Age | Commit message (Collapse) | Author | |
---|---|---|---|
2022-09-21 | Merge pull request #65828 from rburing/body_state_sync_callable | Rémi Verschelde | |
make `body_set_state_sync_callback` take a `Callable` | |||
2022-09-20 | Merge pull request #66064 from kleonc/sprite3d-fix-drawing-with-vertical-margins | Rémi Verschelde | |
`Sprite3D`/`AnimatedSprite3D` Fix drawing `AtlasTexture`s with vertical margins differently than in 2D | |||
2022-09-19 | Merge pull request #66112 from Zylann/get_configuration_warnings_psa | Rémi Verschelde | |
Change return type of `get_configuration_warnings` to `PackedStringArray` | |||
2022-09-19 | Change return type of `get_configuration_warnings` to `PackedStringArray` | Marc Gilleron | |
2022-09-19 | Increases the number of maximum detected collisions | fabriceci | |
2022-09-19 | Merge pull request #64728 from fabriceci/only-report-recovery-for-floor-snapping | Rémi Verschelde | |
Turn on recovery as collisions only for floor snapping | |||
2022-09-19 | Expose `NOTIFICATION_LOCAL_TRANSFORM_CHANGED` | Marc Gilleron | |
2022-09-18 | Turn on recovery as collisions only for floor snapping as this leads to ↵ | fabriceci | |
unwanted behaviour for other surface than the floor. | |||
2022-09-18 | `SpriteBase3D` Fix drawing AtlasTextures with vertical margins differently ↵ | kleonc | |
than in 2D | |||
2022-09-18 | Move duplicated drawing code from `Sprite3D`/`AnimatedSprite3D` to ↵ | kleonc | |
`SpriteBase3D` | |||
2022-09-18 | Merge pull request #44143 from KoBeWi/callable_multiplayer | Rémi Verschelde | |
2022-09-18 | Port remaining connections to callable_mp | Tomasz Chabora | |
2022-09-18 | Merge pull request #65931 from ↵ | Rémi Verschelde | |
fabriceci/add-recovery-as-collision-in-low-level-methods Add recovery_as_collision in move_and_collide/test_move | |||
2022-09-17 | Add recovery_as_collision in move_and_collide/test_move | fabriceci | |
2022-09-16 | Tweak LightmapGI defaults to be closer to the CPU lightmapper | Hugo Locurcio | |
- Use 3 bounces by default. - Enable environment lighting from the scene by default. - This is not done in `3.x` for compatibility with existing projects, but it makes sense to do this by default since pretty much all outdoor scenes benefit from this. - Set the custom environment color to white (like ReflectionProbe). - Its default energy is still 0, so it's invisible by default. - Enable the generation of dynamic object probes by default. - Tweak the `max_texture_size` property hint for better usability. - Improve error messages when passing invalid sizes to `LightmapGI.set_max_texture_size()`. | |||
2022-09-16 | Merge pull request #65148 from Mickeon/animated-sprite-negative-speed-scale | Rémi Verschelde | |
Allow negative `speed_scale` in AnimatedSprite2D & 3D | |||
2022-09-15 | PhysicsServer2D and PhysicsServer3D: make body_set_state_sync_callback take ↵ | Ricardo Buring | |
a Callable Prefer Callable to a C-style callback. This is helpful for GDExtension. | |||
2022-09-13 | Allow negative `speed_scale` in AnimatedSprite2D & 3D | Micky | |
If the `speed_scale` is set to a negative value, the animation plays in reverse. The second parameter of `play()` still reverses as before. if `speed_scale` and the second parameter of `play()` is true, the animation plays forward. Also updates the documentation to better describe the pausing and playing behaviour. | |||
2022-09-13 | Merge pull request #65591 from MewPurPur/area-overlapping-function | Rémi Verschelde | |
Implement `Area[2D/3D].has_overlapping_[bodies/areas]` | |||
2022-09-12 | Don't store frame of playing AnimatedSprite | kobewi | |
2022-09-12 | Merge pull request #64155 from Mickeon/sprite-3d-backwards-speed-scale | Rémi Verschelde | |
2022-09-10 | Implement Area.has_overlapping_* | VolTer | |
2022-09-09 | Harmonise AnimatedSprite3D and its 2D counterpart | Micky | |
Add the following properties to AnimatedSprite3D: - `backwards` parameter in `play()`; - `speed_scale`. Both classes' internals are more similar, down to the line spacings. They've also been updated to be clearer and less inconsistent (e.g. `!frames.is_valid()` -> `frames.is_null()`, use SceneStringNames instead of CoreStringNames, rename the internal _queue_update to _queue_redraw) | |||
2022-09-09 | Merge pull request #64394 from smix8/navigation_obstacles_reparent_4.x | Rémi Verschelde | |
Fix NavigationObstacle 2D/3D (re)parent issues | |||
2022-09-07 | Remove / Replace old Navigation Debug Visualization | smix8 | |
- removes / replaces leftovers from old navigation debug code - cleanes SceneTree and ProjectSettings from old navigation debug | |||
2022-09-05 | Fix AudioStreamPlayer not resuming after returning to SceneTree | Micky | |
2022-09-05 | Merge pull request #65292 from ↵ | Rémi Verschelde | |
AlmightyLaxz/prevent-shapecast3d-debug-without-debugcollisions | |||
2022-09-04 | Fix crash when executing `LightmapGIData._set_light_textures_data` | Haoyu Qiu | |
2022-09-04 | Stop ShapeCast3D drawing when debug collisions off | Almighty Laxz | |
2022-09-02 | Rename `or_lesser` range property hint to `or_less` | Hugo Locurcio | |
"less" should be used for quantity, rather than "lesser". Existing scripts that use `or_lesser` in `_get_property_list()` will need to be updated to account for this change. | |||
2022-09-02 | Merge pull request #65170 from KoBeWi/your_argument_is_TypedArray | Rémi Verschelde | |
2022-09-02 | Merge pull request #65218 from xX-Void-Xx/area2d/3d-optimization | Rémi Verschelde | |
2022-09-02 | Merge pull request #64952 from Chaosus/vs_rename_uniform_to_param | Rémi Verschelde | |
2022-09-02 | fixed and optimized Area2/3D get_overlapping_bodies/areas | Void | |
fixed a type and made it so area3d get_overlapping_x is similar to its counterpart func in area2d so that it uses TypedArray instead of Array and ERR_FAIL_COND_V_MSG instead of no message, also minimized array resize calls | |||
2022-09-02 | Add `is_zero_approx` methods to `Vector2`, `3`, and `4` | Jonathan Nicholl | |
2022-09-01 | Merge pull request #65187 from JohanAR/vector_to_size | Rémi Verschelde | |
2022-09-01 | Merge pull request #63479 from DarkKilauea/nav-link | Rémi Verschelde | |
2022-09-01 | Replace Vector2(i) with Size2(i) for methods returning a size | Johan Aires Rastén | |
2022-09-01 | Merge pull request #64157 from Mickeon/remove-mysterious-is-playing | Rémi Verschelde | |
2022-09-01 | Change Array arguments to TypedArray | kobewi | |
2022-09-01 | Rename `uniform` to `parameter` across the engine | Yuri Rubinsky | |
2022-09-01 | Merge pull request #65073 from bruvzg/trim_spaces | Rémi Verschelde | |
[TextServer] Add support for trimming edge spaces on line break. | |||
2022-09-01 | [TextServer] Add support for trimming edge spaces on line break. | bruvzg | |
2022-08-31 | Implement Physical Light Units as an optional setting. | clayjohn | |
This allows light sources to be specified in physical light units in addition to the regular energy multiplier. In order to avoid loss of precision at high values, brightness values are premultiplied by an exposure normalization value. In support of Physical Light Units this PR also renames CameraEffects to CameraAttributes. | |||
2022-08-31 | Merge pull request #63413 from Calinou/volumetric-fog-add-per-light-energy-2 | Rémi Verschelde | |
Add a per-light volumetric fog energy property | |||
2022-08-31 | Merge pull request #63394 from Calinou/curve-gradient-rename-interpolate | Rémi Verschelde | |
Rename Curve/Curve2D/Curve3D/Gradient `interpolate()` to `sample()` | |||
2022-08-30 | Rename Curve/Curve2D/Curve3D/Gradient `interpolate()` to `sample()` | Hugo Locurcio | |
"sampling" is a more accurate term than "interpolating" for what's happening when using that function. | |||
2022-08-30 | Merge pull request #65087 from TokageItLab/change-skeleton-3d-api | Rémi Verschelde | |
Clean-up/change some Skeleton3D API | |||
2022-08-30 | Add a per-light volumetric fog energy property | Hugo Locurcio | |
Per-light energy gives more control to the user on the final result of volumetric fog. Specific lights can be fully excluded from volumetric fog by setting their volumetric fog energy to 0, which improves performance slightly. This can also be used to prevent short-lived dynamic effects from poorly interacting with volumetric fog, as it's updated over several frames by default unless temporal reprojection is disabled. Volumetric fog shadows now obey Light3D's Shadow Opacity property as well. The shadow fog fade property was removed as it had little visible impact on the final scene's rendering. | |||
2022-08-30 | Clean-up/change some Skeleton3D API | Silc Renew | |