Age | Commit message (Collapse) | Author |
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Handle gltf binary images
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Make BoneAttachment3D and Skeleton3D names consistent.
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[ Ignore and Warn | Extract Textures (default) | Optimize Loading Embedded as Basisu ]
Enable compressed mip maps from Basis Universal for faster compressions.
Increase the quality of Basis to avoid corruption.
To keep compatibility use the first mip of the previous internal Godot format.
Because texture names may have invalid filename characters, adds String::validate_filename to sanitize filenames for import pipeline use.
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Better error display in debugger panel
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Avoid nested skeletons, and handle skinned meshes with children.
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GDScript: Fix test for read-only state of constants
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- Use the right stack frame info as title of the error.
- Use the actual C# exception type as error for exceptions raised from C#.
- Show the right language instead of always **C++ Error**.
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BoneAttachment3D nodes are now named as their bone name.
Resolves cases where BoneAttachment3D nodes will have arbitrary names like BoneAttachment3D6
Reserve the name "Skeleton3D" and use this name for all generated Skeleton3D nodes.
This change will break existing imported scenes with more than one skeleton and/or bone attachments.
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Recursively adds child nodes into each skeleton. This should prevent nested skeletons and avoid bone attachments for leaf bones.
In cases where a skinned mesh has children, creates two scene nodes with the same name, which both will represent this single gltf node.
Because blend shape animations must target the mesh, adds a separate mapping for ImporterMeshInstance3D node references.
This change will break existing imported scenes with bone attachments and more than one skeleton.
Co-authored-by: K. S. Ernest (iFire) Lee <ernest.lee@chibifire.com>
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Renamed C# types and members to use PascalCase and follow .NET naming conventions.
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C#: Allow use of .NET 7
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C#: Lookup signals and methods in Get method
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C#: Skip methods with pointer parameters
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Sync C# Dictionary with Core
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C#: Sync GD with Core
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C#: Add float an double overloads to Mathf
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C#: Restore `Scale` and `Rotation` properties
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Seal C# attributes
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C#: Implement disposable pattern and seal `GodotSynchronizationContext` class and related
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C#: Annotate API with `[MustBeVariant]`
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C# Improve the "Tag" conversion of documents
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Rename Navigation uses of 'location' to 'position'
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Contrary to the entire rest of the engine NavigationAgent's and NavigationLinks decided to deal with locations instead of positions.
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GDScript: Allow constant expressions in annotations
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GDScript: Fix marking of line with unsafe property access as unsafe
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- Add MustBeVariant attribute to generic parameters that are used in a Variant context
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class and related
- `GodotSynchronizationContext`
- Implements `IDisposable` to dispose of the disposable field `_queue`.
- Makes the class sealed.
- `GodotTaskScheduler`
- Implements `IDisposable` to dispose of the disposable property `Context`.
- Makes the class sealed.
- `Dispatcher`
- Dispose of previous `GodotTaskScheduler` instances before creating a new one.
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Closes https://github.com/godotengine/godot/issues/71065
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GDScript: Disallow type inference with untyped initializer
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Correctly apply world_scale in WebXR (Godot 4)
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Add `PROPERTY_USAGE_NEVER_DUPLICATE` flag and use for script
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Clarify error message about script-level annotation
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Disable OGG and MP3 looping by default on import
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Co-authored-by: Yakov Borevich <j.borevich@gmail.com>
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- Add overloads to print methods that take a single `string`.
- Use `StringBuilder` to append print parameters.
- Remove `PrintStack` method.
- Add `ErrorString`.
- Remove `Str` method.
- Add exception to `Range` when step is 0.
- Add `VarToBytesWithObjects` and `BytesToVarWithObjects`.
- Remove optional boolean parameter from `VarToBytes` and `BytesToVar`.
- Move `InstanceFromId` to `Godot.Object`.
- Add `Godot.Object.IsInstanceIdValid`.
- Update documentation.
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- Implement `ICollection` methods explicitly.
- Add `Merge` method.
- Add `RecursiveEqual` method.
- Update documentation.
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- Add `float` and `double` overloads to all methods of `Mathf`.
This allows the methods to be usable with `float`, `double` or `real_t`.
- Use `System.MathF` in the `float` overloads which may result in
better performance.
- Constants remain as `real_t` for the time being.
- Add aggresive inlining for methods that wrap `System.Math` calls.
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[codeblocks] for Keep only the [CSharp] part.
[param] is changed to <c>.
[b] for bold text.
[i] for italic text.
4.0 now uses variant, so [variant] to <see cref="Godot.Variant"/>.
since Rider does not support [u], only comments have been modified.
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C#: Move `LinearToDb` and `DbToLinear` to Mathf
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