Age | Commit message (Collapse) | Author |
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Use a size Vector for adjusting the size of Rectangles and Boxes
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Rename Vector2.tangent() to Vector2.orthogonal()
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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.
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-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
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Font: Fix typo in DynamicFontData compat code
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Fixes #44494.
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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.
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Add a minimap to the GraphEdit
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Uses compute shaders, which only once, on demand, and all in parallel.
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-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.
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Add "font_color_separator" theme property to 'PopupMenu'
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Cleanup unused engine code
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[Complex Text Layouts] Add compatibility for legacy Font resources.
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PVS-Studio static analyzer fixes
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Removes unused code in OS.
Fixes return types.
Fixes few typos.
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Banding should now be much less visible when using the default
PhysicalSkyMaterial settings.
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TextEdit, TextLine and TextParagraph.
Fixes oversized editor control height (default editor spacing is negative) and control size changing when text is set.
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- Allow finer adjustments of the heightmap scale.
- Allow increasing the heightmap level detail (at the cost of performance).
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Rename CubeMesh to BoxMesh
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"Flags" was a bit too ambiguous, and in 3D it hid GeometryInstance.Flags
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And fixups:
- Add missing bindings in RenderingServer
- Remove duplicate ArrayMesh enum bindings (they're in Mesh already)
- Remove redundant _unhandled_key_input binding in Control (it's in Node
already)
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-Changed how mesh data is organized, hoping to make it more efficient on Vulkan and GLES.
-Removed compression, it now always uses the most efficient format.
-Added support for custom arrays (up to 8 custom formats)
-Added support for 8 weights in skeleton data.
-Added a simple optional versioning system for imported assets, to reimport if binary is newer
-Fixes #43979 (I needed to test)
WARNING:
-NOT backwards compatible with previous 4.x-devel, will most likely never be, but it will force reimport scenes due to version change.
-NOT backwards compatible with 3.x scenes, this will be eventually re-added.
-Skeletons not working any longer, will fix in next PR.
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Fixed few bugs in visual shader expressions
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Fixed several inputs in visual shaders
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Environment brightness, contrast, saturation restore with 3d LUT.
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Allow gradients and 2d images.
Use shader versions for LUT in tonemap
Co-authored-by: alex-poe <3957610+CptPotato@users.noreply.github.com>
Co-authored-by: QbieShay <cislaghi.ilaria@gmail.com>
Co-authored-by: Clay John <claynjohn@gmail.com>
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[Complex Text Layouts] Implement TextServer interface.
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Skip extra newline in .tscn when renaming dependency
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use Text Server interface.
Implement interface mirroring.
Add TextLine and TextParagraph classes.
Handle UTF-16 input on macOS and Windows.
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