Age | Commit message (Collapse) | Author |
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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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Remove all empty lines from the start of blocks defined with braces
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Lowering the Minimum Unit at Shape3D and Cameras
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Fix WAV resources ignoring the AudioServer's 'global_rate_scale' value
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Rename the `type` parameter to `node_type` in Theme and Control
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The underscore prefix was used to avoid the conflict between the `RID` class
name and the matching enum value in `Variant::Type`.
This can be fixed differently by prefixing uses of the `RID` class in `Variant`
with the scope resolution operator, as done already for `AABB`.
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-Removed FuncRef, since Callable makes it obsolete
-Removed int_types.h as its obsolete in c++11+
-Changed color names code
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Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro>
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-Allows merging several 2D objects into a single draw operation
-Use current node to clip children nodes
-Further fixes to Vulkan barriers
-Changed font texture generation to white, fixes dark eges when blurred
-Other small misc fixes to backbuffer code.
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This makes it clearer that it expects a node type as a string
(such as "Label") instead of a type like "TYPE_ARRAY".
This is backwards-compatible since only the name of the parameter
is changed, not its order.
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missing parenthesis were added to prevent conditional statement from interacting with operations
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Fixup `ColorRamp` to `Gradient` renames
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