Age | Commit message (Collapse) | Author |
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It's not necessary, but the vast majority of calls of error macros
do have an ending semicolon, so it's best to be consistent.
Most WARN_DEPRECATED calls did *not* have a semicolon, but there's
no reason for them to be treated differently.
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If a non-imported texture resource file (e.g. DDS) gets updated the editor
doesn't reload it. The cause of the problem is two-fold:
First, the code of ImageTexture assumes that textures are always imported
from an image, but that's not the case for e.g. DDS. This change thus adds
code to issue a resource reload in case an image reload is not possible
(which is the case for non-imported texture resources).
Second, the code is filled with bogus calls to Image::get_image_data_size()
to determine the mipmap offset when that should be done using
Image::get_image_mipmap_offset(). Previous code literally passed the integer
mip level value to Image::get_image_data_size() where that actually expects
a boolean. Thus this part of the change might actually solve some other
issues as well.
To be pedantic, the texture_get_data() funciton of the rasterizer drivers is
still quite a mess, as it only ever returns the whole mipchain when
GLES_OVER_GL is set (practically only on desktop builds) but this change does
not attempt to resolve that.
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This adds support for groups in the import system, which point to a single file.
Add property hint for saving files in file field
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Also cleanup after 01a3dd3.
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#25897 and many others
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fixes #18801
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Fixes #25316.
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Also drop some unused files.
Renamed:
- `scene/2d/navigation2d.h` -> `navigation_2d.h`
- `scene/2d/screen_button.h` -> `touch_screen_button.h`
- `scene/3d/scenario_fx.h` -> `world_environment.h`
- `scene/audio/audio_player.h` -> `audio_stream_player.h`
- `scene/resources/bit_mask.h` -> `bit_map.h`
- `scene/resources/color_ramp.h` -> `gradient.h`
- `scene/resources/shape_line_2d.h` -> `line_shape_2d.h`
- `scene/resources/scene_format_text.h` -> `resource_format_text.h`
- `scene/resources/sky_box.h` -> `sky.h`
Dropped:
- `scene/resources/bounds.h`
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Fixes #24213.
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Closes #24935.
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Fixes #24946
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Regression from cd0b82fd56bdba5a4f1a057fd2d50854c1f503ef, it must be hidden from docs
(PROPERTY_USAGE_INTERNAL) but not from the editor.
Supersedes and fixes #24880.
Co-authored-by: QbieShay <cislaghi.ilaria@gmail.com>
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Fix #24470 Atlas Texture with margin setting cause error in editor.
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Happy new year to the wonderful Godot community!
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Fix errors 2, 3, 4, 6, 8, 9, 11, 12, 13, 14, and 15.
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Made Debugger's Video Memory tab show correct resource paths.
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Made Debugger's Video Memory tab show correct resource paths.
The Icons are still missing but that is due to the get_icon(type, "EditorIcons") for type = "Texture" being missing. Adding that icon would fix it.
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-Added hint to not show some properties when running on low end gfx
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Add SimplexNoise and NoiseTexture as new resources
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SimplexNoise can be used to generate parameterized fractal noise based on Open Simplex.
NoiseTexture uses SimplexNoise to generate noise textures for using in
shaders/visual effects.
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This way they no longer appear in the documentation, and the related
setters and getters do.
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This allows more consistency in the manner we include core headers,
where previously there would be a mix of absolute, relative and
include path-dependent includes.
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Fixes #21522
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Fix AtlasTexture with NinePatchRect and TextureProgress
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use it.
Provides massive speedups to selecting objects, still awaiting for @MarianoGNU to do fixes to the region editor to improve performance.
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and fixes #20221
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-Add warning to Image::load when loading resources
-Add script binding for get_configuration_warning
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This commit makes operator[] on Vector const and adds a write proxy to it. From
now on writes to Vectors need to happen through the .write proxy. So for
instance:
Vector<int> vec;
vec.push_back(10);
std::cout << vec[0] << std::endl;
vec.write[0] = 20;
Failing to use the .write proxy will cause a compilation error.
In addition COWable datatypes can now embed a CowData pointer to their data.
This means that String, CharString, and VMap no longer use or derive from
Vector.
_ALWAYS_INLINE_ and _FORCE_INLINE_ are now equivalent for debug and non-debug
builds. This is a lot faster for Vector in the editor and while running tests.
The reason why this difference used to exist is because force-inlined methods
used to give a bad debugging experience. After extensive testing with modern
compilers this is no longer the case.
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-make curve texture preview not so large, so its easier to embed the editor
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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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