Age | Commit message (Collapse) | Author |
|
- Renames PackedIntArray to PackedInt32Array.
- Renames PackedFloatArray to PackedFloat32Array.
- Adds PackedInt64Array and PackedFloat64Array.
- Renames Variant::REAL to Variant::FLOAT for consistency.
Packed arrays are for storing large amount of data and creating stuff like
meshes, buffers. textures, etc. Forcing them to be 64 is a huge waste of
memory. That said, many users requested the ability to have 64 bits packed
arrays for their games, so this is just an optional added type.
For Variant, the float datatype is always 64 bits, and exposed as `float`.
We still have `real_t` which is the datatype that can change from 32 to 64
bits depending on a compile flag (not entirely working right now, but that's
the idea). It affects math related datatypes and code only.
Neither Variant nor PackedArray make use of real_t, which is only intended
for math precision, so the term is removed from there to keep only float.
|
|
objects and made them default.
|
|
Initial Vulkan support for Windows.
Initial Vulkan support for macOS.
|
|
Added support for Sprite, AnimatedSprite and Polygon2D (should add for tileset eventually).
|
|
Removes antialiased flag for draw_* methods.
|
|
|
|
-Texture renamed to Texture2D
-TextureLayered as base now inherits 2Darray, cubemap and cubemap array
-Removed all references to flags in textures (they will go in the shader)
-Texture3D gone for now (will come back later done properly)
-Create base rasterizer for RenderDevice, RasterizerRD
|
|
|
|
Happy new year to the wonderful Godot community!
We're starting a new decade with a well-established, non-profit, free
and open source game engine, and tons of further improvements in the
pipeline from hundreds of contributors.
Godot will keep getting better, and we're looking forward to all the
games that the community will keep developing and releasing with it.
|
|
texture had zero area
|
|
|
|
|
|
Update TextureRect when its Texture is modified directly
|
|
Modified Sprite to use "changed" signal instead of _changed_callback to make it work when tool is disabled (change receptors are editor only).
Fixes #32349
|
|
|
|
|
|
This was a regression in 3.1 and later from the new inspector, where
PROPERTY_HINT_SPRITE_FRAME was not fully re-implemented. It's meant to
be a normal PROPERTY_HINT_RANGE which also automatically increments its
value when keyed in the animation player.
To avoid code duplication, I made the frames properties use the actual
PROPERTY_HINT_RANGE and introduced a PROPERTY_USAGE_KEYING_INCREMENTS
usage flag instead.
|
|
|
|
|
|
Happy new year to the wonderful Godot community!
|
|
-Removed one and zero hints for properties, replaced by default value
|
|
This allows more consistency in the manner we include core headers,
where previously there would be a mix of absolute, relative and
include path-dependent includes.
|
|
use it.
Provides massive speedups to selecting objects, still awaiting for @MarianoGNU to do fixes to the region editor to improve performance.
|
|
|
|
Allow use of frames in sprites with texture region enabled.
|
|
Fix #18177
|
|
Fix #18229
|
|
If texture region is enabled on a sprite, Hframes and Vframes will now
divide the selected region into frames.
|
|
|
|
Make Sprite monitor its Texture for changes and trigger an update when the sprite changes.
|
|
Fix unselectable flipped sprites (fixes 16461)
|
|
Fixes Selection of Sprites using AtlasTexture
|
|
|
|
|
|
Fixes #16261.
|
|
Simplify detection of Sprite clicks
|
|
|
|
- The input handling is done into several distinct functions, and the
code is more consistent.
- The actions' history is more precise ("Edited CanvasItem"
is now "Rotated CanvasItem","Moved CanvasItem",etc...)
- Fixed a little bug about input key events not forwarded correctly to plugins
- IK is followed by default when you move a bone node, the alt-key allow
you to move it normally
|
|
Using `misc/scripts/fix_headers.py` on all Godot files.
Some missing header guards were added, and the header inclusion order
was fixed in the Bullet module.
|
|
More exact picking for canvas editor
|
|
Happy new year to the wonderful Godot community!
|
|
|
|
|
|
|
|
Currently we rely on some undefined behavior when Object->cast_to() gets
called with a Null pointer. This used to work fine with GCC < 6 but
newer versions of GCC remove all codepaths in which the this pointer is
Null. However, the non-static cast_to() was supposed to be null safe.
This patch makes cast_to() Null safe and removes the now redundant Null
checks where they existed.
It is explained in this article: https://www.viva64.com/en/b/0226/
|
|
|
|
|
|
Texture region now updates when changing an Atlas region rect
|
|
|
|
- Removed atlas_changed signal for AtlasTexture
- Changes are now handled by _notify_change
- Removed unneccesary signal connections
- Texture preview now updates in real-time
Fixed TextureRegionEditor constantly regenerating
|