Age | Commit message (Collapse) | Author |
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Remove the optional argument p_binds from `Object::connect` since it was deprecated by Callable.bind().
Changed all uses of it to Callable.bind()
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The `global_shader_uniform` name is longer, but it makes it much
easier to find the methods when searching in the class reference.
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Mipmap LOD bias can be useful to improve the appearance of distant
textures without increasing anisotropic filtering (or in situations
where anisotropic filtering is not effective).
`fsr_mipmap_bias` was renamed to `texture_mipmap_bias` accordingly.
The property hint now allows for greater precision as well.
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bluenote10/feature/rename_translated_to_translated_local
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- RPC configurations are now dictionaries.
- Script.get_rpc_methods renamed to Script.get_rpc_config.
- Node.rpc[_id] and Callable.rpc now return an Error.
- Refactor MultiplayerAPI to allow extension.
- New MultiplayerAPI.rpc method with Array argument (for scripts).
- Move the default MultiplayerAPI implementation to a module.
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Adds `header_guards.sh` bash script, used in CI to validate future
changes. Can be run locally to fix invalid header guards.
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Implement built-in classes Vector4, Vector4i and Projection.
* Two versions of Vector4 (float and integer).
* A Projection class, which is a 4x4 matrix specialized in projection types.
These types have been requested for a long time, but given they were very corner case they were not added before.
Because in Godot 4, reimplementing parts of the rendering engine is now possible, access to these types (heavily used by the rendering code) becomes a necessity.
**Q**: Why Projection and not Matrix4?
**A**: Godot does not use Matrix2, Matrix3, Matrix4x3, etc. naming convention because, within the engine, these types always have a *purpose*. As such, Godot names them: Transform2D, Transform3D or Basis. In this case, this 4x4 matrix is _always_ used as a _Projection_, hence the naming.
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Improve GI renderer and add VRS support
Implement render device has_feature and move subgroup settings to limit_get
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support to the GDextension API.
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`rendering/quality/shadows` is now `rendering/quality/positional_shadow`
to explicitly denote that the settings only affect positional light shadows,
not directional light shadows.
Shadow atlas settings now contain the word "atlas" for easier searching.
Soft shadow quality settings were renamed to contain the word "filter".
This makes the settings appear when searching for "filter" in the
project settings dialog, like in Godot 3.x.
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This also adds `SNAME()` macros where relevant to improve performance.
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Add Path2D/3D debug options
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Fix theme propagation for children of top level controls and windows
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* Update visibility again for editor-only lights if owner changes.
Fixes #26399, supersedes #52327
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Add Path2D/3D debug options.
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flags enabled
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The name was confusing as this signal is emitted around the same time as
`tree_exiting` and `NOTIFICATION_EXIT_TREE`, i.e. while the child node is
still in tree.
Fixes #59210.
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- Camera2D.zoom
- CanvasLayer.scale
- ParallaxBackground.scroll_base_scale
- ParallaxLayer.motion_scale
- Polygon2D.texture_scale
- BaseMaterial3D.uv1_scale
- BaseMaterial3D.uv2_scale
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Fix single-window mode popup not closing when OptionBox is clicked.
Fix single-window mode submenus closing when parent menu item, that was used to open it is clicked (using same safe-area logic as platform specific code).
Disallow windows that are part of an edited scene from being set as exclusive or popup to prevent it from locking up the editor.
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Initial TAA support based on the implementation in Spartan Engine.
Motion vectors are correctly generated for camera and mesh movement, but there is no support for other things like particles or skeleton deformations.
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Also fixed the naming of the setter's parameter and made an `if` block
straightforward.
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[4.x] Add viewport content scale
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* Intended to replace RBSet in most cases.
* Optimized for iteration speed
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Make `auto_accept_quit` and `quit_on_go_back` properties
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Fix a bug in get_node_and_resource when the property is set to null
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MOUSE_FILTER_PASS
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