Age | Commit message (Collapse) | Author |
|
|
|
Fix some unnecessary includes
|
|
|
|
|
|
Command Palette For Godot
|
|
|
|
|
|
|
|
|
|
And const when possible.
|
|
|
|
|
|
|
|
add viewport.get_camera_2d()
|
|
* 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.
|
|
Optimize StringName usage
|
|
Made default tooltips (non-custom ones) disappear on mouse enter.
|
|
* 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.
|
|
Add shape_idx to CollisionObject2D mouse_entered signal
|
|
* 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
|
|
* 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.
|
|
Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro>
|
|
* 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)
|
|
Rename `is_a_parent_of()` to `is_ancestor_of()`
|
|
|
|
|
|
Also MIDIMessage
|
|
|
|
|
|
* 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.
|
|
* Works from RenderinServer
* Accurately tells when on or off-scren, its no longer approximate.
* VisibilityEnabler also simplified to use the process mode instead.
|
|
|
|
* 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.
|
|
|
|
- Update Viewport MSAA property hints to match the currently
exposed values.
- Add some performance hints to property hints.
|
|
InputEventWithModifiers properties/methods
|
|
The "Anisotropic" term is abbreviated as spelling it out would cause
the PopupMenu to overflow the editor window when using the default
inspector width.
|
|
EricEzaM/PR/fix-viewport-not-updating-mouse-pos-on-click
|
|
|
|
Matches 3.X behaviour, but does not break custom tooltips where mouse interaction is needed.
|
|
Closes #47594. See further discussion there. Thanks to @Bhu1-V for the investigation which led to this fix.
|
|
Added an occlusion culling system with support for static occluder meshes.
It can be enabled via `Project Settings > Rendering > Occlusion Culling > Use Occlusion Culling`.
Occluders are defined via the new `Occluder3D` resource and instanced using the new
`OccluderInstance3D` node. The occluders can also be automatically baked from a
scene using the built-in editor plugin.
|
|
Previously, the warnings were passed as a string and delimitation of which were hard coded at each implementation.
|
|
allow input echo when changing ui focus
|
|
|
|
|
|
|
|
|
|
|
|
|