Age | Commit message (Collapse) | Author |
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Give LineEdit/TextEdit a custom color for font while uneditable
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Previously there was some transparency hard coded into TextEdit when in read only mode.
This change adds a custom color for adjusting the font in read only mode.
It also applies when syntax highlighting is on.
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By default the LineEdit's text when editable is unchecked had some transparency hardcoded.
This change adds a custom color to LineEdit for adjusting the font when editable is off.
Addresses issue 29814
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Set to enum variables, only correct values
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Fix expression node crashes
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Partial revert of 02319dceb2e17184eb765c67719a306f56dafc1b,
previous code handled this cases without errors and the TileSet and
TileSetEditorPlugin are written with the expectation that those will
not error out.
This is a bit wonky and these classes should likely be refactored,
but until then it's best to keep things as they were.
Fixes #29962.
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The setters are called when the property is first initialized, and before
that its default min and max are 0.0 and 1.0 respectively.
If you configured min_value to 1.0 and max_value to e.g. 3.0, since the
min_value setter can be called before that of max_value (which thus still
defaults to 1.0), the min will be set to 0.99.
Same conflict could happen with a configured max_value of 0 if its setter
is called before that of a valid, negative min value.
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Right now it would take garbage values when loading scenes,
which could end up written to the scene file.
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Remove always true/false values
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Tweak SpatialMaterial's default metallic and roughness texture channels
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Added ERR_FAIL checks for `Animation::track_set_key_value` and `AnimationNodeStateMachine::remove_node`
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ResourceFormatLoader and ResourceFormatSaver are meant to be overridden
to add support for different formats in ResourceLoader and ResourceSaver.
Those should be exposed as they can be overridden in plugins.
On the other hand, all predefined subclasses of those two base classes
are only meant to register support for new file and resource types, but
should not and cannot be used directly from script, so they should not
be exposed.
Also unexposed ResourceImporterOGGVorbis (and thus its base class
ResourceImporter) which are editor-only.
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This is only meant to check the validity of the whole codebase every
now and then, or to apply clang-format config changes when relevant.
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This partially addresses #19242.
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This is a new singleton where camera sources such as webcams or cameras on a mobile phone can register themselves with the Server.
Other parts of Godot can interact with this to obtain images from the camera as textures.
This work includes additions to the Visual Server to use this functionality to present the camera image in the background. This is specifically targetted at AR applications.
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Add toggle for hidden file visibility in FileDialog
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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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Fix GraphNode not adding separation after the first node
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Fixes #29446
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Escape node names when saving to .tscn
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Fixes #29401
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MeshLibrary export improvements
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Bind missing FLAG_DISABLE_Z enum value in ParticlesMaterial
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Fixes #29419.
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Add EDITMODE_PRIORITY for ATLAS_TILE
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Improve SSAO performance and quality
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Do precision comparison to prevent the creation of keyframes with a time that already exists
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Expose more surface tools and add create_from_blend_shape.
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Fix crash when trying to set as Bitmap Font fallback one of his parent
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Fixing Curve2D/3D baked interpolated values
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Fix GetTypeInfo error due to missing include
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This decreases the number of samples significantly, leading to a
notable performance increase with only a very slight loss in
visual quality.
This also tweaks the default SSAO settings to use 3×3 blurring,
which makes noise patterns much less visible.
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Implement shadow to opacity
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Expression node for visual shaders
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