Age | Commit message (Collapse) | Author |
|
This makes font oversampling work out of the box, while also increasing
the supported character set's size. The default font is now larger
as well to better fit today's screen resolutions.
The OpenSans SemiBold font was chosen for two reasons:
- Small file size, yet its character set supports Latin-1 and Cyrillic
text.
- A heavier font weight looks better in most "game" scenarios and is
more readable against mixed-color backgrounds.
This is considered a breaking change as it changes the default font's
metrics, which will likely affect how Control nodes are laid out in
scenes (unless a custom font is in use).
|
|
|
|
Fix refraction offset by manually unpacking normal mappings
|
|
TileSet and TileMap rework (squashed)
|
|
- Move most properties from TileMap to TileSet,
- Make TileSet more flexible, supporting more feature (several
collision layers, etc...),
- Fusion both the TileMap and TileSet editor,
- Implement TileSetSources, and thus a new way to index tiles in the TileSet,
- Rework the TileSet and TileMap editors completely,
- Implement an editor zoom widget (and use it in several places)
|
|
rather than distorted.
|
|
Check input mesh is valid in SurfaceTool methods (master)
|
|
The "Anisotropic" term is abbreviated as spelling it out would cause
the PopupMenu to overflow the editor window when using the default
inspector width.
|
|
Expose get_debug_mesh in Shape3D to scripting API
|
|
Allow values > 1 for friction and bounce in PhysicsMaterial
|
|
|
|
Various fixes to UV2 unwrapping and the GPU lightmapper. Listed here for
context in case of git blame/bisect:
* Fix UV2 unwrapping on import, also cleaned up the unwrap cache code.
* Fix saving of RGBA images in EXR format.
* Fixes to the GPU lightmapper:
- Added padding between atlas elements, avoids bleeding.
- Remove old SDF generation code.
- Fix baked attenuation for Omni/Spot lights.
- Fix baking of material properties onto UV2 (wireframe was
wrongly used before).
- Disable statically baked lights for objects that have a
lightmap texture to avoid applying the same light twice.
- Fix lightmap pairing in RendererSceneCull.
- Fix UV2 array generated from `RenderingServer::mesh_surface_get_arrays()`.
- Port autoexposure fix for OIDN from 3.x.
- Save debug textures as EXR when using floating point format.
|
|
|
|
|
|
-Enable the trails and set the length in seconds
-Provide a mesh with a skeleton and a skin
-Or, alternatively use one of the built-in TubeTrailMesh/RibbonTrailMesh
-Works deterministically
-Fixed particle collisions (were broken)
-Not working in 2D yet (that will happen next)
|
|
|
|
Can be useful for custom drawing of physics shapes without having to add
a collision object node to the tree.
|
|
Remove obsolete LargeTexture, it's no longer useful since 3.x
|
|
Fixed rotate_y property of particle shaders
|
|
It existed in early Godot releases to allow working around hardware limitations
on max texture sizes (e.g. hardware limits of 1024x1024 pixels).
Nowadays the max texture size supported natively by Godot is 16384x16384, and
even low end mobile hardware should support at least 4096x4096.
The LargeTexture implementation is basically just an array with offsets, sizes
and textures and should be easy to replicate with a custom Texture resource if
needed - solving most of its bugs on the way as the implementation removed here
has various unimplemented or incomplete methods.
|
|
Core: Drop custom `copymem`/`zeromem` defines
|
|
Tabs: Remove unused 'panel' stylebox from default theme
|
|
|
|
Cf. https://github.com/godotengine/godot/issues/37875#issuecomment-625297308.
|
|
We've been using standard C library functions `memcpy`/`memset` for these since
2016 with 67f65f66391327b2967a20a89c3627e1dd6e84eb.
There was still the possibility for third-party platform ports to override the
definitions with a custom header, but this doesn't seem useful anymore.
|
|
Prevents default values of VSNodeCustom from overriding by a script
|
|
|
|
Refactor Edit Theme menu in Theme Editor
|
|
Added an occlusion culling system with support for static occluder meshes.
It can be enabled via `Project Settings > Rendering > Occlusion Culling > Use Occlusion Culling`.
Occluders are defined via the new `Occluder3D` resource and instanced using the new
`OccluderInstance3D` node. The occluders can also be automatically baked from a
scene using the built-in editor plugin.
|
|
Draw triangles for HeightMapShape debug collision
|
|
Heightmap collision shape support in Godot Physics
|
|
|
|
Rename LineEdit getters and setters to match property names
|
|
Split particle shader entry points
|
|
|
|
|
|
* Particle shaders now have start() and process()
* Particle collision happens between them.
* The RESTART property is kept, so porting an old shader is still possible.
This fixes the problem of particle collisions not functioning on the first particle frame.
|
|
|
|
Lowers the navigation edge margin merge
|
|
Lowers the edge margin merge to avoid merge undesired edges.
|
|
-Used a more consistent set of keywords for the shader
-Remove all harcoded entry points
-Re-wrote the GLSL shader parser, new system is more flexible. Allows any entry point organization.
-Entry point for sky shaders is now sky().
-Entry point for particle shaders is now process().
|
|
|
|
Add Various ColorPicker shapes
|
|
Vulkan: Implement triplanar mapping in world space
|
|
|
|
|
|
|
|
Added Comment node to Visual Shaders
|
|
Rename Array.invert() to Array.reverse()
|
|
Allow renaming bones and blendshapes.
|