Age | Commit message (Collapse) | Author |
|
More saturated icons go better with the new editor theme.
These color changes only apply when using a dark theme.
The editor icon saturation can still be adjusted in the Editor Settings.
Setting the editor icon saturation setting to 0.77 should roughly match
the old icon saturation.
|
|
|
|
|
|
And typo fix from https://github.com/godotengine/godot-docs/pull/4882.
|
|
|
|
fixes #30229
|
|
Fix new `CSGMesh` errors
|
|
|
|
|
|
Does the same internally for List and Vector<>, which includes all
PackedArray types.
|
|
|
|
-For inspector refresh, the inspector now detects if a property change by polling a few times per second and then does update the control if so. This process is very cheap.
-For property list refresh, a new signal (property_list_changed) was added to Object. _change_notify() is replaced by notify_property_list_changed()
-Changed all objects using the old method to the signal, or just deleted the calls to _change_notify(<property>) since they are unnecesary now.
|
|
-Rendering server now uses a split RID allocate/initialize internally, this allows generating RIDs immediately but initialization to happen later on the proper thread (as rendering APIs generally requiere to call on the right thread).
-RenderingServerWrapMT is no more, multithreading is done in RenderingServerDefault.
-Some functions like texture or mesh creation, when renderer supports it, can register and return immediately (so no waiting for server API to flush, and saving staging and command buffer memory).
-3D physics server changed to be made multithread friendly.
-Added PhysicsServer3DWrapMT to use 3D physics server from multiple threads.
-Disablet Bullet (too much effort to make multithread friendly, this needs to be fixed eventually).
|
|
|
|
|
|
Happy new year to the wonderful Godot community!
2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.
We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)
Here's to a great year 2021 for all Godot users 🎆
|
|
Rename Math::stepify to snapped
|
|
Use a size Vector for adjusting the size of Rectangles and Boxes
|
|
|
|
Properly handle empty CSGShapes
|
|
|
|
|
|
|
|
-Removed FuncRef, since Callable makes it obsolete
-Removed int_types.h as its obsolete in c++11+
-Changed color names code
|
|
This decreases the editor binary size by about 8 KB.
|
|
Reference the online documentation in collision layer/mask properties
|
|
Use a simpler degenerate triangle check that calculates area.
|
|
co-planer.
|
|
Transform CSGShape collision when necessary
|
|
Properly handle empty CSGCombiners
|
|
See https://github.com/godotengine/godot-docs/pull/3863.
|
|
|
|
|
|
|
|
|
|
colliding with equiplanar CSG faces.
|
|
They will be deleted when the faces are merged, but their edges are
needed for merging faces.
|
|
that need to split faces when avoiding creating degenerate faces
while merging CSG faces.
|
|
Extra `_2d` suffixes are removed from 2D methods accoringly.
|
|
Using clang-tidy's `readability-braces-around-statements`.
https://clang.llvm.org/extra/clang-tidy/checks/readability-braces-around-statements.html
|
|
I couldn't find a tool that enforces it, so I went the manual route:
```
find -name "thirdparty" -prune \
-o -name "*.cpp" -o -name "*.h" -o -name "*.m" -o -name "*.mm" \
-o -name "*.glsl" > files
perl -0777 -pi -e 's/\n}\n([^#])/\n}\n\n\1/g' $(cat files)
misc/scripts/fix_style.sh -c
```
This adds a newline after all `}` on the first column, unless they
are followed by `#` (typically `#endif`). This leads to having lots
of places with two lines between function/class definitions, but
clang-format then fixes it as we enforce max one line of separation.
This doesn't fix potential occurrences of function definitions which
are indented (e.g. for a helper class defined in a .cpp), but it's
better than nothing. Also can't be made to run easily on CI/hooks so
we'll have to be careful with new code.
Part of #33027.
|
|
Which means that reduz' beloved style which we all became used to
will now be changed automatically to remove the first empty line.
This makes us lean closer to 1TBS (the one true brace style) instead
of hybridating it with some Allman-inspired spacing.
There's still the case of braces around single-statement blocks that
needs to be addressed (but clang-format can't help with that, but
clang-tidy may if we agree about it).
Part of #33027.
|
|
|
|
Part of #33027.
|
|
Part of #33027, also discussed in #29848.
Enforcing the use of brackets even on single line statements would be
preferred, but `clang-format` doesn't have this functionality yet.
|
|
Change non-existent World to World3D
|
|
|
|
Fix CSG vertex normal calculation.
|
|
|
|
|