Age | Commit message (Collapse) | Author |
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Make margins obey the snap option in the TextureRegion editor
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Dropping a single ZIP file in the project manager will now prompt the
import dialog.
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Fix swapped front/rear view
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Fix port previews for uniforms in visual shaders
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Check default project and autoscan directories exist on project manager startup
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3D editor grid improvements
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This commit adds a view-dependant fade to the 3D viewport grid. It fades out
at steep view angles to hide the solid regions that appear far from the camera.
I also included a fade to hide the grid borders.
I added some improvements to the dynamic grid when the camera is in orthogonal mode.
It properly handles zoom now, and the grid center is now set to the intersection point
between the grid plane and the camera forward ray, keeping the grid
always visible.
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Use Math_TAU and deg2rad/etc in more places and optimize code
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Create the temporary PCK export directory if it doesn't exist
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Add viewport resolution to the 3D editor's View Information pane
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This closes https://github.com/godotengine/godot-proposals/issues/619.
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Simplify Script Variables Population
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Unified several visual shader nodes
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Attempt to connect to first correct port on dragging in visual shader
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Modernize Thread
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This closes #45560.
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Disable active editors when node gets deselected
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Remove unused get_subeditor() method
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- Based on C++11's `thread` and `thread_local`
- No more need to allocate-deallocate or check for null
- No pointer anymore, just a member variable
- Platform-specific implementations no longer needed (except for the few cases of non-portable functions)
- Simpler for `NO_THREADS`
- Thread ids are now the same across platforms (main is 1; others follow)
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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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mesh indexing failing with small scale values
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(cherry picked from commit 3f3130648af2b24772f09dbc152af46ba9e9f946)
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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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gongpha/crash!-on-expand-or-collapse-folder-in-filesystem-tree
Fix crash on FileSystemDock's tree when trying to collapse or expand folder
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Move the Asset Library API URLs to the Editor Settings
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Update path in the FileSystem dock after doing file operations
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Auto-creates a port in visual shader expression on dragging from (and to)
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Make use of export path when exporting PCK/ZIP
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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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Fix minimap capturing events and improve its theme and editor settings
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Add an editor setting for minimap opacity in visual editors
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-When importing, a vertex-only version of the mesh is created.
-This version is used when rendering shadows, and improves performance by reducing bandwidth
-It's automatic, but can optionally be used by users, in case they want to make special versions of geometry for shadow casting.
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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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-SDFGI direct light is done over many frames
-SDFGI Changed settings for rays/frame
-SDFGI Misc optimizations
-SDFGI Bug fix on probe scroll
-GIProbe was not working, got it to work again
-GIProbe dynamic objects were not working, fixed
-Added a half size GI option.
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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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Detect plugins recursively
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Clustering is now GPU based, uses an implementation based on the Activision algorithm.
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