had a proper implementation for COMPRESS_PVRTC2 (which is PVRTC1 2-bpp) in years,
so let's drop it instead of keeping a compress type which doesn't work.
The other enum values were renamed to clarify that our PVRTC2 and PVRTC4 are respectively
PVRTC1 2-bpp and PVRTC1 4-bpp. PVRTC2 2-bpp and 4-bpp are not implemented yet.
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The code we had for PVRTexTool doesn't work as it's not compatible with current
PVRTexTool CLI options, and likely hasn't been for years.
Instead, we have our own vendored pvrtccompressor thirdparty library which all
users have thus de-facto been using. This commit moves the compress code to
`modules/pvr` where it belongs.
There's no proper compress function for PVRTC 2-bit format, that's a bug that
will need to be fixed (currently it's compressed as 4-bit format even if you
use Image::FORMAT_PVRTC2).
Fixes #28669.
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(cherry picked from commit 3e20a98503f66bfe0bfc5140582a78e76c117588)
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Fixes #24167.
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Fix scene being modified when arrows are pressed with no node selected
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Add "font_color_separator" theme property to 'PopupMenu'
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fix for snap to floor editor crash bug
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