Age | Commit message (Collapse) | Author |
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Fix pingpong-loop with `loop_wrap` is not working & clean-up cubic interpolation key retrieve process
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`AnimatedSprite{2D,3D}` improvements
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As many open source projects have started doing it, we're removing the
current year from the copyright notice, so that we don't need to bump
it every year.
It seems like only the first year of publication is technically
relevant for copyright notices, and even that seems to be something
that many companies stopped listing altogether (in a version controlled
codebase, the commits are a much better source of date of publication
than a hardcoded copyright statement).
We also now list Godot Engine contributors first as we're collectively
the current maintainers of the project, and we clarify that the
"exclusive" copyright of the co-founders covers the timespan before
opensourcing (their further contributions are included as part of Godot
Engine contributors).
Also fixed "cf." Frenchism - it's meant as "refer to / see".
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Fix NavigationPolygon error msg
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* Add support for individual frame duration to `SpriteFrames`.
* Various minor improvements.
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Rename `get_points_count()` to `get_point_count()` in Gradient
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Fix scroll grabber can't reach ends in default theme
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Add safety-checks before some servers `free()`
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[Font] Use key structure instead of raw hash for LRU cache to avoid collisions.
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Fix usages of mesh simplification functions in float=64 builds
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Outlines need the same winding order which got confused with the internal conversion.
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Animation: Add inspector plugin for key time edit & Change `track_find_key()` argument to find key with approximate
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Removes _set / _get compatibility function parts for deprecated NavigationMesh slash delimiter properties.
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Changes GridMap navigation_layers from a single bitmask for the entire GridMap to a bitmask for each item used in the mesh_library with a baked navmesh.
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Add properties to disable top/bottom cap generation in TubeTrailMesh
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[4.x] Fix typo and ensure backwards compatibility for changed property names
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Changes to the name of the `navmesh` and `navpoly` properties on
`NavigationRegion` caused navigation data to be lost on load.
This PR creates uses `_set`/`_get` to handle compatibility with the
older names on load, preserving the data.
Also fixes a typo on `get_vertices_per_polygon` in `NavigationMesh`,
and renames the property to remove the `polygon_` prefix which doesn't
match the setter/getter.
Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
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This can be used to improve generation and rendering performance,
or for certain special effects such as particle trails.
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`AtlasTexture` Fix calculating rects when flipping
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Schema for navigation to name user facing API with "navigation" without abbreviation and e.g. NavigationServer internals with abbr "nav".
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Moves NavigationPolygon resource class from NavigationRegion2D file to a dedicated file in resource folder.
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Fixes: #66849
This is a 4.0 version of #54899.
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Handle corner cases for curve baking
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When control point and point have equal position,
the derivative is 0 vector, which cause error message in Basis::look_at().
This commit handles this case.
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If the scene is more complex, you may need to copy/transcribe a
large amount of data, so use buffer to speed up this process.
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It turns out some areas are independently moving / reading filepointers outside of the VariantParser, which can cause the readahead caching to get out of sync.
This PR makes the VariantParser readahead to be optional to allow for these use cases.
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Fix unable to disconnect signal in Editor once created
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Adds a CONNECT_INHERITED flag to connections, only available in editor builds. This flag denotes that the signal has been inherited from a previous Scene in the instancing hierarchy.
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Move GDScript uninitialization to `GDScriptLanguage::finish()`
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Co-authored-by: Ricardo Buring <ricardo.buring@gmail.com>
Co-authored-by: kleonc <9283098+kleonc@users.noreply.github.com>
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This makes distance fade look the same regardless of the camera angle,
for all distance fade modes (Pixel Alpha, Pixel Dither, Object Dither).
Distance fade now behaves like fog in this regard.
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The main change is to caculate tangent directly from bezier curve, without going
through discretized polyline, avoiding pitfalls of discretization. A similar refacor
had been applied to Curve3D.
The test cases for Curve2D is updated, comparing floating point with is_equal_approxmiate()
instead of `==`, in order to avoid float precision problem.
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