Age | Commit message (Collapse) | Author |
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Also rename export name from "HTML5" to "Web".
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Implement built-in classes Vector4, Vector4i and Projection.
* Two versions of Vector4 (float and integer).
* A Projection class, which is a 4x4 matrix specialized in projection types.
These types have been requested for a long time, but given they were very corner case they were not added before.
Because in Godot 4, reimplementing parts of the rendering engine is now possible, access to these types (heavily used by the rendering code) becomes a necessity.
**Q**: Why Projection and not Matrix4?
**A**: Godot does not use Matrix2, Matrix3, Matrix4x3, etc. naming convention because, within the engine, these types always have a *purpose*. As such, Godot names them: Transform2D, Transform3D or Basis. In this case, this 4x4 matrix is _always_ used as a _Projection_, hence the naming.
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Remove currently unused implementation of TextureBasisU, could be re-added
later on if needed and ported.
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Happy new year to the wonderful Godot community!
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Was missed as WebXR build was disabled prior to #50563.
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Re-enable building WebXR in GitHub Actions
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* Added a new macro SNAME() that constructs and caches a local stringname.
* Subsequent usages use the cached version.
* Since these use a global static variable, a second refcounter of static usages need to be kept for cleanup time.
* Replaced all theme usages by this new macro.
* Replace all signal emission usages by this new macro.
* Replace all call_deferred usages by this new macro.
This is part of ongoing work to optimize GUI and the editor.
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The XR API changed a bit, and it's not just a rename, though probably an
easy update for someone who is qualified :).
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Follow-up to #38736 (these uses were likely added after this PR was merged).
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Some functions and enums were renamed in 4.0 but not updated in the
WebXR code.
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