Age | Commit message (Collapse) | Author |
|
Fix constants at function scope are not defined as constants for completion
|
|
Various fixes to UV2 unwrapping and the GPU lightmapper. Listed here for
context in case of git blame/bisect:
* Fix UV2 unwrapping on import, also cleaned up the unwrap cache code.
* Fix saving of RGBA images in EXR format.
* Fixes to the GPU lightmapper:
- Added padding between atlas elements, avoids bleeding.
- Remove old SDF generation code.
- Fix baked attenuation for Omni/Spot lights.
- Fix baking of material properties onto UV2 (wireframe was
wrongly used before).
- Disable statically baked lights for objects that have a
lightmap texture to avoid applying the same light twice.
- Fix lightmap pairing in RendererSceneCull.
- Fix UV2 array generated from `RenderingServer::mesh_surface_get_arrays()`.
- Port autoexposure fix for OIDN from 3.x.
- Save debug textures as EXR when using floating point format.
|
|
Rename GDScript test script filenames to use `snake_case`
|
|
[Net] Implement String::parse_url for parsing URLs.
|
|
Fix some tangent Color typos in GLTF
|
|
|
|
|
|
Add WebSocketMultiplayerPeer _incoming_packets check bound
|
|
|
|
|
|
And typo fix from https://github.com/godotengine/godot-docs/pull/4882.
|
|
Follow-up to #38736 (these uses were likely added after this PR was merged).
|
|
[Net] Implement NetworkedMultiplayerENet.get_local_port
|
|
Allows retrieving the local port to which the peer is bound.
|
|
|
|
In attribute expressions (`a.b`) it's possible that the base has an
incorrect syntax and thus become a nullptr expression in the tree. This
commit add the check for this case to fail gracefully instead of
crashing.
|
|
|
|
- Lambdas are always callables (no specific signature match).
- Captures from the current context are evaluated.
|
|
Lambda syntax is the same as a the function syntax (using the same
`func` keyword) except that the name is optional and it can be embedded
anywhere an expression is expected. E.g.:
func _ready():
var my_lambda = func(x):
print(x)
my_lambda.call("hello")
|
|
|
|
|
|
Core: Drop custom `copymem`/`zeromem` defines
|
|
Update CSGMesh3D's documentation to explain how vertex normals are used
|
|
|
|
|
|
We've been using standard C library functions `memcpy`/`memset` for these since
2016 with 67f65f66391327b2967a20a89c3627e1dd6e84eb.
There was still the possibility for third-party platform ports to override the
definitions with a custom header, but this doesn't seem useful anymore.
|
|
fixes #30229
|
|
Remove duplicate comments
|
|
Remove uses of `auto` for better readability and online code reviews
|
|
The current code style guidelines forbid the use of `auto`.
Some uses of `auto` are still present, such as in UWP code (which
can't be currently tested) and macros (where removing `auto` isn't
easy).
|
|
Fix new `CSGMesh` errors
|
|
Splits the URL into (scheme, host, port, path).
Supports both literal IPv4 and IPv6.
Strip credentials when present (e.g. http://user:pass@example.com/).
Use that function in both HTTPRequest and WebSocketClient.
|
|
A few single line comments were duplicated, probably due to bad merges.
This commit removes the obviously duplicate ones.
|
|
|
|
|
|
Fix mismatch between String and StringName in dictionary keys
|
|
Make LSP update the filesystem for changed scripts
|
|
Added an occlusion culling system with support for static occluder meshes.
It can be enabled via `Project Settings > Rendering > Occlusion Culling > Use Occlusion Culling`.
Occluders are defined via the new `Occluder3D` resource and instanced using the new
`OccluderInstance3D` node. The occluders can also be automatically baked from a
scene using the built-in editor plugin.
|
|
|
|
There was a mixup between String and StringName keys. Now they're
clearly separated. This also means you have to consider which type
you're using for the dictionary keys and how you are accessing them.
|
|
Removed _direct_state_changed bindings
Affects 2D and 3D nodes
Callbacks now use Callable
Tests were changed accordingly
|
|
fbx: Fix include for zlib that broke unbundling
|
|
|
|
|
|
It's possible to link against system zlib on Linux, so we should use system paths.
|
|
Print a warning when trying to seek in VideoPlayer
|
|
Heightmap collision shape support in Godot Physics
|
|
GDScript: Use special stack space for temporaries to reduce type changes
|
|
Rename LineEdit getters and setters to match property names
|
|
Import: Cleanup and optimize etcpak compression method
|