Age | Commit message (Collapse) | Author |
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Prevent shaders from generating code before the constructor finishes.
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Fixes #43733: "creating SpatialMaterial in a separate thread creates invalid
shaders (temporarily)."
The bug occurred because various setters called in materials' constructors add
materials to queues that are processed on the main thread. This means that
when the materials are created in another thread, they can be processed on the
main thread before the constructor has finished.
The fix adds a flag to affected materials that prevents them from being added
to the queue until their constructors have finished initialising all the
members.
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Fix y billboard shear when rotating camera
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Rename RigidBody to RigidDynamicBody and SoftBody to SoftDynamicBody
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Rename WorldMarginShape to WorldBoundaryShape
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Remove unnecessary conversion between triangle data and vertex data
whenever possible.
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Fix transform of TileMap nodes and tilemap selection
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* `_resource_path_changed()` does nothing
* `_reload_hook()` has been unused since the beginning of GLES3 renderer
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Added increment_pressed and decrement_pressed icons to scrollbars
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implement individual mesh transform for meshlibrary items
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Add glTF2 uri decode for paths.
Add vertex custom apis.
Add scene importer api.
Change Color to float; add support for float-based custom channels in SurfaceTool and EditorSceneImporterMesh
Co-authored-by: darth negative hunter
<thenegativehunter2@users.noreply.github.com>
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Tiles renames and documentation
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Calinou/standardmaterial3d-improve-simple-parallax
Improve the appearance of simple parallax in StandardMaterial3D
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Write node groups on a single line when saving a `.tscn` file
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With this PR it's possible to add a collision during the Mesh import, directly in editor.
To generate the shape is possible to chose between the following options:
- Decompose Convex: The Mesh is decomposed in one or many Convex Shapes (Using the VHACD library).
- Simple Convex: Is generated a convex shape that enclose the entire mesh.
- Trimesh: Generate a trimesh shape using the Mesh faces.
- Box: Add a primitive box shape, where you can tweak the `size`, `position`, `rotation`.
- Sphere: Add a primitive sphere shape, where you can tweak the `radius`, `position`, `rotation`.
- Cylinder: Add a primitive cylinder shape, where you can tweak the `height`, `radius`, `position`, `rotation`.
- Capsule: Add a primitive capsule shape, where you can tweak the `height`, `radius`, `position`, `rotation`.
It's also possible to chose the generated body, so you can create:
- Rigid Body
- Static Body
- Area
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Add optional polyphonic playback to built-in audio player nodes
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This makes `.tscn` files more readable by ensuring sections are always
written on a single line.
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Fix loading packed scene with editable children at runtime
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At runtime, packed scenes with nodes marked as editable instance where
saved with node type tags, which prevented the scene to be then loaded
as an instance, causing duplicated nodes in the tree.
This change ensures nodes marked as editable instances and their owned
children are properly set as instances.
That doesn't make a difference in the editor, since such nodes where
already set as instances based on their instance state, but it helps
at runtime where instance states are disabled.
Co-authored-by: latorril <latorril@gmail.com>
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Make FontData importable resource. Add multi-channel SDF font rendering.
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Refactor RayShape and rename to SeparationRayShape
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Adds multi-channel SDF font texture generation and rendering support.
Adds per-font oversampling support.
Adds FontData import plugins (for dynamic fonts, BMFonts and monospaced image fonts), font texture cache pre-generation and loading.
Adds BMFont binary format and outline support.
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Fixes shear effect with `BILLBOARD_FIXED_Y` when the camera is rotated around the z-axis by rotating the mesh correctly into view space.
Also removes shearing effects that occur when rotating the mesh by excluding the model rotation and scale from the billboard matrix.
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In recent GDVIRTUAL PR and SkeletonModification3DJiggle doc.
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Fixes the normals of SphereMesh when the sphere/hemisphere is oblong
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Add an `use_hdr` property to GradientTexture to allow storing HDR colors
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Calculate proper animation length.
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Makes it clearer that it's used for special cases when picking a
collision shape.
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Also added some precision to the documentation.
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Partial revert from previously removing ray shapes completely, added
back as a shape type but without the specific character controller code.
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Fix 3d animations doesn't play
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Add comment
Fix
ff
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Particle params are expressed as min-max rather than value+range AND separate axes scaling
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Fix ItemList layout (+EditorFileDialog)
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This commit adds quite a chunk of modifications to particles
- particle (value + randomness) now use min and max instead
- passing a curveXYZtexture is now possible and will scale particles per-axis
- CPUParticle3D have an optional parameter to split the scale curve per-axis
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Reimplement ColorPicker presets
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