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path: root/scene/main/viewport.cpp
AgeCommit message (Collapse)Author
2021-09-21Fix focus shortcuts triggering incorrectlyEric M
2021-09-16Rename Listener2D/Listener3D to AudioListener2D/AudioListener3DWilson E. Alvarez
2021-09-13Merge pull request #50375 from Paulb23/code_edit_unit_testsRémi Verschelde
2021-09-13Merge pull request #49063 from Calinou/remove-16x-msaaRémi Verschelde
Remove 16× MSAA support due to driver bugs and low performance
2021-09-12Fix multiple definitions of Listener2Dkobewi
2021-09-10Clean up Viewport, remove dead code.Max Hilbrunner
2021-09-10Merge pull request #52431 from dozingpip/patch-1Max Hilbrunner
Remove dead code from Viewport::_gui_input_event
2021-09-06Remove dead code from Viewport::_gui_input_eventPip
2021-09-01Prevent crash on startup if no audio serverPaulb23
2021-08-31Add Listener2Dkobewi
2021-08-28Merge pull request #51906 from requizm/fix/49077Michael Alexsander
Fix tooltips don't appear for PopupMenus
2021-08-27Do all audio mixing in the AudioServerEllen Poe
2021-08-26Optionally scale 3D render contentBastiaan Olij
2021-08-25Remove 16× MSAA support due to driver bugs and low performanceHugo Locurcio
In the `master` branch, 16× MSAA caused the entire system to freeze on NVIDIA GPUs. This is likely caused by graphics drivers not actually implementing 16× MSAA, but combining 8× MSAA with 2× SSAA instead. On top of that, modern shader complexity makes 16× MSAA very difficult to use while keeping a good framerate. 8× MSAA is hard enough to use as it is.
2021-08-23Entirely removes BIND_VMETHOD in favor of GDVIRTUALreduz
* `_gui_input`, `_input`, `_unhandled_input` and `_unhandled_key_input` are now regular C++ virutal functions. * Everything else converted to GDVIRTUAL * BIND_VMETHOD is gone, always use the new syntax from now on. Creating `_gui_input` method and using the binder to register events will no longer work, simply override the virtual function now.
2021-08-20Fix tooltip message working incorrectly in PopupMenurequizm
fix
2021-08-13Disable Node3D when compiling without 3D and fix disable_3d optionAaron Franke
2021-08-13Merge pull request #51607 from aaronfranke/includesRémi Verschelde
Fix some unnecessary includes
2021-08-13Fix some unnecessary includesAaron Franke
2021-08-12Use the Unicode multiplication symbol where relevantHugo Locurcio
2021-08-10Merge pull request #49417 from Bhu1-V/gsoc-cmd-pltRémi Verschelde
Command Palette For Godot
2021-08-10Organize methods in Viewport and explicitly name 3D methods with 3DAaron Franke
2021-08-09Added EditorCommandPaletteBhuvan Vemula
2021-07-29Add `auto_translate` toggle for automatic translationMichael Alexsander
2021-07-27Multiple cosmetic fixes for embedded windowsMichael Alexsander
2021-07-26Use Ref<T> references as iterators where relevantRémi Verschelde
And const when possible.
2021-07-23Use C++ iterators for Lists in many situationsAaron Franke
2021-07-23Show tooltips even when paused or time_scale is 0kobewi
2021-07-22Make `MenuButton`'s `switch_on_hover` work againMichael Alexsander
2021-07-20Merge pull request #38317 from verdog/get-cam-2d-4.0Rémi Verschelde
add viewport.get_camera_2d()
2021-07-20Editor StringName and Viewport optimizationsJoan Fons
* Added explicit return type to the SNAME macro. * Add some extra SNAME usages. * Change some ClassDB methods to use const StringName & arguments. * Cache the Window parent in Control because it's used in is_layout_rtl(), which is called often. * Only enable internal processing for viewports that need it. * Change CanvasItem::group to be a StringName because it's only used as that.
2021-07-19Merge pull request #50566 from reduz/optimize-stringname-usageRémi Verschelde
Optimize StringName usage
2021-07-19Merge pull request #48186 from EricEzaM/PR/tooltip-improvementsRémi Verschelde
Made default tooltips (non-custom ones) disappear on mouse enter.
2021-07-18Optimize StringName usagereduz
* Added a new macro SNAME() that constructs and caches a local stringname. * Subsequent usages use the cached version. * Since these use a global static variable, a second refcounter of static usages need to be kept for cleanup time. * Replaced all theme usages by this new macro. * Replace all signal emission usages by this new macro. * Replace all call_deferred usages by this new macro. This is part of ongoing work to optimize GUI and the editor.
2021-07-16Merge pull request #47395 from sygi/shape_idx_collisionHugo Locurcio
Add shape_idx to CollisionObject2D mouse_entered signal
2021-07-03add viewport.get_camera_2d()Josh Chandler
* there is now a more clear distinction between camera_2d and camera_3d functions in the engine code * simplified camera2d's exported interface - now everything happens directly with the 'current' variable and make_current and clear_current are no longer exposed- there were some situations where calling one instead of set_current would result in incomplete results * rebased to current godot master
2021-07-03Fix Render Inforeduz
* Fixed and redone the process to obtain render information from a viewport * Some stats, such as material changes are too difficult to guess on Vulkan, were removed. * Separated visible and shadow stats, which causes confusion. * Texture, buffer and general video memory can be queried now. * Fixed the performance metrics too.
2021-07-02Add mouse_shape_entered and mouse_shape_exited signals to CollisionObject2D.sygi
Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro>
2021-06-29Fixes to 2D viewportreduz
* Editor 2D viewport now uses embedded subwindows (windows no longer pop up) * Restored the ability to disable 3D on the 2D viewport (makes 3D not display on 2D when there is a camera on the scene)
2021-06-29Merge pull request #49719 from LightningAA/rename-node-is-ancestor-ofRémi Verschelde
Rename `is_a_parent_of()` to `is_ancestor_of()`
2021-06-25Remove clips_input() method and use clip_contentkobewi
2021-06-21Rename `is_a_parent_of()` to `is_ancestor_of()`Lightning_A
2021-06-20Use mouse and joypad enums instead of plain integersAaron Franke
Also MIDIMessage
2021-06-19Rename `instance()`->`instantiate()` when it's a verbLightning_A
2021-06-17Add PROPERTY_USAGE_NONE and use itAaron Franke
2021-06-16Refactor VisibilityNotifier3Dreduz
* This is the 3D counterpart to #49632 * Implemented a bit different as 3D works using instancing After merged, both 2D and 3D classes will most likely be renamed in a separate PR to DisplayNotifier2D/3D.
2021-06-16Refactor VisibilityNotifierreduz
* Works from RenderinServer * Accurately tells when on or off-scren, its no longer approximate. * VisibilityEnabler also simplified to use the process mode instead.
2021-06-13Fix Viewport crashes when not in treeHaoyu Qiu
2021-06-05Rename GI Classesreduz
* GIProbe is now VoxelGI * BakedLightmap is now LightmapGI As godot adds more ways to provide GI (as an example, SDFGI in 4.0), the different techniques (which have different pros/cons) need to be properly named to avoid confusion.
2021-06-03Rename Transform to Transform3D in coreAaron Franke