Age | Commit message (Collapse) | Author |
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VisualServer -> RenderingServer
PhysicsServer -> PhysicsServer3D
Physics2DServer -> PhysicsServer2D
NavigationServer -> NavigationServer3D
Navigation2DServer -> NavigationServer2D
Also renamed corresponding files.
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Rename editor plugins to match the new node names.
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- Renames PackedIntArray to PackedInt32Array.
- Renames PackedFloatArray to PackedFloat32Array.
- Adds PackedInt64Array and PackedFloat64Array.
- Renames Variant::REAL to Variant::FLOAT for consistency.
Packed arrays are for storing large amount of data and creating stuff like
meshes, buffers. textures, etc. Forcing them to be 64 is a huge waste of
memory. That said, many users requested the ability to have 64 bits packed
arrays for their games, so this is just an optional added type.
For Variant, the float datatype is always 64 bits, and exposed as `float`.
We still have `real_t` which is the datatype that can change from 32 to 64
bits depending on a compile flag (not entirely working right now, but that's
the idea). It affects math related datatypes and code only.
Neither Variant nor PackedArray make use of real_t, which is only intended
for math precision, so the term is removed from there to keep only float.
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-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
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Also made aa size consistent when computing uv coordinates and fixed a warning about aa_border_width not initialized in some cases.
fixes #34830
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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.
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Fixed StyleBoxFlat border size with aa on
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The different Rect used to draw rings were wrongly calculated when anti-aliasing was enabled. Also getting rid of some overlapping glitches when using transparent colors for the filling or borders.
Fixes #34104
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This value should be sufficient even for very large corner radii.
This closes #34354.
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This change allows StyleBox preview to take shadows and content margins into account to display how a whole panel would be rendered.
The preview control clips contents so that in any case it doesn't bleed on controls around.
Fixes #33801
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Causes unnecessary computations and drawing, and a division by zero when calculating uv coordinates.
This case happened with ScriptEditor's member overview (ItemList), initialized with a minimum width of 0.
Fixes #33634
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Note: removed (unused and not implemented) support for multiple border colors
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CONNECT_REFERENCE_COUNTED
Also, cleanup unnessesary calls to update() and NOTIFICATION_THEME_CHANGED.
Fixes #25904.
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Happy new year to the wonderful Godot community!
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-Removed one and zero hints for properties, replaced by default value
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-Plenty of fixes and improvements to new inspector
-Fixes that were needed to make inspector work better
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Fix StyleBox ignoring region rect and ProgressBar using center size
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ProgressBar used the center size of the stylebox to calculate its minimum size, thus disallowing certain setups.
If the old behaviour is wanted, it can be forced by providing a custom minimum size, or by giving proper margins to the stylebox.
Fixes #17779.
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Found via `codespell -q 3 --skip="./thirdparty,./editor/translations" -I ../godot-word-whitelist.txt`
Whitelist consists of:
```
ang
doubleclick
lod
nd
que
te
unselect
```
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Notable potentially breaking changes:
- PROPERTY_USAGE_NOEDITOR is now PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_NETWORK, without PROPERTY_USAGE_INTERNAL
- Some properties were renamed, and sometimes even shadowed by new ones
- New getter methods (some virtual) were added
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Using `misc/scripts/fix_headers.py` on all Godot files.
Some missing header guards were added, and the header inclusion order
was fixed in the Bullet module.
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Happy new year to the wonderful Godot community!
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- filled -> draw_center
- is_draw_center -> is_draw_center_enabled
- get_draw_center -> is_draw_center_enabled
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Remove addition border
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toger5/styleBoxFlat_corner_detail_value_limitation
styleBoxFlat: clamp corner_detail + aa_size
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- style box flat was always drawn with 8 verts per corner in case it
was a rounded corner... now it uses only one vert if it has no
rounded corner.
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Added Tile and TileFit to StyleBoxes
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- removed only the bindings because the drawing code is not done yet
- kept c++ functions for setting individual border color for future implementation
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- corner and border are decreased if necassary to achoieve clean stylboxes
- prohibits wired drawing artifacts when using wrong values
- corner radius are relative to the partner corner when they would result in glitches
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- corner radius bindings
- shadow
- antiAliasing
- CornerDetail
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- now use polygons!
- renamed blend -> blend_border
- draw_center -> filled
- GDScript biding
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