Age | Commit message (Collapse) | Author |
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Cleanup unused engine code
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[Complex Text Layouts] Add compatibility for legacy Font resources.
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PVS-Studio static analyzer fixes
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Removes unused code in OS.
Fixes return types.
Fixes few typos.
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Banding should now be much less visible when using the default
PhysicalSkyMaterial settings.
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TextEdit, TextLine and TextParagraph.
Fixes oversized editor control height (default editor spacing is negative) and control size changing when text is set.
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- Allow finer adjustments of the heightmap scale.
- Allow increasing the heightmap level detail (at the cost of performance).
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Rename CubeMesh to BoxMesh
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"Flags" was a bit too ambiguous, and in 3D it hid GeometryInstance.Flags
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And fixups:
- Add missing bindings in RenderingServer
- Remove duplicate ArrayMesh enum bindings (they're in Mesh already)
- Remove redundant _unhandled_key_input binding in Control (it's in Node
already)
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-Changed how mesh data is organized, hoping to make it more efficient on Vulkan and GLES.
-Removed compression, it now always uses the most efficient format.
-Added support for custom arrays (up to 8 custom formats)
-Added support for 8 weights in skeleton data.
-Added a simple optional versioning system for imported assets, to reimport if binary is newer
-Fixes #43979 (I needed to test)
WARNING:
-NOT backwards compatible with previous 4.x-devel, will most likely never be, but it will force reimport scenes due to version change.
-NOT backwards compatible with 3.x scenes, this will be eventually re-added.
-Skeletons not working any longer, will fix in next PR.
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Fixed few bugs in visual shader expressions
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Fixed several inputs in visual shaders
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Environment brightness, contrast, saturation restore with 3d LUT.
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Allow gradients and 2d images.
Use shader versions for LUT in tonemap
Co-authored-by: alex-poe <3957610+CptPotato@users.noreply.github.com>
Co-authored-by: QbieShay <cislaghi.ilaria@gmail.com>
Co-authored-by: Clay John <claynjohn@gmail.com>
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[Complex Text Layouts] Implement TextServer interface.
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Skip extra newline in .tscn when renaming dependency
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use Text Server interface.
Implement interface mirroring.
Add TextLine and TextParagraph classes.
Handle UTF-16 input on macOS and Windows.
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Remove all empty lines from the start of blocks defined with braces
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Lowering the Minimum Unit at Shape3D and Cameras
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Fix WAV resources ignoring the AudioServer's 'global_rate_scale' value
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Rename the `type` parameter to `node_type` in Theme and Control
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The underscore prefix was used to avoid the conflict between the `RID` class
name and the matching enum value in `Variant::Type`.
This can be fixed differently by prefixing uses of the `RID` class in `Variant`
with the scope resolution operator, as done already for `AABB`.
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-Removed FuncRef, since Callable makes it obsolete
-Removed int_types.h as its obsolete in c++11+
-Changed color names code
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Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro>
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-Allows merging several 2D objects into a single draw operation
-Use current node to clip children nodes
-Further fixes to Vulkan barriers
-Changed font texture generation to white, fixes dark eges when blurred
-Other small misc fixes to backbuffer code.
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This makes it clearer that it expects a node type as a string
(such as "Label") instead of a type like "TYPE_ARRAY".
This is backwards-compatible since only the name of the parameter
is changed, not its order.
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missing parenthesis were added to prevent conditional statement from interacting with operations
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Fixup `ColorRamp` to `Gradient` renames
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-Removed normal/specular properties from nodes
-Create CanvasTexture, which can contain normal/specular channels
-Refactored, optimized and simplified 2D shaders
-Use atlas for light textures.
-Use a shadow atlas for shadow textures.
-Use both items aboves to make light rendering stateless (faster).
-Reorganized uniform sets for more efficiency.
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Added visual shader node to easy gather data from a CurveTexture
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Replace SAO implementation with MSSAO
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Optimize Glow with local memory
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