Age | Commit message (Collapse) | Author |
|
|
|
|
|
|
|
Very low wait times behave in unpredictable ways depending on the
rendered frame rate. This is because the timeout signal is only emitted
once per rendered frame (or physics frame, depending on the timer's
process mode).
|
|
While at it, tweak some boolean setters to use `p_enabled` for the bool.
Also renames `draw_minimap()` to `set_draw_minimap()`.
|
|
This allows for finer control over 3D rendering resolution.
Supersampling can also be performed by setting a 3D rendering
resolution above 1.0, which is useful for offline rendering or
for very high-end GPUs.
|
|
|
|
|
|
Fix invalid errors when a separate child scene file contains a viewport and
that viewport is used for a texture in the current scene.
Fixes #27790.
|
|
`core` and `scene` shouldn't depend on `editor`, so they can't query this style
setting in `get_argument_options`. But we can handle it after the fact in
GDScript's completion code.
Also cleans up a couple extra unused invalid includes in `core`.
|
|
|
|
interface.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Various fixes to Tween code
|
|
|
|
Remove 16× MSAA support due to driver bugs and low performance
|
|
|
|
|
|
Remove dead code from Viewport::_gui_input_event
|
|
Add Listener2D
|
|
Removes _networking_ prefix from some methods and members, now that multiplayer has been largely moved out of Node and SceneTree and is seperated into its own set of classes.
|
|
[Net] Move multiplayer classes to own subfolder. Split RPC from MultiplayerAPI.
|
|
Remove extra get_script_instance check
|
|
Move multiplayer classes to "core/multiplayer" subdir.
Move the RPCConfig and enums (TransferMode, RPCMode) to a separate
file (multiplayer.h), and bind them to the global namespace.
Move the RPC handling code to its own class (RPCManager).
Renames "get_rpc_sender_id" to "get_remote_sender_id".
|
|
Prevent the root node to be set to PROCESS_MODE_INHERIT, since it causes
undefined behavior.
Fix a case where the process owner node is wrongly set to the direct
parent instead of the proper node.
Add errors for all unhandled cases.
|
|
|
|
Otherwise, `_ready()` will not be called on classes
that define this function and doesn't have a script attached.
|
|
|
|
|
|
|
|
This commit completely removes the RPC_MODE_MASTER ("master" keyword),
and renames the RPC_MODE_PUPPET to RPC_MODE_AUTHORITY ("auth" keyword).
This commit also renames the "Node.[get|set]_network_master" methods to
"Node.[get|set]_network_authority".
This commit also renames the RPC_MODE_REMOTE constant to RPC_MODE_ANY.
RPC_MODE_MASTER in Godot 3.x meant that a given RPC would be callable by
any puppet peer on the master, while RPC_MODE_PUPPET meant that it would
be callable by the master on any puppet.
Beside proving to be very confusing to the user (referring to where it
could be called instead of who can call it) the RPC_MODE_MASTER is quite
useless. It is almost the same as RPC_MODE_REMOTE (anyone can call) with
the exception that the network master cannot. While this could be useful
to check in some case, in such a function you would anyway need to check
in code who is the caller via get_rpc_sender_id(), so adding the check
there for those rare cases does not warrants a dedicated mode.
|
|
Add support for internal nodes
|
|
Fix tooltips don't appear for PopupMenus
|
|
|
|
|
|
Adds multi-channel SDF font texture generation and rendering support.
Adds per-font oversampling support.
Adds FontData import plugins (for dynamic fonts, BMFonts and monospaced image fonts), font texture cache pre-generation and loading.
Adds BMFont binary format and outline support.
|
|
Fix delta passed in _physics_process
|
|
Regression due to typo in recent GDVIRTUAL_CALL change.
|
|
Fix misspelled "overriden"
|
|
|
|
In recent GDVIRTUAL PR and SkeletonModification3DJiggle doc.
|
|
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.
|
|
Make Node editable_instance methods available to GDScript
|
|
|
|
* `_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.
|