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2022-08-25Merge pull request #64843 from Faless/mp/4.x_encode_fixRémi Verschelde
[MP] Fix variant serialization after variant size change.
2022-08-24[MP] Fix variant serialization after variant size change.Fabio Alessandrelli
The bit mask used for the type when compressing variants in the Multiplayer API became too small to represent all variant types. This commit expand the mask, which means we no longer have an extra bit in the "meta" byte we use to store encoding information. The extra bit was only used in case of booleans to store the value and since booleans do not require extra encoding information we use those 2 bits to store the value instead.
2022-08-24Merge pull request #64759 from skyace65/AnisotropicRémi Verschelde
Spell out "anisotropic" fully in filter options
2022-08-24Merge pull request #64009 from KoBeWi/arrayy_lmaoRémi Verschelde
Replace Array return types with TypedArray (part 2)
2022-08-23Spell out "anisotropic" fully in filter optionsskyace65
2022-08-23Replace Array return types with TypedArray 2kobewi
2022-08-23Avoid warnings about cursor shape change not supportedPedro J. Estébanez
2022-08-22Make `_validate_property` a multilevel methodYuri Sizov
2022-08-08Add tests for empty/unnamed arguments to ClassDB, Variant, GDScriptYuri Sizov
2022-08-05Fix some bugs with `Window`sMichael Alexsander
2022-08-02move rpc and rpc_id implementations back to headerNathan Franke
StackOverflow on why this is needed: https://stackoverflow.com/questions/495021/why-can-templates-only-be-implemented-in-the-header-file Minor mistake in commit ca7d572908c58c587214b8f65bdd4078d0185ab2
2022-07-29Remove Signal connect bindsJuan Linietsky
Remove the optional argument p_binds from `Object::connect` since it was deprecated by Callable.bind(). Changed all uses of it to Callable.bind()
2022-07-28Merge pull request #63049 from Faless/mp/4.x_as_moduleRémi Verschelde
2022-07-28Merge pull request #59840 from Calinou/renderingserver-global-uniform-renameRémi Verschelde
2022-07-28Rename RenderingServer global shader uniform methods to be more explicitHugo Locurcio
The `global_shader_uniform` name is longer, but it makes it much easier to find the methods when searching in the class reference.
2022-07-28Allow changing mipmap LOD bias when FSR 1.0 scaling is not usedHugo Locurcio
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.
2022-07-28Merge pull request #57698 from ↵Rémi Verschelde
bluenote10/feature/rename_translated_to_translated_local
2022-07-28Remove `first_draw` and reset visibility when entering treeRindbee
2022-07-27Merge pull request #63355 from YeldhamDev/directional_tooltipRémi Verschelde
2022-07-26[Net] Modularize multiplayer, expose MultiplayerAPI to extensions.Fabio Alessandrelli
- 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.
2022-07-25Code quality: Fix header guards consistencyRémi Verschelde
Adds `header_guards.sh` bash script, used in CI to validate future changes. Can be run locally to fix invalid header guards.
2022-07-23Make tooltips be shown at different directions if there's not enough spaceMichael Alexsander
2022-07-23Implement Vector4, Vector4i, Projectionreduz
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.
2022-07-20Fix `CanvasItem` not exiting its canvas group on canvas exitkleonc
2022-07-18Rename Control PRESET_WIDE to PRESET_FULL_RECTFireForge
2022-07-18Merge pull request #63083 from madmiraal/fix-56336Rémi Verschelde
2022-07-17Set initial SceneTree processes times to 0.0Marcel Admiraal
2022-07-17Adding Variable Rate Shading support to GodotBastiaan Olij
Improve GI renderer and add VRS support Implement render device has_feature and move subgroup settings to limit_get
2022-07-16rename translate(d) to translate(d)_local in Transform 2D/3DFabian Keller
2022-07-15Use BitField hint for the TextServer enums. Add missing parts for BitField ↵bruvzg
support to the GDextension API.
2022-07-13Rename soft shadow quality project settings for easier searchingHugo Locurcio
`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.
2022-07-06Refactor Font configuration and import UI, and Font resources.bruvzg
2022-07-01Add an underscore to internal group names as per engine policyHugo Locurcio
This also adds `SNAME()` macros where relevant to improve performance.
2022-06-29Merge pull request #62084 from smix8/path_debug_options_4.xRémi Verschelde
Add Path2D/3D debug options
2022-06-27Merge pull request #61587 from YuriSizov/control-fix-theme-owner-toplevelRémi Verschelde
Fix theme propagation for children of top level controls and windows
2022-06-27Merge pull request #61577 from YuriSizov/core-fix-events-for-moved-nodesRémi Verschelde
2022-06-23Fix editor-only visibility for lightsreduz
* Update visibility again for editor-only lights if owner changes. Fixes #26399, supersedes #52327
2022-06-20Merge pull request #62247 from Rindbee/fix-editor-hang-when-window-as-rootRémi Verschelde
2022-06-20Add Path2D/3D debug optionssmix8
Add Path2D/3D debug options.
2022-06-20Quickfix editor hangs when rooting a window with exclusive and transient ↵Rindbee
flags enabled
2022-06-20Node: Rename `child_exited_tree` to `child_exiting_tree`Rémi Verschelde
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.
2022-06-19Add explicit deferred flagsmarkdibarry
2022-06-17Fix previous min size affects _get_contents_minimum_size in AcceptDialogRindbee
2022-06-14Add Vector2/3 linking to more propertiesFireForge
- Camera2D.zoom - CanvasLayer.scale - ParallaxBackground.scroll_base_scale - ParallaxLayer.motion_scale - Polygon2D.texture_scale - BaseMaterial3D.uv1_scale - BaseMaterial3D.uv2_scale
2022-06-13Merge pull request #61974 from Calinou/project-settings-mark-as-basicRémi Verschelde
2022-06-13Single-window mode popups and edited scene windows fixes.bruvzg
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.
2022-06-12Mark some common project settings as basicHugo Locurcio
2022-06-11Add suffixes to all nodes and resourcesFireForge
2022-06-09Remove TooltipPanel and TooltipLabelkobewi
2022-06-07Initial TAA implementationjfons
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.