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2021-07-28Merge pull request #49723 from aaronfranke/fix-csg-sphereRémi Verschelde
Fix CSGSphere3D mesh creation
2021-07-27Merge pull request #50913 from Razoric480/lsp-SymbolKind-fixRémi Verschelde
Fix LSP reporting wrong types
2021-07-27Merge pull request #50917 from raulsntos/more-iteratorsRémi Verschelde
2021-07-27Ignore paths with invalid chars in PathWhichRaul Santos
2021-07-27Use C++ iterators in the Mono moduleRaul Santos
2021-07-26Fix LSP reporting wrong typesFrancois Belair
2021-07-26Use Ref<T> references as iterators where relevantRémi Verschelde
And const when possible.
2021-07-26Merge pull request #50847 from reduz/implement-binary-shader-compilationRémi Verschelde
Implement Binary Shader Compilation
2021-07-26Implement Binary Shader Compilationreduz
* Added an extra stage before compiling shader, which is generating a binary blob. * On Vulkan, this allows caching the SPIRV reflection information, which is expensive to parse. * On other (future) RenderingDevices, it allows caching converted binary data, such as DXIL or MSL. This PR makes the shader cache include the reflection information, hence editor startup times are significantly improved. I tested this well and it appears to work, and I added a lot of consistency checks, but because it includes writing and reading binary information, rare bugs may pop up, so be aware. There was not much of a choice for storing the reflection information, given shaders can be a lot, take a lot of space and take time to parse.
2021-07-26Merge pull request #50840 from ↵Rémi Verschelde
Gallilus/VisualScript-drop-preload-nodes-change-action-name Change "Add Preload Node" action to "Add Node(s)"
2021-07-26Fix CSGSphere3D mesh creationAaron Franke
2021-07-26Merge pull request #50867 from aaronfranke/cs-array-emptyIgnacio Roldán Etcheverry
Add documentation to Array in C#
2021-07-26Use Array.Empty instead of allocating a every timeRaul Santos
Use `System.Array.Empty<T>` to get an empty array instead of allocating a new one every time. Since arrays are immutable there is no need to allocate them every time.
2021-07-25Add documentation to Array in C#Aaron Franke
2021-07-25Fix bindings generator range iterator errorsRaul Santos
2021-07-25Fix instantiate line classJulien Nguyen
2021-07-25Change "Add Preload Node" action to "Add Node(s)"Gallilus
The action might also drop Custom Nodes
2021-07-25Merge pull request #50809 from akien-mga/iterators-const-referencesRémi Verschelde
2021-07-25Use const references where possible for List range iteratorsRémi Verschelde
2021-07-25Fix various typos with codespellluz paz
Found via `codespell -q 3 -S ./thirdparty,*.po,./DONORS.md -L ackward,ang,ans,ba,beng,cas,childs,childrens,dof,doubleclick,fave,findn,hist,inout,leapyear,lod,nd,numer,ois,ony,paket,seeked,sinc,switchs,te,uint`
2021-07-24Fix documentation in StringExtensionsRaul Santos
2021-07-24Merge pull request #50757 from aaronfranke/simple-cs-editorconfigIgnacio Roldán Etcheverry
Add a simple C# `.editorconfig`
2021-07-23Use C++ iterators for Lists in many situationsAaron Franke
2021-07-23Add a simple C# .editorconfigAaron Franke
2021-07-23Merge pull request #50748 from JFonS/gizmo_reworkRémi Verschelde
Node3D gizmo improvements
2021-07-23Merge pull request #50779 from DavidCambre/Revert-unnecessary-changesRémi Verschelde
Revert unnecessary changes to VisualScriptEmitSignal
2021-07-23Node3D gizmo improvementsjfons
* Clean-up of node_3d_editor_plugin.{h,cpp}: removed unused code, fixed some bugs. * Moved node_3d_editor_gizmos.{h,cpp} to editor/plugins. * Added support for multiple gizmos per node. This means custom gizmos will no longer override the built-in ones and that multiple gizmos can be used in more complex nodes. * Added support for handle IDs. When adding handles to a gizmo, an ID can be specified for each one, making it easier to work with gizmos that have a variable number of handles. * Added support for subgizmos, selectable elements that can be transformed without needing a node of their own. By overriding _subgizmo_intersect_frustum() and/or _subgizmo_intersect_ray() gizmos can define which subgizmos should be selected on a region or click selection. Subgizmo transformations are applied using get/set/commit virtual methods, similar to how handles work.
2021-07-23Revert unnecessary changes to VisualScriptEmitSignalDavid Cambré
Revert unnecessary changes to VisualScriptEmitSignal, commit 2032b56005b2f6add6b105a00f04c05f9b292eec
2021-07-23Fix GLTF crash when the material is not set.Andrea Catania
Sometimes there are meshes that doesn't have materials, so make sure to check this case before extracting the name.
2021-07-22Merge pull request #50704 from dsnopek/webrtc-gdnative-versionRémi Verschelde
Update GDNative API version for changes from #50659
2021-07-22Improve documentation for GDScript constantsHugo Locurcio
2021-07-21Update GDNative API version for changes from #50659David Snopek
2021-07-21Merge pull request #50688 from AndreaCatania/AndreaCatania-patch-4Rémi Verschelde
Set the surface name when GLTF file is imported.
2021-07-21Merge pull request #48972 from ↵Rémi Verschelde
DavidCambre/Expose_VisualScriptCustomNode_TypeHints_m
2021-07-21Merge pull request #50686 from Calinou/use-standard-inf-nan-constantsRémi Verschelde
Use the standard C `INFINITY` and `NAN` constants directly
2021-07-21Set the surface name when GLTF file is imported.Andrea Catania
2021-07-21Merge pull request #49749 from ↵Rémi Verschelde
DavidCambre/VisualScriptFunction_Call_Set_Get_Improvement-2 VisualScriptFunctionNodes Improvements
2021-07-21Merge pull request #50521 from aaronfranke/iseqapproxRémi Verschelde
Use `is_equal_approx` in more places
2021-07-21expose type hints for VisualScriptCustomNodeDavid Cambré
Co-Authored-By: Rémi Verschelde <rverschelde@gmail.com>
2021-07-21Use the standard C `INFINITY` and `NAN` constants directlyHugo Locurcio
The `Math_INF` and `Math_NAN` defines were just aliases for those constants, so we might as well use them directly. Some portions of the code were already using `INFINITY` directly.
2021-07-21Improve and streamline VisualScriptFuncNodes Call Set GetDavid Cambré
This PR improves and streamlines the workflow for VisualScriptFunctionNodes Call Set Get Uniform design. Drag in set-get from tree is now working. Removes redundant method_select popup.
2021-07-21WebXR: Fix build after SNAME additionRémi Verschelde
Was missed as WebXR build was disabled prior to #50563.
2021-07-21Merge pull request #50563 from dsnopek/webxr-enable-ciRémi Verschelde
Re-enable building WebXR in GitHub Actions
2021-07-21Use is_equal_approx in more placesAaron Franke
2021-07-21Merge pull request #50658 from dsnopek/webrtc-get-buffered-amountFabio Alessandrelli
Add get_buffered_amount() to WebRTCDataChannel
2021-07-20Fix visual script iconsNick Huelin
This pull request fixes an issue where the visual script icons weren't representative of their data.
2021-07-20Add get_buffered_amount() to WebRTCDataChannelDavid Snopek
2021-07-20Merge pull request #49882 from Faless/mp/4.x_rpc_gdFabio Alessandrelli
[Net] New `@rpc` annotation, "sync" is no longer part of mode.
2021-07-20Merge pull request #50581 from DavidCambre/VisualScript-Drop-Custom-NodesRémi Verschelde
Allow dropping custom node scripts in VisualScript editor
2021-07-20[Net] Single `rpc` annotation. "sync" no longer part of mode.Fabio Alessandrelli
- Move the "sync" property for RPCs to RPCConfig. - Unify GDScript annotations into a single one: - `@rpc(master)` # default - `@rpc(puppet)` - `@rpc(any)` # former `@remote` - Implement three additional `@rpc` options: - The second parameter is the "sync" option (which also calls the function locally when RPCing). One of "sync", "nosync". - The third parameter is the transfer mode (reliable, unreliable, ordered). - The third parameter is the channel (unused for now).