Age | Commit message (Collapse) | Author |
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Hide more options of disabled properties
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Fix errors and crash with empty ConvexPolygonShape2D
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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
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Hide extra options from various nodes if they're not enabled
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Was a regression from #45845.
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Removes redundant code from get_input/output_port_type (visual shaders)
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Disabling collision outlines can be useful for performance when the game
is running and many collision shapes are displayed.
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MeshDataTool::create_from_surface Fail on invalid index data
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[TextServer] Restores bitmap font dynamic construction functions.
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Fixed export var default value in PackedScene when script is not loaded in editor
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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.
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Fix crash when calling connect_nodes_forced with invalid params
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- 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>
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Fix StyleBoxLine's incorrect style margin values
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Fix font `draw_*string` crash with empty data.
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called null font reference.
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Improved PopupMenu visuals. Removed x-y margin, made it 'padding' instead
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-Changed theme setting name to make more sense of what it does
-Reduced amount of minimum characters, so minimum size is smaller.
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-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.
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-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.
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Initialize class variables with default values in scene/ [2/2]
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-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).
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-Use occlusion for feedback, further reduces light leaking.
-More control on feedback, now its a slider.
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-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.
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-It's an option, just enable it
-Just works, don't have to do anything else.
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Rewrote how barriers work for faster rendering
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This prefix is used in the C++ codebase, not in the scripting API.
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Since it's meant to be used as a virtual method.
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-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
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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.
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