Age | Commit message (Collapse) | Author |
|
|
|
`AtlasTexture` Fix calculating rects when flipping
|
|
|
|
Schema for navigation to name user facing API with "navigation" without abbreviation and e.g. NavigationServer internals with abbr "nav".
|
|
Moves NavigationPolygon resource class from NavigationRegion2D file to a dedicated file in resource folder.
|
|
|
|
Fixes: #66849
This is a 4.0 version of #54899.
|
|
|
|
|
|
Handle corner cases for curve baking
|
|
|
|
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.
|
|
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.
|
|
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.
|
|
|
|
Fix unable to disconnect signal in Editor once created
|
|
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.
|
|
Move GDScript uninitialization to `GDScriptLanguage::finish()`
|
|
Co-authored-by: Ricardo Buring <ricardo.buring@gmail.com>
Co-authored-by: kleonc <9283098+kleonc@users.noreply.github.com>
|
|
|
|
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.
|
|
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.
|
|
Remove `UPDATE_TRIGGER` mode from `ValueTrack::UpdateMode` & Match behaviors between `AnimationTree` and `AnimationPlayer`
|
|
Use system fonts as fallback.
|
|
Add support for font weight and stretch selection when using system fonts.
Add function to get system fallback font from a font name, style, text, and language code.
Implement system font support for Android.
Use system fonts as a last resort fallback.
|
|
|
|
The problem is caused by calling adaptive tessellation baking function by mistake, which produce too few points for straight lines. Calling the even length tessellation fix the problem.
The code for `get_closest_point()` and `get_closest_offset()` are also updated. They used to assume bake interval to be exact, which is no longer true.
The out dated document for `get_closest_point()` is also updated.
|
|
#69357
|
|
Add `animation_changed` signal to `AnimationLibrary`, have `AnimationPlayer` connect to it instead of `Animation`'s `changed`
|
|
Refactor process of animation to retrive keys more exactly
|
|
|
|
|
|
Don't break parsing on missing resources
|
|
Add `PackedScene::reload_from_file()` override
|
|
|
|
|
|
Refactor process of AnimationTree for end of animation
|
|
Use a more specific type for Mesh create_(convex|trimesh)_shape
|
|
akien-mga/property-hint-array-type-resource-simplify
Add MAKE_RESOURCE_TYPE_HINT macro to simplify binding arrays of resources
|
|
[TileMap] Fix alternative tile issues.
|
|
|
|
|
|
|
|
|
|
|
|
The main change is to caculate tangent directly from bezier curve, without going
through discretized polyline, avoiding pitfalls of discretization.
Other changes are:
1. Add an bezier_derivative() method for Vector3, Vector2, and Math;
2. Add an tesselate_even_length() method to Curve3D, which tesselate bezier curve to even length segments adaptively;
3. Cache the tangent vectors in baked_tangent_vector_cache;
|
|
|
|
|
|
|
|
AnimationLibrary now listens for the animation_changed signal on its
animations and emits this new signal, with the animation name added
on. AnimationPlayer now connects to this signal rather than connecting
to each individual animation, which was poor practice due to bypassing
encapsulation.
|