Age | Commit message (Collapse) | Author |
|
|
|
Remove 16× MSAA support due to driver bugs and low performance
|
|
|
|
|
|
Remove dead code from Viewport::_gui_input_event
|
|
|
|
|
|
|
|
Fix tooltips don't appear for PopupMenus
|
|
|
|
|
|
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.
|
|
* `_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.
|
|
fix
|
|
|
|
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
|