Age | Commit message (Collapse) | Author |
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WebsocketPeer outbound buffer fixes and buffer size query
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One-directional collision layer check for rigid bodies and soft bodies
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Replaced by "move_toward"
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glTF2 fallback load PNG and JPG
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doc: Use self-closing tags for `return` and `argument`
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For the time being we don't support writing a description for those, preferring
having all details in the method's description.
Using self-closing tags saves half the lines, and prevents contributors from
thinking that they should write the argument or return documentation there.
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Passing `0` to `enet_host_create` will allow the maximum amount of
channel supported by ENet. For some reasons, `connect_to_host` will
instead only create 1 channel when passed `0`.
This commit normalize the behaviour to always allocate the maximum
allowed channels when passing `0`.
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Use `allowEmpty` parameter in Split
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Use C# interpolated strings
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Uses interpolated strings wherever possible.
String concatenations are still left where used for breaking long lines.
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Used by ENetMultiplayerPeer and WebSocketServer to generate network IDs,
and exposed to the user for p2p networks (e.g. WebRTCMultiplayerPeer)
and custom MultiplayerPeer implementations.
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Fix CSGSphere3D mesh creation
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Fix LSP reporting wrong types
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And const when possible.
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Implement Binary Shader Compilation
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* 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.
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Gallilus/VisualScript-drop-preload-nodes-change-action-name
Change "Add Preload Node" action to "Add Node(s)"
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Add documentation to Array in C#
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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.
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The action might also drop Custom Nodes
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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`
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Add a simple C# `.editorconfig`
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Node3D gizmo improvements
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Revert unnecessary changes to VisualScriptEmitSignal
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* 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.
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Revert unnecessary changes to VisualScriptEmitSignal, commit 2032b56005b2f6add6b105a00f04c05f9b292eec
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Sometimes there are meshes that doesn't have materials, so make sure to check this case before extracting the name.
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Update GDNative API version for changes from #50659
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