Age | Commit message (Collapse) | Author | |
---|---|---|---|
2022-03-04 | Merge pull request #58717 from CrezyDud/master | Rémi Verschelde | |
2022-03-04 | Merge pull request #58512 from Calinou/light3d-add-distance-fade | Rémi Verschelde | |
2022-03-03 | Add linear_velocity and angular_velocity to PhysicalBone3D | MrSwedish | |
2022-02-28 | Joint2D and Joint3D: make set_exclude_nodes_from_collision respect signals | Ricardo Buring | |
2022-02-28 | Joint2D and Joint3D: update joint on NOTIFICATION_POST_ENTER_TREE | Ricardo Buring | |
This allows reparenting, etc. | |||
2022-02-28 | Merge pull request #58596 from rburing/joints_disconnect_connected_signals | Rémi Verschelde | |
`Joint2D` and `Joint3D`: disconnect only connected signals | |||
2022-02-28 | Fix AnimatedSprite infinite loop | Haoyu Qiu | |
2022-02-27 | Joint2D and Joint3D: disconnect only connected signals | Ricardo Buring | |
2022-02-25 | Implement distance fade properties in OmniLight3D and SpotLight3D | Hugo Locurcio | |
This can be used to fade lights and their shadows in the distance, similar to Decal nodes. This can bring significant performance improvements, especially for lights with shadows enabled and when using higher-than-default shadow quality settings. While lights can be smoothly faded out over distance, shadows are currently "all or nothing" since per-light shadow color is no longer customizable in the Vulkan renderer. This may result in noticeable pop-in when leaving the shadow cutoff distance, but depending on the scene, it may not always be that noticeable. | |||
2022-02-23 | Implementing OpenXR driver | Bastiaan Olij | |
2022-02-22 | Rename motion_velocity to velocity | Chris Bradfield | |
2022-02-16 | Style: Cleanup single-line blocks, semicolons, dead code | Rémi Verschelde | |
Remove currently unused implementation of TextureBasisU, could be re-added later on if needed and ported. | |||
2022-02-15 | Use `switch` consistently in `_notification` (`scene` folder) | Rémi Verschelde | |
2022-02-12 | Improve compilation speed (forward declarations/includes cleanup) | Hendrik Brucker | |
2022-02-10 | Fix typos with codespell | Rémi Verschelde | |
Using codespell 2.2-dev from current git. Added `misc/scripts/codespell.sh` to make it easier to run it once in a while and update the skip and ignore lists. | |||
2022-02-08 | Merge pull request #57627 from JFonS/occluder_improvements | Rémi Verschelde | |
2022-02-08 | Fix RayCast{2,3}D.clear_exceptions clears parent | Haoyu Qiu | |
2022-02-07 | Improvements and fixes to occluders | jfons | |
Improvements: * Occluder3D is now an abstract type inherited by: ArrayOccluder3D, QuadOccluder3D, BoxOccluder3D, SphereOccluder3D and PolygonOccluder3D. ArrayOccluder3D serves the same purpose as the old Occluder3D (triangle mesh occluder) while the rest are primitives that can be used to manually place simple occluders. * Occluder baking can now apply simplification. The "bake_simplification_distance" property can be used to set a world-space distance as the desired maximum error, set to 0.1 by default. * Occluders can now be generated on import. Using the "occ" and "occonly" keywords (similar to "col" and "colonly" for colliders) or by enabling on MeshInstance3Ds in the scene's import window. Fixes: * Fixed saving of occluder files after bake. * Fixed a small error where occluders didn't correctly update in the rendering server. Bonus content: * Generalized "CollisionPolygon3DEditor" so it can also be used to edit Resources. Renamed it to "Polygon3DEditor" since it was already being used by other things, not just colliders. * Fixed a small bug in "EditorPropertyArray" where a call to "remove" was left after the "remove_at" rename. | |||
2022-02-06 | Add missing SNAME macro optimization in some function calls | jmb462 | |
2022-02-04 | String: Add contains(). | Anilforextra | |
2022-02-01 | Merge pull request #57355 from akien-mga/method-bindings-clearer-types | Rémi Verschelde | |
2022-01-29 | simplify formatting scripts, add a clang-tidy script, and run clang-tidy | Nathan Franke | |
2022-01-28 | Merge pull request #56601 from Scony/fix-navigation-obstacle-errors | Rémi Verschelde | |
2022-01-28 | Improve some method bindings to use specific `Object` subtypes | Rémi Verschelde | |
This was made possible by changes to `VariantCaster` which now make it possible to pass any `Object`-derived type as pointer. | |||
2022-01-26 | Revert #53174 (applying the delta in move and collide), rename rec_vel to ↵ | fabriceci | |
distance and improve the doc description | |||
2022-01-25 | Store ObjectID instead of raw pointer for Shape Owners | Haoyu Qiu | |
2022-01-24 | Merge pull request #57144 from AnilBK/fix-pos-dragging | Rémi Verschelde | |
2022-01-25 | Node2D/Node3D: Fix Undraggable Position Property. | Anilforextra | |
2022-01-24 | rename free mode to floating mode | fabriceci | |
2022-01-20 | Merge pull request #55360 from Calinou/rename-bake-mode-properties | Rémi Verschelde | |
2022-01-13 | Merge pull request #56740 from AnilBK/camera-pre-allocate | Rémi Verschelde | |
2022-01-13 | CameraMatrix: Pre-allocate Vector in get_projection_planes(). | Anilforextra | |
2022-01-12 | Merge pull request #55446 from Calinou/spritebase3d-remove-opacity | Rémi Verschelde | |
2022-01-12 | Merge pull request #56492 from akien-mga/remove-author-docstrings | Rémi Verschelde | |
2022-01-11 | Fixed incorrect property types | Arnav Vijaywargiya | |
2022-01-08 | Use fill() to fill an entire image instead of setting pixels individually. | Anilforextra | |
2022-01-07 | Fix NavigationObstacle errors | Pawel Lampe | |
* `NavigationObstacle2D` premature radius estimation (before entering the tree) * `NavigationObstacle3D` premature radius estimation (before entering the tree) | |||
2022-01-06 | Fix incorrect default transform values on foreign 3D nodes | SaracenOne | |
2022-01-05 | Merge pull request #53684 from TokageItLab/orthogonal-mode | Rémi Verschelde | |
2022-01-05 | Added material_overlay property to MeshInstance3D | Fernando Cosentino | |
Applying overlay materials into multi-surface meshes currently requires adding a next pass material to all the surfaces, which might be cumbersome when the material is to be applied to a range of different geometries. This also makes it not trivial to use AnimationPlayer to control the material in case of visual effects. The material_override property is not an option as it works replacing the active material for the surfaces, not adding a new pass. This commit adds the material_overlay property to GeometryInstance3D (and therefore MeshInstance3D), having the same reach as material_override (that is, all surfaces) but adding a new material pass on top of the active materials, instead of replacing them. | |||
2022-01-05 | Merge pull request #56491 from hinlopen/n3d-minor-improvement | Rémi Verschelde | |
Minor code improvements in Node3D | |||
2022-01-04 | Minor code improvements in Node3D. Refactor Node3D::show/hide/set_visible to ↵ | Stijn | |
a shared implementation. | |||
2022-01-04 | Style: Remove inconsistently used `@author` docstrings | Rémi Verschelde | |
Each file in Godot has had multiple contributors who co-authored it over the years, and the information of who was the original person to create that file is not very relevant, especially when used so inconsistently. `git blame` is a much better way to know who initially authored or later modified a given chunk of code, and most IDEs now have good integration to show this information. | |||
2022-01-04 | Merge pull request #55332 from Calinou/voxelgidata-tweak-default-dynamic-range | Rémi Verschelde | |
Decrease the default dynamic range in VoxelGIData to 2.0 | |||
2022-01-04 | Merge pull request #56305 from Calinou/rename-lod-threshold | Rémi Verschelde | |
2022-01-04 | Merge pull request #55370 from ↵ | JFonS | |
Calinou/geometryinstance3d-lod-fade-node-configuration-warning Emit node configuration warnings for GeometryInstance3D distance fade | |||
2022-01-04 | Merge pull request #55331 from Calinou/voxelgidata-fix-dynamic-range-property | Rémi Verschelde | |
2022-01-03 | Update copyright statements to 2022 | Rémi Verschelde | |
Happy new year to the wonderful Godot community! | |||
2021-12-29 | Rename Lod Threshold to Mesh Lod Threshold | Hugo Locurcio | |
This makes it more obvious that the setting only affects mesh LOD, not manual (H)LOD achieved using visibility ranges. | |||
2021-12-25 | Fix some gizmo behavior to make more consistent | Silc 'Tokage' Renew | |