Age | Commit message (Collapse) | Author |
|
Also _transform to _transform3d
|
|
|
|
|
|
|
|
Restore TileMap's debug collision shapes and add navigation.
|
|
Fix some warnings raised by GCC-11.1
|
|
Disable loop with CompatibilityTileData in TileSet when building with deprecated=no
|
|
|
|
|
|
|
|
|
|
|
|
Added constants PI, TAU and E to the shader language
|
|
|
|
|
|
|
|
Also remove an unused function.
|
|
Tweak dozens of editor property hints for consistency
|
|
|
|
- Update Viewport MSAA property hints to match the currently
exposed values.
- Add some performance hints to property hints.
|
|
-Added SDF collision support for 2D particles
-Changed the SDF generation to be fully signed
|
|
Replace QuickHull with Bullet's convex hull computer.
|
|
The code is based on the current version of thirdparty/vhacd and modified to use Godot's types and code style.
Additional changes:
- extended PagedAllocator to allow leaked objects
- applied patch from https://github.com/bulletphysics/bullet3/pull/3037
|
|
Normals being optimized has better quality now.
Test simplify once and then use a slightly less tolerant
error for the target error.
|
|
|
|
Fixes TileSet Y-sort not working and TileSet not saving correctly
|
|
|
|
|
|
Implement scenes tiles in TileMaps
|
|
|
|
Using codespell 2.0.0.
Method:
```
$ cat > ../godot-word-whitelist.txt << EOF
ang
curvelinear
dof
doubleclick
fave
findn
GIRD
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
```
|
|
|
|
|
|
BitMask::create Don't request more memory than needed when size is a multiply of 8
|
|
|
|
|
|
Make all file access 64-bit (`uint64_t`)
|
|
This makes font oversampling work out of the box, while also increasing
the supported character set's size. The default font is now larger
as well to better fit today's screen resolutions.
The OpenSans SemiBold font was chosen for two reasons:
- Small file size, yet its character set supports Latin-1 and Cyrillic
text.
- A heavier font weight looks better in most "game" scenarios and is
more readable against mixed-color backgrounds.
This is considered a breaking change as it changes the default font's
metrics, which will likely affect how Control nodes are laid out in
scenes (unless a custom font is in use).
|
|
This changes the types of a big number of variables.
General rules:
- Using `uint64_t` in general. We also considered `int64_t` but eventually
settled on keeping it unsigned, which is also closer to what one would expect
with `size_t`/`off_t`.
- We only keep `int64_t` for `seek_end` (takes a negative offset from the end)
and for the `Variant` bindings, since `Variant::INT` is `int64_t`. This means
we only need to guard against passing negative values in `core_bind.cpp`.
- Using `uint32_t` integers for concepts not needing such a huge range, like
pages, blocks, etc.
In addition:
- Improve usage of integer types in some related places; namely, `DirAccess`,
core binds.
Note:
- On Windows, `_ftelli64` reports invalid values when using 32-bit MinGW with
version < 8.0. This was an upstream bug fixed in 8.0. It breaks support for
big files on 32-bit Windows builds made with that toolchain. We might add a
workaround.
Fixes #44363.
Fixes godotengine/godot-proposals#400.
Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
|
|
|
|
Fix refraction offset by manually unpacking normal mappings
|
|
multiply of 8
|
|
InputEventWithModifiers properties/methods
|
|
TileSet and TileMap rework (squashed)
|
|
- Move most properties from TileMap to TileSet,
- Make TileSet more flexible, supporting more feature (several
collision layers, etc...),
- Fusion both the TileMap and TileSet editor,
- Implement TileSetSources, and thus a new way to index tiles in the TileSet,
- Rework the TileSet and TileMap editors completely,
- Implement an editor zoom widget (and use it in several places)
|
|
rather than distorted.
|
|
Check input mesh is valid in SurfaceTool methods (master)
|
|
This makes 2D RigidBody physics feel less floaty out of the box.
This closes https://github.com/godotengine/godot-proposals/issues/98.
|
|
The "Anisotropic" term is abbreviated as spelling it out would cause
the PopupMenu to overflow the editor window when using the default
inspector width.
|
|
Expose get_debug_mesh in Shape3D to scripting API
|