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2021-01-19Cleanup: Remove executable bit from files which don't need itRémi Verschelde
Drop unused xpmfix.sh script.
2021-01-18Added SDF nodes to visual shaderYuri Roubinsky
2021-01-18Fix typo in theming methods ("botton" -> "bottom")Hugo Locurcio
2021-01-15Fix replaced visual shader nodes updatingYuri Roubinsky
2021-01-15Merge pull request #44805 from Chaosus/vs_convertRémi Verschelde
Add convert options between constants and uniforms in visual shaders
2021-01-12Renamed `emit_particle` to `emit_subparticle` shader functionYuri Roubinsky
2021-01-11Scale 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.
2021-01-06Added ability to visualize native shadersreduz
2021-01-01Update copyright statements to 2021Rémi 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 🎆
2020-12-30Add convert options between constants and uniforms in visual shadersYuri Roubinsky
2020-12-29Merge pull request #44762 from KoBeWi/offset_is_now_point_not_offset_pointRémi Verschelde
Rename offset to point in remove_point()
2020-12-29Merge pull request #44614 from madmiraal/rename-normalmap-normal_mapRémi Verschelde
Consistently use normal_map
2020-12-29Fix missed renamings from empty() to is_empty()Rémi Verschelde
Those were missed in #44401 or added by later PRs.
2020-12-29Merge pull request #43691 from bruvzg/ctl_dropcapRémi Verschelde
[Complex Text Layouts] Add drop-cap support to RTL.
2020-12-29Consistently use normal_mapMarcel Admiraal
2020-12-28Rename offset to point in remove_point()kobewi
2020-12-28Merge pull request #44183 from madmiraal/box_shape-sizeRémi Verschelde
Use a size Vector for adjusting the size of Rectangles and Boxes
2020-12-28Merge pull request #44149 from madmiraal/rename-tangent-orthogonalRémi Verschelde
Rename Vector2.tangent() to Vector2.orthogonal()
2020-12-28Rename Rect2 and Rect2i grow_margin() to grow_side()Marcel Admiraal
2020-12-28Rename empty() to is_empty()Marcel Admiraal
2020-12-23Rename Control margin to offsetMarcel Admiraal
2020-12-21Port ASSAO to Godot to replace SAOclayjohn
2020-12-20Add animation reset track featurePedro 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.
2020-12-19Rename Rect2 and Rect2i clip() to intersection()Marcel Admiraal
2020-12-18Implement 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
2020-12-18Merge pull request #44495 from godotengine/font-typo-44494Rémi Verschelde
Font: Fix typo in DynamicFontData compat code
2020-12-18Font: Fix typo in DynamicFontData compat codeRémi Verschelde
Fixes #44494.
2020-12-18SCons: Add explicit dependencies on thirdparty code in cloned envRémi 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.
2020-12-17Merge pull request #43416 from pycbouh/graph-minimapRémi Verschelde
Add a minimap to the GraphEdit
2020-12-17Remove unused argument in Theme method and expose missing methodsYuri Sizov
2020-12-16Reimplement skeletons and blend shapesreduz
Uses compute shaders, which only once, on demand, and all in parallel.
2020-12-14Rename Animation::track_remove_key_at_position to track_remove_key_at_timeMarcel Admiraal
2020-12-13Rework 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
2020-12-10Merge pull request #44070 from YeldhamDev/popupmenu_separator_font_colorRémi Verschelde
Add "font_color_separator" theme property to 'PopupMenu'
2020-12-09Merge pull request #44128 from KoBeWi/🧹Rémi Verschelde
Cleanup unused engine code
2020-12-09Cleanup unused engine codeTomasz Chabora
2020-12-09Merge pull request #43931 from bruvzg/ctl_comp_fontRémi Verschelde
[Complex Text Layouts] Add compatibility for legacy Font resources.
2020-12-09Merge pull request #44199 from bruvzg/pvs_fixes_1Rémi Verschelde
PVS-Studio static analyzer fixes
2020-12-09Static analyzer fixes:bruvzg
Removes unused code in OS. Fixes return types. Fixes few typos.
2020-12-09Increase dithering in the PhysicalSkyMaterial shader to combat bandingHugo Locurcio
Banding should now be much less visible when using the default PhysicalSkyMaterial settings.
2020-12-08Use box size instead of extents for Shape dimensionsMarcel Admiraal
2020-12-08Use rectangle size instead of extents for Shape dimensionsMarcel 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.
2020-12-06Rename Vector2.tangent() to Vector2.orthogonal()Marcel Admiraal
2020-12-05Tweak BaseMaterial3D heightmap property hintsHugo Locurcio
- Allow finer adjustments of the heightmap scale. - Allow increasing the heightmap level detail (at the cost of performance).
2020-12-05Merge pull request #44091 from madmiraal/rename-cubemesh-boxmeshRémi Verschelde
Rename CubeMesh to BoxMesh
2020-12-05Rename CubeMesh BoxMeshMarcel Admiraal