Age | Commit message (Collapse) | Author | |
---|---|---|---|
2021-06-07 | Style: Cleanup uses of double spaces between words | Rémi Verschelde | |
Or after punctuation. Tried to leave third-party stuff alone, unless it has been heavily modified for Godot. | |||
2021-06-06 | Fixed color for node headers in visual scripts | Yuri Roubinsky | |
2021-06-05 | Merge pull request #45364 from madmiraal/rename-quat | Rémi Verschelde | |
Rename Quat to Quaternion | |||
2021-06-05 | Merge pull request #49319 from madmiraal/add-missing-mono-overrides | Rémi Verschelde | |
Add missing override keyword to CSharpLanguage::is_control_flow_keyword() | |||
2021-06-04 | More explanatory names for RigidBody modes | PouleyKetchoupp | |
MODE_DYNAMIC instead of MODE_RIGID MODE_DYNAMIC_LOCKED instead of MODE_CHARACTER No more special case for sleeping behavior for MODE_DYNAMIC_LOCKED (MODE_CHARACTER was forcing the body not to sleep, which is redundant with can_sleep and wasn't done in Bullet). | |||
2021-06-04 | Add missing override keyword to CSharpLanguage::is_control_flow_keyword() | Marcel Admiraal | |
2021-06-04 | Rename Quat to Quaternion | Marcel Admiraal | |
2021-06-04 | Merge pull request #49297 from aaronfranke/anim-type-tr3d | Rémi Verschelde | |
Rename Animation TYPE_TRANSFORM to TYPE_TRANSFORM3D | |||
2021-06-04 | Rename GODOT_VARIANT_TYPE_TRANSFORM to GODOT_VARIANT_TYPE_TRANSFORM3D | Bastiaan Olij | |
2021-06-03 | Rename Animation TYPE_TRANSFORM to TYPE_TRANSFORM3D | Aaron Franke | |
2021-06-03 | Disable 3D-only modules when 3D is disabled | Aaron Franke | |
2021-06-03 | Merge pull request #38430 from aaronfranke/transform3d | Rémi Verschelde | |
2021-06-03 | Allow clamping vectors and colors | Aaron Franke | |
2021-06-03 | Rename Vector2 clamped to limit_length and add limit_length to Vector3 | Aaron Franke | |
2021-06-03 | Update documentation for Transform3D | Aaron Franke | |
2021-06-03 | Rename Transform to Transform3D in GDNative | Aaron Franke | |
2021-06-03 | Rename files and the exposed name for Transform3D | Aaron Franke | |
2021-06-03 | Rename Variant TRANSFORM to TRANSFORM3D | Aaron Franke | |
Also _transform to _transform3d | |||
2021-06-03 | Rename Transform to Transform3D in core | Aaron Franke | |
2021-06-01 | Remove server platform | Fabio Alessandrelli | |
2021-06-01 | Merge pull request #49067 from JFonS/fix_gcc_warnings | Rémi Verschelde | |
Fix some warnings raised by GCC-11.1 | |||
2021-05-31 | Merge pull request #49132 from Calinou/editor-syntax-themes-rename-default | Rémi Verschelde | |
Rename the bundled text editor themes for consistency with themes | |||
2021-05-31 | Rename the bundled text editor themes for consistency with themes | Hugo Locurcio | |
The Adaptive text editor theme is the default, and has therefore been renamed Default for consistency with the Default theme preset. It keeps its automatic dark/light switch status. The Default text editor theme was actually a legacy Godot 2-style theme, so it has been renamed to Godot 2 to match the theme preset. Its background color has been changed to be a constant opaque color, since the new editor theme made the theme look less good on a translucent background. The previous background color on light theme also lacked contrast. | |||
2021-05-31 | Merge pull request #49194 from madmiraal/fix-43544 | Rémi Verschelde | |
Fix UV mapping on CSGSphere | |||
2021-05-31 | Merge pull request #49191 from ↵ | Rémi Verschelde | |
pfertyk/issue-46020-pluginscript-instance-has-crashes-godot Check for _language in PluginScript.instance_has | |||
2021-05-31 | Implement shader caching | reduz | |
* Shader compilation is now cached. Subsequent loads take less than a millisecond. * Improved game, editor and project manager startup time. * Editor uses .godot/shader_cache to store shaders. * Game uses user://shader_cache * Project manager uses $config_dir/shader_cache * Options to tweak shader caching in project settings. * Editor path configuration moved from EditorSettings to new class, EditorPaths, so it can be available early on (before shaders are compiled). * Reworked ShaderCompilerRD to ensure deterministic shader code creation (else shader may change and cache will be invalidated). * Added shader compression with SMOLV: https://github.com/aras-p/smol-v | |||
2021-05-31 | Merge pull request #48915 from lyuma/gltf_mesh_nodes_bones | Rémi Verschelde | |
gltf: Fix mesh nodes which are also bones. | |||
2021-05-30 | Check for _language in PluginScript.instance_has | Paweł Fertyk | |
2021-05-29 | Fix UV mapping on CSGSphere | Marcel Admiraal | |
2021-05-29 | Merge pull request #48964 from ↵ | Yuri Roubinsky | |
DavidCambre/VisualScript_Missing_SequencePort_Seed | |||
2021-05-27 | gltf: Fix mesh nodes which are also bones. | Lyuma | |
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. | |||
2021-05-26 | Merge pull request #49114 from vnen/gdscript-fix-self-function-type-check | Rémi Verschelde | |
GDScript: Fix function signature check for self calls | |||
2021-05-26 | Merge pull request #49112 from vnen/gdscript-assign-type-check | Rémi Verschelde | |
GDScript: Use analyzer data to decide assignment conversion | |||
2021-05-26 | GDScript: Fix function signature check for self calls | George Marques | |
2021-05-26 | GDScript: Use analyzer data to decide assignment conversion | George Marques | |
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. | |||
2021-05-25 | Fix some warnings raised by GCC-11.1 | jfons | |
2021-05-25 | Rename File::get_len() get_length() | Marcel Admiraal | |
2021-05-24 | Merge pull request #49037 from vnen/fix-callable-freed-crash | Rémi Verschelde | |
2021-05-24 | Make Callable not crash on call when the object has been freed | George Marques | |
Also add a GDScript test for this case. | |||
2021-05-24 | Merge pull request #48644 from Calinou/editor-increase-icon-saturation | Rémi Verschelde | |
Increase icon saturation by 30% for all editor icons | |||
2021-05-24 | GDScript: Fix error handler for tests | George Marques | |
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. | |||
2021-05-24 | Merge pull request #46866 from bruvzg/symlinks_and_macos_gdn_framework_export_4 | Rémi Verschelde | |
2021-05-24 | Add GDNative Framework loading and export support. | bruvzg | |
2021-05-22 | Merge pull request #48916 from mortarroad/master-convex-hull-ported | Rémi Verschelde | |
Replace QuickHull with Bullet's convex hull computer. | |||
2021-05-22 | Replace QuickHull with Bullet's convex hull computer. | Morris Tabor | |
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 | |||
2021-05-22 | Update with experimental mesh optimizer. | K. S. Ernest (iFire) Lee | |
Normals being optimized has better quality now. Test simplify once and then use a slightly less tolerant error for the target error. | |||
2021-05-22 | The built in function math/seed was missing the sequenceport. | David Cambré | |
2021-05-21 | Rename Vector2 Perpendicular to Orthogonal in C# | Aaron Franke | |
2021-05-21 | Merge pull request #48885 from JFonS/upgrade_embree | Rémi Verschelde | |
Upgrade Embree to the latest official release (3.13.0). | |||
2021-05-21 | Upgrade Embree to the latest official release. | jfons | |
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. |