Age | Commit message (Collapse) | Author |
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Fix crash in `GodotNavigationServer::map_get_path`
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small changes: improve OS.get_name classref, misc/scripts fixes, remove trailing quote
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Gallilus/Improve-VisualScript-search-and-instancing-of-nodes
Improve VisualScript search and instancing of nodes
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- check_vadjust -> check_v_adjust
- close_h_ofs -> close_h_offset
- close_v_ofs -> close_v_offset
- commentfocus -> comment_focus
- hseparation -> h_separation
- ofs -> offset
- selectedframe -> selected_frame
- state_machine_selectedframe -> state_machine_selected_frame
- table_hseparation -> table_h_separation
- table_vseparation -> table_v_separation
- vseparation -> v_separation
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Add "generate_mipmap" font import option.
Add some missing features to the Sprite3D.
Move BiDi override code from Control to TextServer.
Add functions to access TextServer font cache textures.
Add MSDF related flags and shader to the standard material.
Change standard material cache to use HashMap instead of Vector.
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More work on splitting up RendererStorage
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Constructors are more accessible.
Basic type methods are now based on ClassDB and not registerd_node_names.
Selecting search_classes now automatically changes the scope.
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GDScript: Rename OPCODE_TYPE_ADJUST_TRANSFORM to have a 3D suffix
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Import scenes as AnimationLibrary
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Added the ability to import scenes as AnimationLibrary
* Completes implementation of https://github.com/godotengine/godot-proposals/issues/4296
* Helps if you want to export animations to a separate file (say a GLTF) to avoid re-importing/exporting them every time the model changes.
* Helps if you simply want to have animations using a dummy model, which can be shared across multiple models.
Creates a secondary scene importer used only for animations.
**NOTE**: A new flag for scene importer: EditorSceneFormatImporter.IMPORT_DISCARD_MESHES_AND_MATERIALS has been added, to hint importers that they should skip meshes and animations (and hence make importing faster). It is not implemented in any importer yet, this should be done in a separate PR.
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This helps reduce confusion around sRGB <> Linear conversions by making
both input and output color spaces explicit.
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Added set_extra_headers() to WebSocketServer
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When double-clicking on a function name the graph will now correctly jump to the function relative to the zoom ratio.
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* Instead of containing single animations, AnimationPlayer now contains libraries.
* Libraries, in turn, contain the animations.
This paves the way for implementing the possibility of importing scenes as animation libraries, finally allowing to import animations separate from the 3D models.
Missing (will be done on separate PRs):
* Make it possible to import scenes (dae/fbx/gltf) as animation libraries.
* Make it possible for AnimationTree to import animation libraries on its own, so it does not rely on AnimationPlayer for everything.
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Fix navmesh baking
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- improved mesh data calculation from standalone static colliders so that no
VisualServer calls are performed - and thus no VS mutexes need to
be locked in case of on-thread baking
- improved the same for GridMap's static colliders
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Fixes #59996.
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Co-authored-by: Gustav <gusan092@student.liu.se>
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enabled if available
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Delay font texture update, until `draw` is called. Rasterize glyphs during shaping.
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Fix `map_get_path` aka `get_simple_path` behavior in 2D & 3D
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Fixes #59915 .
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shaping.
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Autoloaded scripts should always inherit from Node. When you run a
project that tries to autoload a script which doesn’t inherit from Node,
then Godot gives an error.
Before this change, the error said “Script does not inherit a Node”.
That error message is a little bit misleading. If a class inherits a
Node, then one of its superclasses has a Node. If a class inherits
_from_ Node, then one of its superclasses is Node. This change corrects
that mistake.
Fixes #59884.
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This prevents the pitfall of UB when checking if they have been
assigned something valid by comparing to nullptr.
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