Age | Commit message (Collapse) | Author |
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gltf: Fix mesh nodes which are also bones.
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DavidCambre/VisualScript_Missing_SequencePort_Seed
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Fix issue when two skeletons end up directly parented.
Prevent animating TRS for skinned Mesh node.
Fix animating weights on meshes with targets but no weights.
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GDScript: Fix function signature check for self calls
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GDScript: Use analyzer data to decide assignment conversion
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Since there might be tricky cases in the analyzer (in the case of unsafe
lines) which would need to be properly checked again. Instead, this
splits the code generator in two functions and use information set by
the analyzer to tell which function to use, without a need to re-check.
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Also add a GDScript test for this case.
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Increase icon saturation by 30% for all editor icons
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This changes the error message to be more clear on the output files and
also fixes an issue with the relative path of the offending file that
was not trimmed correctly.
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Replace QuickHull with Bullet's convex hull computer.
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The code is based on the current version of thirdparty/vhacd and modified to use Godot's types and code style.
Additional changes:
- extended PagedAllocator to allow leaked objects
- applied patch from https://github.com/bulletphysics/bullet3/pull/3037
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Normals being optimized has better quality now.
Test simplify once and then use a slightly less tolerant
error for the target error.
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Upgrade Embree to the latest official release (3.13.0).
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Since Embree v3.13.0 supports AARCH64, switch back to the
official repo instead of using Embree-aarch64.
`thirdparty/embree/patches/godot-changes.patch` should now contain
an accurate diff of the changes done to the library.
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Fix incorrect skin deduplication when using named binds
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When one invalid image fails, it should only fail that single image.
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Move to a more graceful degradation 3d asset import model.
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Add support for generating noise images with an offset
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Using codespell 2.0.0.
Method:
```
$ cat > ../godot-word-whitelist.txt << EOF
ang
curvelinear
dof
doubleclick
fave
findn
GIRD
leapyear
lod
merchantibility
nd
numer
ois
ony
que
seeked
synching
te
uint
unselect
webp
EOF
$ codespell -w -q 3 -I ../godot-word-whitelist.txt --skip="./thirdparty,*.po"
$ git diff // undo unwanted changes
```
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Add a unit test suite for GDScript
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Improve TreeItem API and allow to move nodes
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GDScript: Fix temporary value not released when used as a dictionary key
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GDScript: Fix crash caused by uninitialized temp stack slots
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This adds initialization to every typed temporary stack slot at the
beginning of the function call instead of emitting instructions, since
those might be in a conditional branch and not be called.
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This changes the types of a big number of variables.
General rules:
- Using `uint64_t` in general. We also considered `int64_t` but eventually
settled on keeping it unsigned, which is also closer to what one would expect
with `size_t`/`off_t`.
- We only keep `int64_t` for `seek_end` (takes a negative offset from the end)
and for the `Variant` bindings, since `Variant::INT` is `int64_t`. This means
we only need to guard against passing negative values in `core_bind.cpp`.
- Using `uint32_t` integers for concepts not needing such a huge range, like
pages, blocks, etc.
In addition:
- Improve usage of integer types in some related places; namely, `DirAccess`,
core binds.
Note:
- On Windows, `_ftelli64` reports invalid values when using 32-bit MinGW with
version < 8.0. This was an upstream bug fixed in 8.0. It breaks support for
big files on 32-bit Windows builds made with that toolchain. We might add a
workaround.
Fixes #44363.
Fixes godotengine/godot-proposals#400.
Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
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Add `get_base_editor` to `ScriptEditorBase`
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GDScript: Add support for builtin static method calls
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basis_universal: Update to upstream commit from Apr 16, 2021
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This tests run-time script loading.
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Fixes #48645.
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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.
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(cherry picked from commit 20717990fd2a7ad300fd9c6fab0394f25e3b7294)
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Fixes #48482.
(cherry picked from commit e53422c8f96770c9a9b7497955c84f4b742fdd73)
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