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EricEzaM/drag-multiple-resources-onto-array-export
Drag multiple resources onto exported array variable at once
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Fixed shuffling editor help tabs
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Fixed flipped scene preview thumbnail
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glTF: Fix tangent generation for non-blend shapes
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It changed name as part of the DisplayServer and input refactoring
in #37317, with the rationale that input no longer goes through the
main loop, so the previous Input singleton now only does filtering.
But the gains in consistency are quite limited in the renaming, and
it breaks compatibility for all scripts and tutorials that access
the Input singleton via the scripting language. A temporary option
was suggested to keep the scripting singleton named `Input` even if
its type is `InputFilter`, but that adds inconsistency and breaks C#.
Fixes godotengine/godot-proposals#639.
Fixes #37319.
Fixes #37690.
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Add caching the lightmap unwrapping on import
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(cherry picked from commit ae958b89ab9cb98c9b754140ba9924cb0f279598)
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The indexes for the ScriptEditorItemData entries were not getting
updated after sorting. This would cause a page to be open but with a
different tab selected. Whenever _update_script_names was called next,
it would correct this indexing. Now we correct it immediately following
the tab sort.
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This closes #38185.
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Add ability to export debugger's VRAM usage report
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Fix crash when changing time value of multiple animation keys at once via inspector
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Add icon for the Decal node
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inspector
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This commit adds caching to the lightmap mesh unwraps generated on
import. This speeds up re-imports of meshes that haven't changed and
also makes sure that the unwraps are consistent across imports.
The unwrapping process is not deterministic, so one could end up with
a different mapping every time the scene was imported, breaking any
previously baked lightmaps. The changes in this commit prevent that
from happening.
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editor settings window is closed.
Close #38012
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Update Joint gizmos automatically
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Fix "Local" button not being pressed in the Scene dock on first run
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Note: Only replaced 2 instances to test, Node.get_children and TileMap.get_used_cells
Note: Will do a mass replace on later PRs of whathever I can find, but probably need
a tool to grep through doc.
Warning: Mono will break, needs to be fixed (and so do TypeScript and NativeScript, need to ask respective maintainers)
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DocData: Keep Mono properties on non-Mono builds
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Also added an easier way to load native GLSL shaders.
Extras:
Had to fix no-cache for subresources in resource loader, it was not properly working, making shaders not properly reload.
Note:
The precommit hooks are broken because they don't seem to support enums from one class being used in another.
Feel free to fix this after merging this PR.
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Add editor freelook navigation scheme settings
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This doesn't make much sense API-wise, but it's important for the documentation
workflow that the Mono and non-Mono builds produce the same output, otherwise
we keep having non-Mono builds removing Mono properties and losing their
descriptions.
This is a terrible hack but it's ad hoc, and should be OK for the time being.
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Subgroups were added in #37678 but not properly handled everywhere
where PROPERTY_USAGE_GROUP is.
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Properly expose classes that we actually want accessible.
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Depending on what one is trying to achieve, a different freelook mode
may be more desirable.
This closes #34034.
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files onto exported arrays.
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Implement global and per instance shader uniforms.
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Adds two keywords to shader language for uniforms:
-'global'
-'instance'
This allows them to reference values outside the material.
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(cherry picked from commit 471a5abbf3651fc01e7c4f63c994164041d0c93f)
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Tweak the built-in script naming for resources with custom names
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Implement decals
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Also implemented decal atlas, so projectors and other stuff can be added.
Sidenote: Had to make RID hashable, so some unrelated includes changed
in order to include it in hashfuncs.h
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Fixed crash caused by uninitialised variable
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Relative scale snapping 2D
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Add vogel filter and settings to soft shadows
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Also fixed GPU profiler, which was not working on nvidia hardware.
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