Age | Commit message (Collapse) | Author |
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transparency mode for default materials and Label3D and Sprite3D.
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Fix shader include dependency handling
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Add "dedicated server" export mode which can strip unneeded visual resources
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Update instances of scenes which have been reimported.
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Convert en_GB spelling to en_US with codespell
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Simplify AudioStreamPolyphonic
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* Make AudioStreamPolyphonic not requre a polling thread (simpler, faster)
* Improve error reporting in AudioStreamPlayer*::get_stream_playback() error reporting to improve usability.
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allowed negative DoF blur transition in the editor
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Remove compatibility code for Mesh surfaces
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Clean-up, harmonize, and improve StyleBox API
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Address Android editor crashes
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* This new audio stream allows to play multiple sounds and control them over time from code.
* It greatly simplifies tasks such as generative music (music generated from code) or audio.
This new type of stream was added with the goal of fixing audio blending in AnimationPlayer and AnimationTree, but can be used by others for their regular audio needs.
Does not fix anything currently, but should help implement #69758 properly.
Some demo code of how to use this:
```GDScript
var player = $SomeNode as AudioStreamPlayer
player.stream = AudioStreamPolyphonic.new()
var playback = player.get_stream_playback() as AudioStreamPlaybackPolyphonic
var id = playback.play_stream(preload("res://Clip1.ogg"))
await get_tree().create_timer(1).timeout
playback.set_stream_volume(id,-12) # Set volume to half after one second
await get_tree().create_timer(2).timeout
var id2 = playback.play_stream(preload("res://Clip2.ogg")) # 2 seconds later, start another clip
await get_tree().create_timer(1).timeout
playback.stop_stream(id) # 1 second later, kill the first clip
playback.set_stream_pitch_scale(id2,1.5) # Make the second clip go 50% faster
```
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Support script global resource name in EditorFileSystem
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Clean up shader parameter remap
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* Works for binary and text files.
* Makes EditorQuickOpen work with custom resources again.
* Information is cached and easily accessible.
Properly fixes #66179. Supersedes #66215 and supersedes #62417
**WARNING**: This required breaking backwards binary compatibility (.res and .scn files). Files saved after this PR is merged will no longer open in any earlier versions of Godot.
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This PR is a follow up to #64092, which fixed important issues but it was implemented in an overly complex and inefficient way (because it forced the default code path to always go through string operations).
This cleans up all the shader parameter code.
This fixes #54336. Also fixes #56219 because, as the new code never queries the RenderingServer on load, potential deadlocks are avoided.
**NOTE**: materials saved between #62972 and #64092 will no longer work and will need to be resaved in an earlier version.
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fix(editor): Remove some MeshLibrary editor updates
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Calinou/environment-no-sky-hide-ambient-light-properties
Hide Ambient Light properties in Environment inspector depending on mode
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Implement BiDi override mode for GDScript source.
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Cleanup unused engine code v2
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Fix LOD sort order; checks in add_surface; and document all parameters of `ArrayMesh::add_surface_from_arrays`
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- Make all margin properties follow the same naming convention (their getter and setter too).
- Remove a virtual counterpart of `get_style_margin` from API.
- Allow to override `get_minimum_size` from scripting and remove `get_center_size`.
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Fixes #57506.
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`ArrayMesh::add_surface_from_arrays`
Also clarify some related documentation and expose the misssing `ArrayFormat::ARRAY_FLAG_USES_EMPTY_VERTEX_ARRAY`
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in favour of texture hints
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Update ImmediateMesh to use octohedral encoded normals
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Fix TileDate::add_source accepting invalid ID values
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Removes all 3D modification resources. SkeletonIK3D is a node and still supported.
Remove deprecated Skeleton3D functionality for 4.0, so we can add it back in 4.x.
Remove local_pose_override feature from Skeleton3D and BoneAttachment3D.
Expose Skeleton3D::get_version() so IK scripts/extensions can cache bones.
Note: This change only affects 3D. SkeletonModification2D will work as before.
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* Moved the order of progress update to after the actual resource loading to give better % numbers.
* Fix a bug introduced by #67714, which broke cache ignoring.
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Calinou/particles-tweak-animation-offset-property-hint
Tweak particles animation offset property hint to allow more precise values
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* Works for text, binary and imported resources
* Allows better clean up of duplicate files.
TODO (future PRs):
* Use this API for assigning new UIDs to copied files.
* Use this API for UID conflict on FS scanning (if more than one file has the same UID, the newer one(s) should get assigned a different UID).
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Use BitField<> hint for Mesh.ArrayFormat and Control.SizeFlags
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This was missing in the conversion of bitflags to BitField<>.
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