Age | Commit message (Collapse) | Author |
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Modernize Thread
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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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Tweak the "Auto" editor setting hints to be more indicative
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This affects the editor scale and font hinting settings which will now
display their automatically chosen value in parentheses.
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Remove the editor quit confirmation when there are no unsaved changes
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Change how editable children data is stored
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Fix typo in theming methods ("botton" -> "bottom")
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Calinou/editor-cinematic-preview-hide-rotation-gizmog
Hide the rotation gizmo when editor cinematic preview is enabled
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Cinematic preview enables the Camera3D preview automatically.
When previewing a Camera3D, the rotation gizmo isn't displayed as
it can't be used.
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Title Case is used for all enum values in Godot.
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Co-authored-by: hilfazer <az13337@gmail.com>
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Unify single and multiscene instancing
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Add convert options between constants and uniforms in visual shaders
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(cherry picked from commit 7e207cfd48d6077ac6aaa3c45423d3fcf2f90bd7)
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Draw a "background" line behind the dashed line in TextureRegion editor
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Create spritesheet for SpriteFrames by drag and dropping.
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Fix file name comparison when new file is added to file system
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This makes the dashed line visible on any background.
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