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2020-02-12ObjectID converted to a structure, fixes many bugs where used incorrectly as ↵Juan Linietsky
32 bits.
2020-02-12Optmized data sent during RPC and RSet calls.Andrea Catania
- Now is sent the method ID rather the full function name. - The passed IDs (Node and Method) are compressed so to use less possible space. - The variant (INT and BOOL) is now encoded and compressed so to use much less data. - Optimized RPCMode retrieval for GDScript functions. - Added checksum to assert the methods are the same across peers. This work has been kindly sponsored by IMVU.
2020-02-11Added normalmap guided roughness mipmap generator, and a global roughness ↵Juan Linietsky
limiter.
2020-02-11Re-implemented screen space ambient occlusionJuan Linietsky
2020-02-11Auto exposure re-implemented in VulkanJuan Linietsky
2020-02-11More GIProbe work and fixesJuan Linietsky
2020-02-11Fixed display menu visualizations.Juan Linietsky
2020-02-11GIProbes working.Juan Linietsky
2020-02-11Modernized default 3D material, fixes material bugs.Juan Linietsky
2020-02-11Several fixes to 3D rendering, and multimesh implementation.Juan Linietsky
2020-02-11Rewrote large part of rendering, omni and spot shadows now work.Juan Linietsky
2020-02-11Base 3D engine done, still untested, though.Juan Linietsky
2020-02-11Vulkan/RD rasterizer now does clean exit.Juan Linietsky
2020-02-11Bugfixes and ability to better specify filter and repeat modes everywhere.Juan Linietsky
Removes antialiased flag for draw_* methods.
2020-02-11basic 2D engine is more or less working with Vulkan, including editor.Juan Linietsky
Still a lot to do
2020-02-11Texture refactorJuan Linietsky
-Texture renamed to Texture2D -TextureLayered as base now inherits 2Darray, cubemap and cubemap array -Removed all references to flags in textures (they will go in the shader) -Texture3D gone for now (will come back later done properly) -Create base rasterizer for RenderDevice, RasterizerRD
2020-02-10- Integrated NavigationServer and Navigation2DServer.Andrea Catania
- Added Navigation Agents and Obstacles. - Integrated Collision Avoidance. This work has been kindly sponsored by IMVU.
2020-02-05Add do..while(0) wrappers to macros without one.Marcel Admiraal
- Add do..while(0) wrapper to ERR_FAIL_NULL macros. - Add do..while(0) wrapper to ERR_FAIL_COND macros. - Add do..while(0) wrapper to ERR_CONTINUE macros. - Add do..while(0) wrapper to ERR_BREAK macros. - Add do..while(0) wrapper to CRASH_COND macros. - Add do..while(0) wrapper to ERR_FAIL macros. - Add do..while(0) wrapper to ERR_PRINT macros. - Add do..while(0) wrapper to WARN_PRINT macros. - Add do..while(0) wrapper to WARN_DEPRECATED macros. - Add do..while(0) wrapper to CRASH_NOW macros.
2020-02-05Remove duplicate WARN_PRINT macro.Marcel Admiraal
2020-02-05Remove duplicate ERR_PRINT macro.Marcel Admiraal
2020-01-19SceneTree: Abort change_scene if we're quittingRémi Verschelde
Otherwise we can have a segmentation fault if we try to call `add_child` on an already freed node. Fixes #35323.
2020-01-17Fix crash when confirming dialogs with Return keyRémi Verschelde
Regression from #34040, apparently making this a const reference introduces issues (not sure why, but previous code worked fine). Fixes #34691. Co-authored-by: dankan1890 <mewuidev2@gmail.com>
2020-01-07Don't show conf warning if script is not toolTomasz Chabora
2020-01-06Merge pull request #33987 from nekomatata/own-world-environmentRémi Verschelde
Viewport environment is updated properly when set to own world
2020-01-03Add a shorthand for setting the exit code using `SceneTree::quit()`Hugo Locurcio
This reduces the amount of code required to exit a process with a non-zero exit code. This pattern is also found in most other programming languages.
2020-01-01Update copyright statements to 2020Rémi Verschelde
Happy new year to the wonderful Godot community! We're starting a new decade with a well-established, non-profit, free and open source game engine, and tons of further improvements in the pipeline from hundreds of contributors. Godot will keep getting better, and we're looking forward to all the games that the community will keep developing and releasing with it.
2019-12-28Improve the Timer wait time property hintHugo Locurcio
- Make it possible to enter more precise values (up to 3 decimals). - Make it possible to enter values above 4096.
2019-12-18Revert "Allow tab key to be used for shortcuts"Rémi Verschelde
This reverts commit cafb888361eba08297dd88b18dc71f4d418525c0. Fixes #34405. Reopens #8799, #24064.
2019-12-11Scroll ScrollContainer to focused childrenTomasz Chabora
2019-12-10Removed unused variables, add some constants numbersRafał Mikrut
2019-11-29Viewport environment is updated properly when set to own worldPouleyKetchoupp
When own_world property is set, the viewport stores a unique resource for the world. With this change it keeps being updated from changes made to the world property instead of storing a default empty world with environment settings that can't be modified. Fixes #23412
2019-11-27Added more details in Timer.start() error message.x2f
2019-11-25Merge pull request #33862 from Faless/net/http_request_chunk_sizeRémi Verschelde
Add download_chunk_size property to HTTPRequest.
2019-11-24Add download_chunk_size property to HTTPRequest.Fabio Alessandrelli
This allows setting the `read_chunk_size` of the internal HTTPClient. This is important to reduce the allocation overhead and number of file writes when downloading large files, allowing for better download speed.
2019-11-21Setting the node process priority should not trigger an errorMartin Capitanio
Fixes #33749 This function can be called outside the scene tree.
2019-11-20Rename External MSAA to AndroidVR MSAA on Viewport propertyvolzhs
following up f392c4ea7a778db6c5c73a1c6b9348b84707ee81
2019-11-17Merge pull request #33663 from Calinou/add-node-get-process-priorityRémi Verschelde
Implement `Node::get_process_priority()` and its associated property
2019-11-17Implement `Node::get_process_priority()` and its associated propertyHugo Locurcio
This closes #33660.
2019-11-16Rename External MSAA to AndroidVR MSAAHolger Dammertz
A new external MSAA setting was introduced in https://github.com/godotengine/godot/pull/33518 that fixed issues on GLES2 and Oculus Mobile VR. To avoid misunderstanding it was suggested by @BastiaanOlij and discussed on discord to rename it to AndroidVR.
2019-11-11Merge pull request #33518 from BastiaanOlij/msaa_ext_modesRémi Verschelde
Add MSAA mode for Quest
2019-11-11Add special external MSAA modes for GLES2 Rift S/Quest and OpenXR optimisationBastiaan Olij
2019-11-11Merge pull request #29579 from mrcdk/fix_29575Rémi Verschelde
Drop the physics mouseover whenever a input has been handled.
2019-11-08Merge pull request #27742 from rxlecky/camera-replicationRémi Verschelde
Game camera override
2019-11-07Merge pull request #30721 from NilsIrl/tab_keyRémi Verschelde
Allow tab key to be used for shortcuts
2019-10-23Implement game camera overrideErik
Implemented uniform API in Viewport class to override 2D and/or 3D camera. Added buttons in 2D and 3D editor viewport toolbars that override the running game camera transform with the editor viewport camera transform. Implemented via remote debugger protocol and camera override API. Removed LiveEditFuncs function pointers from ScriptDebugger class. Since the debugger got access to the SceneTree instance (if one exists), there is no need to store the function pointers. The live edit functions in SceneTree are used directly instead. Also removed the static version of live edit functions in SceneTree for the same reason. This reduced the SceneTree -> Debugger coupling too since the function pointers don't need to be set from SceneTree anymore. Moved script_debugger_remote.h/cpp from 'core/' to 'scene/debugger/'. This is because the remote debugger is now using SceneTree directly and 'core/' classes should not depend on 'scene/' classes.
2019-10-22Fixed crashes when renaming a state in AnimationNodeStateMachineEditorPouleyKetchoupp
Recursive calls to Control::_modal_stack_remove could cause a crash because of the list element not being invalidated while being erased from the list. It happens in the state machine case by hiding a line edit control when it loses focus. Fixes #23808
2019-10-22Merge pull request #32922 from nekomatata/fix-scene-timer-yield-leakRémi Verschelde
Fixed leak on exit when using yield with SceneTreeTimer
2019-10-22Merge pull request #32889 from nekomatata/node-update-config-warningRémi Verschelde
Expose Node::update_configuration_warning() to scripts
2019-10-19Fixed leak on exit when using yield with SceneTreeTimerPouleyKetchoupp
Use case: yield(get_tree().create_timer(2), "timeout") Some resources were never released because the SceneTreeTimer was keeping a reference to GDScriptFunctionState in its signal connections, while GDScriptFunctionState was holding a reference to the SceneTreeTimer object. Cleaning all signal connections on game exit fixes the issue. Fixes #29946
2019-10-17Expose Node::update_configuration_warning() to scriptsPouleyKetchoupp
This method can be used to generate custom node warnings by script. Node::_get_configuration_warning was already exposed to generate custom warnings, but it wasn't fully usable without being able to notify the scene tree when the warning needs to appear or change.