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2020-02-10Merge pull request #36031 from zxcvdev/fix_gpu_particles_some_devicesRémi Verschelde
Fix undefined behavior with atan in GPU Particles
2020-02-09Fix 2D CollisionShape controls pointing the wrong wayAaron Franke
They now point down, matching Godot's 2D coordinate system.
2020-02-09Merge pull request #35808 from clayjohn/unexpose-compress-baseRémi Verschelde
Unexpose ARRAY_COMPRESS_BASE
2020-02-09Fix GPU Particleszxcvdev
The special case atan(y,0) of the built-in shader function atan(y,x) returns different results on different devices. So this commit will add checks when the atan(y,x) function is used in ParticlesMaterial to set the direction of GPU Particles to make sure the desired values are returned (act as atan2(y,x)).
2020-02-07Merge pull request #35950 from Chaosus/vs_scalar_uniform_rangeRémi Verschelde
Implemented hint_range for VisualShaderNodeScalarUniform
2020-02-07Implemented hint_range for VisualShaderNodeScalarUniformYuri Roubinsky
2020-02-07Use modules_enabled.gen.h to improve inter dependency checksRémi Verschelde
- Fix build with gdscript module disabled. Fixes #31011. - Remove unused `gdscript` compile option. - Fix build with regex module disabled. - Fix ImageLoaderSVG to forward declare thirdparty structs.
2020-02-07Completes doc for ItemList and TreeHaoyu Qiu
2020-02-05Merge pull request #35908 from YeldhamDev/tileset_hide_propertiesRémi Verschelde
Hide TileSet's properties from the inspector
2020-02-05Add do..while(0) wrappers to macros without one.Marcel Admiraal
- Add do..while(0) wrapper to ERR_FAIL_NULL macros. - Add do..while(0) wrapper to ERR_FAIL_COND macros. - Add do..while(0) wrapper to ERR_CONTINUE macros. - Add do..while(0) wrapper to ERR_BREAK macros. - Add do..while(0) wrapper to CRASH_COND macros. - Add do..while(0) wrapper to ERR_FAIL macros. - Add do..while(0) wrapper to ERR_PRINT macros. - Add do..while(0) wrapper to WARN_PRINT macros. - Add do..while(0) wrapper to WARN_DEPRECATED macros. - Add do..while(0) wrapper to CRASH_NOW macros.
2020-02-05Remove duplicate WARN_PRINT macro.Marcel Admiraal
2020-02-05Remove duplicate ERR_PRINT macro.Marcel Admiraal
2020-02-04Hide TileSet's properties from the inspectorMichael Alexsander
2020-02-03Added missing '\n' in visual shader expression node code generationYuri Roubinsky
2020-02-03Added missing '\n' in visual shader fresnel node code generationYuri Roubinsky
2020-02-01Few extra formatting fixes for visual shader node generationYuri Roubinsky
For 'If' and 'Switch' nodes
2020-02-01Added missing '\n' in visual shader custom node code generationYuri Roubinsky
2020-02-01Merge pull request #35618 from Chaosus/vs_improvementsYuri Roubinsky
Better visual shader code generation
2020-02-01Better visual shader code generationYuri Roubinsky
2020-01-31Unexpose ARRAY_COMPRESS_BASEclayjohn
2020-01-31Fix canvas_item light alpha output in visual shadersYuri Roubinsky
2020-01-28Merge pull request #35670 from clayjohn/material-flag-cacheRémi Verschelde
Add an extra bit to material flag cache
2020-01-28Add an extra bit to material flag cacheclayjohn
2020-01-28Merge pull request #35620 from TrevorPeyton/bind-autotile-centerRémi Verschelde
Added binding for Autotile Center
2020-01-28Hide "control" methods from VisualShaderNodeGroupBaseYuri Roubinsky
2020-01-28Hide "editable" property from VisualShaderNodeGroupBase public interfaceYuri Roubinsky
2020-01-27Added missing property "size" to VisualShaderNodeGroupBaseYuri Roubinsky
2020-01-27Removed unused method "build" from VisualShaderNodeExpressionYuri Roubinsky
2020-01-27Added binding for Autotile CenterTrevorPeyton
2020-01-27Added missed bracket to VisualShaderNodeCubeMapYuri Roubinsky
2020-01-27Fix VisualShaderNodeCubeMap generationYuri Roubinsky
2020-01-26doc: Complete documentation for VideoStreamsRémi Verschelde
Also quick clean up of the matching C++ files.
2020-01-23Docs for some nodes in visual shaderYuri Roubinsky
Fix typo in `VisualShaderNodeCompare.ComparisonType` name.
2020-01-23Fix TileSet shape data not updating when being set via codeMichael Alexsander
2020-01-23Hide "default_input_values" property in VisualShaderNode.Yuri Roubinsky
2020-01-21Merge pull request #35413 from akien-mga/if-0-means-couperetRémi Verschelde
Remove unused #if 0'ed code
2020-01-21Remove unused #if 0'ed codeRémi Verschelde
2020-01-21Allow greater values for DynamicFont size propertyRémi Verschelde
See https://github.com/godotengine/godot/issues/22581#issuecomment-576836691. Not using `or_greater` as there *is* a max size value that the current implementation can accept. If using e.g. size 6000 with FiraSans-Regular.ttf, errors are printed due to failing asserts on a glyph size that should be within 4096x4096 px.
2020-01-20Forbid recursive connections in visual shaderYuri Roubinsky
2020-01-20Destroys FreeType library on load errorHaoyu Qiu
2020-01-16Validate input in (CPU)Particles set_emission_shape()Rémi Verschelde
Fixes #29777. Co-authored-by: Cameron Reikes <cameronreikes@gmail.com>
2020-01-15Fix typos with codespellRémi Verschelde
Using codespell 1.16.0. See ab3bccdb78cc7dffb6ab796053ef63489f05558d for procedure.
2020-01-08Merge pull request #33817 from Chaosus/vs_fresnelYuri Roubinsky
Make Fresnel node in visual shaders to use default NORMAL/VIEW
2020-01-07Make possible to edit the GraphEdit's selection rect colorsMichael Alexsander
2020-01-07Fixes crash when using Mesh::create_outline and Mesh::create_convex_shapeHaoyu Qiu
Adds a size check to the array returned by `surface_get_arrays`. During debugging, `create_outline` also crashes when the indices size is one (not a multiple of three). For now, just reports the error and fail the function.
2020-01-07Fixes import of models as PackedSceneHaoyu Qiu
2020-01-06Merge pull request #34865 from volzhs/oversampling-emojiRémi Verschelde
Update size and position for colored font with oversampling
2020-01-07Update size and position for colored font with oversamplingvolzhs
2020-01-06Merge pull request #33987 from nekomatata/own-world-environmentRémi Verschelde
Viewport environment is updated properly when set to own world
2020-01-06Merge pull request #34303 from Chaosus/fix_texture_crashRémi Verschelde
Fixed crash if passing invalid image ref to TextureLayered