Age | Commit message (Collapse) | Author |
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Right now it would take garbage values when loading scenes,
which could end up written to the scene file.
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Remove always true/false values
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Tweak SpatialMaterial's default metallic and roughness texture channels
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Added ERR_FAIL checks for `Animation::track_set_key_value` and `AnimationNodeStateMachine::remove_node`
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ResourceFormatLoader and ResourceFormatSaver are meant to be overridden
to add support for different formats in ResourceLoader and ResourceSaver.
Those should be exposed as they can be overridden in plugins.
On the other hand, all predefined subclasses of those two base classes
are only meant to register support for new file and resource types, but
should not and cannot be used directly from script, so they should not
be exposed.
Also unexposed ResourceImporterOGGVorbis (and thus its base class
ResourceImporter) which are editor-only.
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This is only meant to check the validity of the whole codebase every
now and then, or to apply clang-format config changes when relevant.
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This partially addresses #19242.
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This is a new singleton where camera sources such as webcams or cameras on a mobile phone can register themselves with the Server.
Other parts of Godot can interact with this to obtain images from the camera as textures.
This work includes additions to the Visual Server to use this functionality to present the camera image in the background. This is specifically targetted at AR applications.
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Add toggle for hidden file visibility in FileDialog
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It's not necessary, but the vast majority of calls of error macros
do have an ending semicolon, so it's best to be consistent.
Most WARN_DEPRECATED calls did *not* have a semicolon, but there's
no reason for them to be treated differently.
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Fix GraphNode not adding separation after the first node
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Fixes #29446
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Escape node names when saving to .tscn
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Fixes #29401
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MeshLibrary export improvements
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Bind missing FLAG_DISABLE_Z enum value in ParticlesMaterial
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Fixes #29419.
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Add EDITMODE_PRIORITY for ATLAS_TILE
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Improve SSAO performance and quality
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Do precision comparison to prevent the creation of keyframes with a time that already exists
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Expose more surface tools and add create_from_blend_shape.
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Fix crash when trying to set as Bitmap Font fallback one of his parent
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Fixing Curve2D/3D baked interpolated values
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Fix GetTypeInfo error due to missing include
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This decreases the number of samples significantly, leading to a
notable performance increase with only a very slight loss in
visual quality.
This also tweaks the default SSAO settings to use 3×3 blurring,
which makes noise patterns much less visible.
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Implement shadow to opacity
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Expression node for visual shaders
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Add bookmarks for easier code navigation
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Fix typos with codespell
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Using codespell 1.15.0.
Method:
```
$ cat > ../godot-word-whitelist.txt << EOF
ang
curvelinear
doubleclick
leapyear
lod
merchantibility
nd
numer
ois
ony
que
seeked
synching
te
uint
unselect
webp
EOF
$ codespell -w -q 3 -I ../godot-word-whitelist.txt --skip="./thirdparty,*.po"
$ git diff // undo unwanted changes
```
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Add feature to show spaces in code editor
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Fix texture resource reload bug
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If a non-imported texture resource file (e.g. DDS) gets updated the editor
doesn't reload it. The cause of the problem is two-fold:
First, the code of ImageTexture assumes that textures are always imported
from an image, but that's not the case for e.g. DDS. This change thus adds
code to issue a resource reload in case an image reload is not possible
(which is the case for non-imported texture resources).
Second, the code is filled with bogus calls to Image::get_image_data_size()
to determine the mipmap offset when that should be done using
Image::get_image_mipmap_offset(). Previous code literally passed the integer
mip level value to Image::get_image_data_size() where that actually expects
a boolean. Thus this part of the change might actually solve some other
issues as well.
To be pedantic, the texture_get_data() funciton of the rasterizer drivers is
still quite a mess, as it only ever returns the whole mipchain when
GLES_OVER_GL is set (practically only on desktop builds) but this change does
not attempt to resolve that.
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