Age | Commit message (Collapse) | Author | |
---|---|---|---|
2021-01-19 | Cleanup: Remove executable bit from files which don't need it | Rémi Verschelde | |
Drop unused xpmfix.sh script. | |||
2021-01-18 | Added SDF nodes to visual shader | Yuri Roubinsky | |
2021-01-18 | Fix typo in theming methods ("botton" -> "bottom") | Hugo Locurcio | |
2021-01-15 | Fix replaced visual shader nodes updating | Yuri Roubinsky | |
2021-01-15 | Merge pull request #44805 from Chaosus/vs_convert | Rémi Verschelde | |
Add convert options between constants and uniforms in visual shaders | |||
2021-01-12 | Renamed `emit_particle` to `emit_subparticle` shader function | Yuri Roubinsky | |
2021-01-11 | Scale error in mesh optimizer so it uses absolute scale. | K. S. Ernest (iFire) Lee | |
Switch to simplify sloppy for another try. Update to meshoptimizer e3f53f66e7a35b9b8764bee478589d79e34fa698. | |||
2021-01-06 | Added ability to visualize native shaders | reduz | |
2021-01-01 | Update copyright statements to 2021 | Rémi Verschelde | |
Happy new year to the wonderful Godot community! 2020 has been a tough year for most of us personally, but a good year for Godot development nonetheless with a huge amount of work done towards Godot 4.0 and great improvements backported to the long-lived 3.2 branch. We've had close to 400 contributors to engine code this year, authoring near 7,000 commit! (And that's only for the `master` branch and for the engine code, there's a lot more when counting docs, demos and other first-party repos.) Here's to a great year 2021 for all Godot users 🎆 | |||
2020-12-30 | Add convert options between constants and uniforms in visual shaders | Yuri Roubinsky | |
2020-12-29 | Merge pull request #44762 from KoBeWi/offset_is_now_point_not_offset_point | Rémi Verschelde | |
Rename offset to point in remove_point() | |||
2020-12-29 | Merge pull request #44614 from madmiraal/rename-normalmap-normal_map | Rémi Verschelde | |
Consistently use normal_map | |||
2020-12-29 | Fix missed renamings from empty() to is_empty() | Rémi Verschelde | |
Those were missed in #44401 or added by later PRs. | |||
2020-12-29 | Merge pull request #43691 from bruvzg/ctl_dropcap | Rémi Verschelde | |
[Complex Text Layouts] Add drop-cap support to RTL. | |||
2020-12-29 | Consistently use normal_map | Marcel Admiraal | |
2020-12-28 | Rename offset to point in remove_point() | kobewi | |
2020-12-28 | Merge pull request #44183 from madmiraal/box_shape-size | Rémi Verschelde | |
Use a size Vector for adjusting the size of Rectangles and Boxes | |||
2020-12-28 | Merge pull request #44149 from madmiraal/rename-tangent-orthogonal | Rémi Verschelde | |
Rename Vector2.tangent() to Vector2.orthogonal() | |||
2020-12-28 | Rename Rect2 and Rect2i grow_margin() to grow_side() | Marcel Admiraal | |
2020-12-28 | Rename empty() to is_empty() | Marcel Admiraal | |
2020-12-23 | Rename Control margin to offset | Marcel Admiraal | |
2020-12-21 | Port ASSAO to Godot to replace SAO | clayjohn | |
2020-12-20 | Add animation reset track feature | Pedro J. Estébanez | |
As a bonus, to have consistency between use Beziers and create insert tracks, use Beziers also gets a default via editor settings that is used when the confirmation dialog is disabled, instead of just falling back to creating non-Bezier tracks. | |||
2020-12-19 | Rename Rect2 and Rect2i clip() to intersection() | Marcel Admiraal | |
2020-12-18 | Implement automatic LOD (Level of Detail) | reduz | |
-Happens on import by default for all models -Just works (tm) -Biasing can be later adjusted per node or per viewport (as well as globally) -Disabled AABB.get_support test because its broken | |||
2020-12-18 | Merge pull request #44495 from godotengine/font-typo-44494 | Rémi Verschelde | |
Font: Fix typo in DynamicFontData compat code | |||
2020-12-18 | Font: Fix typo in DynamicFontData compat code | Rémi Verschelde | |
Fixes #44494. | |||
2020-12-18 | SCons: Add explicit dependencies on thirdparty code in cloned env | Rémi Verschelde | |
Since we clone the environments to build thirdparty code, we don't get an explicit dependency on the build objects produced by that environment. So when we update thirdparty code, Godot code using it is not necessarily rebuilt (I think it is for changed headers, but not for changed .c/.cpp files), which can lead to an invalid compilation output (linking old Godot .o files with a newer, potentially ABI breaking version of thirdparty code). This was only seen as really problematic with bullet updates (leading to crashes when rebuilding Godot after a bullet update without cleaning .o files), but it's safer to fix it everywhere, even if it's a LOT of hacky boilerplate. | |||
2020-12-17 | Merge pull request #43416 from pycbouh/graph-minimap | Rémi Verschelde | |
Add a minimap to the GraphEdit | |||
2020-12-17 | Remove unused argument in Theme method and expose missing methods | Yuri Sizov | |
2020-12-16 | Reimplement skeletons and blend shapes | reduz | |
Uses compute shaders, which only once, on demand, and all in parallel. | |||
2020-12-14 | Rename Animation::track_remove_key_at_position to track_remove_key_at_time | Marcel Admiraal | |
2020-12-13 | Rework Mesh handling on scene importing. | reduz | |
-Reworked how meshes are treated by importer by using EditorSceneImporterMesh and EditorSceneImporterMeshNode. Instead of Mesh and MeshInstance, this allows more efficient processing of meshes before they are actually registered in the RenderingServer. -Integrated MeshOptimizer -Reworked internals of SurfaceTool to use arrays, making it more performant and easy to run optimizatons on. | |||
2020-12-13 | [Complex Text Layouts] Add drop-caps support to TextParagraph and RTL. | bruvzg | |
2020-12-13 | [Complex Text Layouts] Add variable fonts support. | bruvzg | |
2020-12-11 | [Complex Text Layouts] Refactor RichTextLabel. | bruvzg | |
2020-12-10 | Merge pull request #44070 from YeldhamDev/popupmenu_separator_font_color | Rémi Verschelde | |
Add "font_color_separator" theme property to 'PopupMenu' | |||
2020-12-09 | Merge pull request #44128 from KoBeWi/🧹 | Rémi Verschelde | |
Cleanup unused engine code | |||
2020-12-09 | Cleanup unused engine code | Tomasz Chabora | |
2020-12-09 | Merge pull request #43931 from bruvzg/ctl_comp_font | Rémi Verschelde | |
[Complex Text Layouts] Add compatibility for legacy Font resources. | |||
2020-12-09 | Merge pull request #44199 from bruvzg/pvs_fixes_1 | Rémi Verschelde | |
PVS-Studio static analyzer fixes | |||
2020-12-09 | Static analyzer fixes: | bruvzg | |
Removes unused code in OS. Fixes return types. Fixes few typos. | |||
2020-12-09 | Increase dithering in the PhysicalSkyMaterial shader to combat banding | Hugo Locurcio | |
Banding should now be much less visible when using the default PhysicalSkyMaterial settings. | |||
2020-12-08 | Use box size instead of extents for Shape dimensions | Marcel Admiraal | |
2020-12-08 | Use rectangle size instead of extents for Shape dimensions | Marcel Admiraal | |
2020-12-06 | [Complex Text Layouts] Adds missing Font::SPACING_* to the Label, LineEdit, ↵ | bruvzg | |
TextEdit, TextLine and TextParagraph. Fixes oversized editor control height (default editor spacing is negative) and control size changing when text is set. | |||
2020-12-06 | Rename Vector2.tangent() to Vector2.orthogonal() | Marcel Admiraal | |
2020-12-05 | Tweak BaseMaterial3D heightmap property hints | Hugo Locurcio | |
- Allow finer adjustments of the heightmap scale. - Allow increasing the heightmap level detail (at the cost of performance). | |||
2020-12-05 | Merge pull request #44091 from madmiraal/rename-cubemesh-boxmesh | Rémi Verschelde | |
Rename CubeMesh to BoxMesh | |||
2020-12-05 | Rename CubeMesh BoxMesh | Marcel Admiraal | |