Age | Commit message (Collapse) | Author |
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[TextMesh] Fix incorrectly applied FILL alignment.
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This is more consistent with other BaseMaterial properties such as
`ao_texture_channel`.
This also improves the documentation related to
`albedo_texture_force_srgb`.
This also fixes a typo in the 3.x material converter.
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Fix errors and improve UX relating to new animation libraries
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Add properties to disable top/bottom cap generation in CylinderMesh
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Rename `hint_albedo`, `hint_white/black` in shaders
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Using codespell 2.2-dev from current git.
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Fix connection of subports after uniform->constant conversion in visual shader
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* Add a button to add properties (which lets you select node and property)
* Add ability to drag properties and drop them to the editor.
* Made the editor transient (not always visible on the bottom) since its not needed most of the time.
* Added the ability to pin the editor, in case dragging properties from other nodes is desired.
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[TextMesh] Fix cubic Bezier arc processing.
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The SphereMesh primitive mesh's size was recently decreased, but
unlike other primitive meshes, the sphere shape's radius wasn't
adjusted accordingly.
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Add a new HashSet template
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These features have been working as of 4.0.alpha8.
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* Intended to replace RBSet in most cases.
* Optimized for iteration speed
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Contrast rate is still fairly low, but the text needs to be easy enough
to distinguish from non-disabled items.
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Remove arbitrary NavigationMesh bake property limits
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Tweak the default font's fake italic to better match Open Sans Italic
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* Replace case-by-case extraction with PNAME & GNAME
* Fix group handling when group hint begins with property name
* Exclude properties that are PROPERTY_USAGE_NO_EDITOR
* Extract missing ADD_ARRAY*, ADD_SUBGROUP* macros
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Lowers or removes the slider limits and steps from NavigationMesh resources and changes some default values to better work with realistic unit sizes by default.
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Adds warnings when at least one of the input mesh surfaces is of wrong primitive type or has an empty vertex / index array as those broken input meshes would fail as both navmesh as well as later when creating debug meshes.
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Exposes the Curve, Curve2D and Curve3D points as an array property.
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Implements a method `mark_dirty` in Curve2D and Curve3D like the one
that already exists in Curve, it's a convenient way to set
`baked_cache_dirty` to `true` and also emit the `changed` signal.
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- Fix a bug causing an error message when a scene containing an AnimationPlayer with a reset track is saved, by correctly referencing the temporary "default" library.
- Make library dropdown in new animation window assign correct library when creating an animation.
- Similarly allow choice of library when duplicating animation.
- Make library dropdown default to library of currently selected animation.
- Make library dropdown show when exactly one library exists, and it isn't [Global]. Include [Global] on the dropdown in this case (will be newly created if dialog is confirmed).
- When appending (x) to avoid New Anim name collisions, correctly check target library instead of [Global].
- Add parentheses when appending x when duplicating animations in the library editor, for consistency.
- Change titles and prompts to be distinct in name/rename/duplicate dialiogs.
- Fix bug in OprionButton.get_selectable_item(true) when last is not selectable.
- Fix issues where animation wasn't found on deletion/rename by correctly prepending library name.
- Remove an extraneous print_line from animation_track_editor.
- Add messages to errors when an animation isn't found.
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This includes all three light types and IBL, but does not include shadows or any form of GI
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While default ReCast library has support for 0.0 'sample_distance' the Godot implementation does not an crashes.
Previously Godot would set all sample_distance values below 0.9 to 0 which causes the crashes.
This limits the sample_distance range selection to 0.1 - 16.0 and also clamps sample_distance that are below 0.1 before ReCast receives them.
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Implement TextMesh.
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* Map is unnecessary and inefficient in almost every case.
* Replaced by the new HashMap.
* Renamed Map to RBMap and Set to RBSet for cases that still make sense
(order matters) but use is discouraged.
There were very few cases where replacing by HashMap was undesired because
keeping the key order was intended.
I tried to keep those (as RBMap) as much as possible, but might have missed
some. Review appreciated!
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Capitalize AO, AA, UV, and UV2 in visual shader output ports
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