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2021-03-03Fix crash trying to destroy an ImageTexture object containing a null texturePedro Rodrigues
The problem happened when `ImageTexture::create_from_image` was called with an empty image. In this situation an RID was allocated despite the texture being null. The destructor would then crash trying to acess this null texture. Fixes #46274
2021-03-03Add null check for NavigationMesh.create_from_mesh()sps1112
2021-03-02Merge pull request #36202 from YeldhamDev/sprite_region_hideRémi Verschelde
Hide extra options from various nodes if they're not enabled
2021-03-02Hide extra options from various nodes if they're not enabledMichael Alexsander
2021-03-02Fix Animation tracks disabled by defaultRémi Verschelde
Was a regression from #45845.
2021-03-01Merge pull request #46539 from Chaosus/vs_fix_returnRémi Verschelde
Removes redundant code from get_input/output_port_type (visual shaders)
2021-03-01Fix incorrect switching port type in VisualShaderNodeStepYuri Roubinsky
2021-03-01Removes redundant code from get_input/output/_port_type (visual shaders)Yuri Roubinsky
2021-02-25Fix crash when loading a scene containing an uncreatable typeDelf Neumärker
2021-02-25Added option in project settings to draw Shape2D outlinesPouleyKetchoupp
Disabling collision outlines can be useful for performance when the game is running and many collision shapes are displayed.
2021-02-24Merge pull request #46357 from kleonc/mesh_data_tool_crash_fixRémi Verschelde
MeshDataTool::create_from_surface Fail on invalid index data
2021-02-24Merge pull request #46045 from bruvzg/text_server_bmp_createRémi Verschelde
[TextServer] Restores bitmap font dynamic construction functions.
2021-02-23MeshDataTool::create_from_surface Fail on invalid index datakleonc
2021-02-21Merge pull request #38565 from nekomatata/export-default-valuesRémi Verschelde
Fixed export var default value in PackedScene when script is not loaded in editor
2021-02-20Draw an outline for 2D debug collision shapesHugo Locurcio
This makes them easier to distinguish, especially when used in a TileMap. The default color's opacity has been slightly decreased to account for the new outline.
2021-02-19Merge pull request #46196 from nmrkr/visual-shader-invalid-forced-connectRémi Verschelde
Fix crash when calling connect_nodes_forced with invalid params
2021-02-18Fix crash when calling connect_nodes_forced with invalid paramsDelf Neumärker
2021-02-18Fix handling of negative indices in SurfaceToolDelf Neumärker
2021-02-18Modernize atomicsPedro J. Estébanez
- Based on C++11's `atomic` - Reworked `SafeRefCount` (based on the rewrite by @hpvb) - Replaced free atomic functions by the new `SafeNumeric<T>` - Replaced wrong cases of `volatile bool` by the new `SafeFlag` - Platform-specific implementations no longer needed Co-authored-by: Hein-Pieter van Braam-Stewart <hp@tmm.cx>
2021-02-16Fixes crash when calling VisualShader::set_modeandybarcia
2021-02-16Merge pull request #46082 from YeldhamDev/styleboxline_margin_fixRémi Verschelde
Fix StyleBoxLine's incorrect style margin values
2021-02-16Fix StyleBoxLine's incorrect style margin valuesMichael Alexsander
2021-02-15Merge pull request #46069 from bruvzg/fix_font_crash_empty_dataRémi Verschelde
Fix font `draw_*string` crash with empty data.
2021-02-15Fix `TextLine`/`TextParagraph` crash when `add_string` / `set_dropcap` is ↵bruvzg
called null font reference.
2021-02-15Fix font `draw_*string` crash with empty data.bruvzg
2021-02-15Merge pull request #45704 from EricEzaM/PR/popup-menu-beautificationRémi Verschelde
Improved PopupMenu visuals. Removed x-y margin, made it 'padding' instead
2021-02-15[Text Server] Restores bitmap font dynamic construction functions.bruvzg
2021-02-15[TextServer] Restore character and space extra spacing support.bruvzg
2021-02-15Improved PopupMenu visuals. Removed x-y margin, made it 'padding' instead.Eric M
2021-02-14VisualShader::_input_type_changed Fix index out of bounds crash.kleonc
2021-02-14[CTL] Add missing font outline drawing routines and theme constants.bruvzg
2021-02-14Fix uninitialized `BaseMaterial3D::features` variable.bruvzg
2021-02-12Fix LineEdit minimum widthreduz
-Changed theme setting name to make more sense of what it does -Reduced amount of minimum characters, so minimum size is smaller.
2021-02-11Improve resource load cachereduz
-Added a new method in Resource: reset_state , used for reloading the same resource from disk -Added a new cache mode "replace" in ResourceLoader, which reuses existing loaded sub-resources but resets their data from disk (or replaces them if they chaged type) -Because the correct sub-resource paths are always loaded now, this fixes bugs with subresource folding or subresource ordering when saving.
2021-02-10Removed _change_notifyreduz
-For inspector refresh, the inspector now detects if a property change by polling a few times per second and then does update the control if so. This process is very cheap. -For property list refresh, a new signal (property_list_changed) was added to Object. _change_notify() is replaced by notify_property_list_changed() -Changed all objects using the old method to the signal, or just deleted the calls to _change_notify(<property>) since they are unnecesary now.
2021-02-10Merge pull request #45845 from qarmin/cppcheck_scene_2Rémi Verschelde
Initialize class variables with default values in scene/ [2/2]
2021-02-10Make Servers truly Thread Safereduz
-Rendering server now uses a split RID allocate/initialize internally, this allows generating RIDs immediately but initialization to happen later on the proper thread (as rendering APIs generally requiere to call on the right thread). -RenderingServerWrapMT is no more, multithreading is done in RenderingServerDefault. -Some functions like texture or mesh creation, when renderer supports it, can register and return immediately (so no waiting for server API to flush, and saving staging and command buffer memory). -3D physics server changed to be made multithread friendly. -Added PhysicsServer3DWrapMT to use 3D physics server from multiple threads. -Disablet Bullet (too much effort to make multithread friendly, this needs to be fixed eventually).
2021-02-09Initialize class variables with default values in scene/ [2/2]Rafał Mikrut
2021-02-07Improve SDFGI indirect light feedback loopreduz
-Use occlusion for feedback, further reduces light leaking. -More control on feedback, now its a slider.
2021-02-06Simplify Volumetric Fogreduz
-Always use temporal reproject, it just loos way better than any other filter. -By always using termporal reproject, the shadowmap reduction can be done away with, massively improving performance. -Disadvantage of temporal reproject is update latency so.. -Made sure a gaussian filter runs in XY after fog, this allows to keep stability and lower latency.
2021-02-05Added temporal reprojection to Volumetric Fogreduz
-It's an option, just enable it -Just works, don't have to do anything else.
2021-02-04Merge pull request #45672 from reduz/barrier-optimizationRémi Verschelde
Rewrote how barriers work for faster rendering
2021-02-04doc: Don't bind argument names with p_ prefixRémi Verschelde
This prefix is used in the C++ codebase, not in the scripting API.
2021-02-04Make SyntaxHighligher::_clear_highlighting_cache virtualGeorge Marques
Since it's meant to be used as a virtual method.
2021-02-04Rewrote how barriers work for faster renderingreduz
-Added more finegrained control in RenderingDevice API -Optimized barriers (use less ones for thee same) -General optimizations -Shadows render all together unbarriered -GI can render together with shadows. -SDFGI can render together with depth-preoass. -General fixes -Added GPU detection
2021-02-04Removed duplicated binding of two methodsGeorge Marques
They are bound as both regular and virtual methods which makes ClassDB report the methods twice when querying the API. The non-virtual binding is removed since both methods only seem to be used as virtual.
2021-02-03Merge pull request #45496 from Chaosus/fix_particlesRémi Verschelde
Fix particles not properly updated by their lifetime
2021-02-02Add check for sun in PhysicalSkyclayjohn
2021-02-01Merge pull request #45594 from JFonS/improve_3d_gridRémi Verschelde
3D editor grid improvements
2021-02-013D editor grid improvementsjfons
This commit adds a view-dependant fade to the 3D viewport grid. It fades out at steep view angles to hide the solid regions that appear far from the camera. I also included a fade to hide the grid borders. I added some improvements to the dynamic grid when the camera is in orthogonal mode. It properly handles zoom now, and the grid center is now set to the intersection point between the grid plane and the camera forward ray, keeping the grid always visible.