Age | Commit message (Collapse) | Author |
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-Enable the trails and set the length in seconds
-Provide a mesh with a skeleton and a skin
-Or, alternatively use one of the built-in TubeTrailMesh/RibbonTrailMesh
-Works deterministically
-Fixed particle collisions (were broken)
-Not working in 2D yet (that will happen next)
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Remove obsolete LargeTexture, it's no longer useful since 3.x
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Fixed rotate_y property of particle shaders
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It existed in early Godot releases to allow working around hardware limitations
on max texture sizes (e.g. hardware limits of 1024x1024 pixels).
Nowadays the max texture size supported natively by Godot is 16384x16384, and
even low end mobile hardware should support at least 4096x4096.
The LargeTexture implementation is basically just an array with offsets, sizes
and textures and should be easy to replicate with a custom Texture resource if
needed - solving most of its bugs on the way as the implementation removed here
has various unimplemented or incomplete methods.
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Core: Drop custom `copymem`/`zeromem` defines
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Tabs: Remove unused 'panel' stylebox from default theme
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Cf. https://github.com/godotengine/godot/issues/37875#issuecomment-625297308.
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We've been using standard C library functions `memcpy`/`memset` for these since
2016 with 67f65f66391327b2967a20a89c3627e1dd6e84eb.
There was still the possibility for third-party platform ports to override the
definitions with a custom header, but this doesn't seem useful anymore.
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Prevents default values of VSNodeCustom from overriding by a script
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Refactor Edit Theme menu in Theme Editor
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Added an occlusion culling system with support for static occluder meshes.
It can be enabled via `Project Settings > Rendering > Occlusion Culling > Use Occlusion Culling`.
Occluders are defined via the new `Occluder3D` resource and instanced using the new
`OccluderInstance3D` node. The occluders can also be automatically baked from a
scene using the built-in editor plugin.
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Draw triangles for HeightMapShape debug collision
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Heightmap collision shape support in Godot Physics
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Rename LineEdit getters and setters to match property names
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Split particle shader entry points
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* Particle shaders now have start() and process()
* Particle collision happens between them.
* The RESTART property is kept, so porting an old shader is still possible.
This fixes the problem of particle collisions not functioning on the first particle frame.
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Lowers the navigation edge margin merge
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Lowers the edge margin merge to avoid merge undesired edges.
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-Used a more consistent set of keywords for the shader
-Remove all harcoded entry points
-Re-wrote the GLSL shader parser, new system is more flexible. Allows any entry point organization.
-Entry point for sky shaders is now sky().
-Entry point for particle shaders is now process().
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Add Various ColorPicker shapes
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Vulkan: Implement triplanar mapping in world space
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Added Comment node to Visual Shaders
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Rename Array.invert() to Array.reverse()
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Allow renaming bones and blendshapes.
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RichTextLabel: fix font extra spacing and style box size usage.
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stylebox size in the minimum size calculation.
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Rename Texture.get_data() to get_image()
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FileDialog: add Back/Forward buttons, add message for inaccessible folders.
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Add utility methods to Theme, improve error messages and documentation
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Helps with ambiguous cases where it's not possible to tell which diagonal is used for collision in quads.
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Add disabled theme icons for CheckBox
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Bring the Raycast2D improvements to Rayshape2D
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* Added option for importers to show an Advanced settings dialog
* Created advanced settings dialog for Scene Importer
* Cleaned up importers (remove many old/unused options)
* Added the ability to customize every node, material, mesh and animation individually
* Saving to animations and meshes to files is now a manual process, making it more predictable
* Added the ability for materials to be replaced by external files (or to be made external, up to you).
* When doubleclicking an impoted scene in the filesystem dock, it automatically shows the import settings instead of asking to open it.
WARNING: Lightmap UV unwrap is not working, it needs to be re-made.
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