Age | Commit message (Collapse) | Author |
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Particles won't move or rotate anymore with the node (or its parents)
by default. This new default behavior is generally more suited
to most use cases. Local coordinates can still be enabled on a per-node basis.
This affects both 2D and 3D particles, and both CPU and GPU-based particles.
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This makes the default behavior consistent between SpriteBase3D,
BaseMaterial3D and imported glTF scene materials.
Alpha scissor threshold property hints now allows for more precise
adjustments as well.
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Overall brightness is similar to the previous settings, but lighting
now fades off more naturally and reflections feature indirect lighting.
Performance is identical.
- Enable Use Two Bounces by default.
- Decrease Propagation to 0.5 to compensate for the second bounce.
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Remove Signal connect binds
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Remove the optional argument p_binds from `Object::connect` since it was deprecated by Callable.bind().
Changed all uses of it to Callable.bind()
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- Adds more customization options to ProjectSettings.
- Displays navregion edge connections and navigation polygon edges in editor and at runtime.
- Majority of debug code moved from SceneTree to NavigationServer.
- Removes the irritating debug MeshInstance child node from NavigationRegion3D and replaces it with direct RenderingServer API.
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Add `ShapeCast3D` node
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bluenote10/feature/rename_translated_to_translated_local
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Add position track normalization to importer retarget
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The new default values are more usable in real world scenarios
when smooth fading of distant decals is desired for performance reasons.
The Decal distance fade property hints were adjusted based on the
GeometryInstance3D visibility range fade property hints. `or_greater`
was also added to allow specifying larger values if needed.
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The former needs to be allocated once per usage. The later is shared for all threads, which is more efficient.
It can also be better debugged.
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Adds `header_guards.sh` bash script, used in CI to validate future
changes. Can be run locally to fix invalid header guards.
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Implement built-in classes Vector4, Vector4i and Projection.
* Two versions of Vector4 (float and integer).
* A Projection class, which is a 4x4 matrix specialized in projection types.
These types have been requested for a long time, but given they were very corner case they were not added before.
Because in Godot 4, reimplementing parts of the rendering engine is now possible, access to these types (heavily used by the rendering code) becomes a necessity.
**Q**: Why Projection and not Matrix4?
**A**: Godot does not use Matrix2, Matrix3, Matrix4x3, etc. naming convention because, within the engine, these types always have a *purpose*. As such, Godot names them: Transform2D, Transform3D or Basis. In this case, this 4x4 matrix is _always_ used as a _Projection_, hence the naming.
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Based on #62896, only implements the BPM support part.
* Implements BPM support in the AudioStreamOGG/MP3 importers.
* Can select BPM/Bar Size and total beats in a song file, as well as edit looping points.
* Looping is now BPM aware
* Added a special importer UI for configuring this.
* Added a special preview showing the audio waveform as well as the playback position in the resource picker.
* Renamed `AudioStream::instance` to `instantiate` for correctness.
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- Image.blit_rect()
- Image.blit_rect_mask()
- Image.blend_rect()
- Image.blend_rect_mask()
- Image.fill_rect()
- Image.get_used_rect()
- Image.get_rect()
- ImageTexture.set_size_override()
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support to the GDextension API.
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This also prevents crashes when resizing a VoxelGI's extents to 0
on any axis.
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to avoid potential hash collisions.
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Fixes #33488.
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TokageItLab/importer-retarget-registered-gdhumanoid
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foxydevloper/add-global-position-and-global-rotation
Add global_position and global_rotation to Node3D
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Negative easing values result in broken rendering.
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Group NavigationAgent properties
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Add Path2D/3D debug options
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Groups the ill-defined NavigationAgent properties between pathfinding and avoidance to make it more clear which property affects what.
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Use the Static global illumination mode in GeometryInstance3D by default
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Fix VECTOR/LOCAL transitions in Node3D
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Fixes #62225, supersedes #62227
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