Age | Commit message (Collapse) | Author |
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Add position track normalization to importer retarget
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Fix TileSet not loading correctly when embedded in a scene
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Adds `header_guards.sh` bash script, used in CI to validate future
changes. Can be run locally to fix invalid header guards.
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Change fog density range hint to be 0 to 1 with or_greater
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Implement BPM support in AudioStream files.
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Based on #62896, only implements the BPM support part.
* Implements BPM support in the AudioStreamOGG/MP3 importers.
* Can select BPM/Bar Size and total beats in a song file, as well as edit looping points.
* Looping is now BPM aware
* Added a special importer UI for configuring this.
* Added a special preview showing the audio waveform as well as the playback position in the resource picker.
* Renamed `AudioStream::instance` to `instantiate` for correctness.
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* Moved preprocessor to Shader and ShaderInclude
* Clean up RenderingServer side
* Preprocessor is separate from parser now, but it emits tokens with include location hints.
* Improved ShaderEditor validation code
* Added include file code completion
* Added notification for all files affected by a broken include.
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Co-authored-by: TheOrangeDay <6472143+TheOrangeDay@users.noreply.github.com>
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This PR is a continuation of #50381 (which was implemented exactly a year ago!)
* Add a visual interface to select which classes should not be built into Godot (well, they are built if something else uses them, but if not used the optimizer will remove them out).
* Add a detection system to scan the project and figure out the actual classes used.
* Added the ability for SCons to load build profiles.
Obligatory Screen:
A simple test with a couple of nodes in the scene resulted in a 25% reduction for the final binary size
TODO:
* Script languages need to implement used class detection (left for another PR).
* Options to disable servers or server functionalities (like 2D or 3D physics, navigation, etc). Are missing, that should also greatly aid in reducing binary size.
* Options to disable some modules would be desired.
* More options to disable drivers (OpenGL, Vulkan, etc) would be desired.
In general this PR is a starting point for more contributors to improve and enhance this functionality.
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Revert upstream `core/input/gamecontrollerdb.txt`. Upstream fix: https://github.com/gabomdq/SDL_GameControllerDB/pull/600
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Add LabelSettings resource for quick Label theme property override.
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- Image.blit_rect()
- Image.blit_rect_mask()
- Image.blend_rect()
- Image.blend_rect_mask()
- Image.fill_rect()
- Image.get_used_rect()
- Image.get_rect()
- ImageTexture.set_size_override()
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support to the GDextension API.
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And finally remove the 'frames' property which was added for compatibility with 2.1
in bed3efb17ede58a2bfc177b47cb3a49091aea30a.
Fixes #21765.
The 'animations' property on the other hand is needed, contrarily to what its comment
said (copy-paste mistake probably).
Also removes unused '_get_animation_list'.
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Make sure the tile data clears its `terrain` field when said terrain is removed from the tileset.
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dylan-conway/layered-texture-update-fix-and-error-messages
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filenames) and some non-standard UTF-8 variants, makes Unicode parse errors more verbose.
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Octree is no longer used in 4.x.
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Add the ability to drag the code completion scrollbar using the mouse click
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to avoid potential hash collisions.
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removed from the tileset.
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Add ability to export Node pointers as NodePaths
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This PR implements:
* A new hint: PROPERTY_HINT_NODE_TYPE for variant type OBJECT, which can take specific node types as hint string.
* The editor will show it as a node path, but will set it as a pointer to a node from the current scene if you select a path.
* When scene is saved, the node path is saved, then restored as a pointer.
NOTE: This is a proof of concept and this approach will most likely not work. The reason if that, if the node referenced is deleted, then when trying to edit this the node will become invalid.
Potential workarounds: Since this uses the Variant API, it should obtain the pointer from the Variant object ID. Yet, this would either only really work in GDScript or it would need to be implemented with workarounds in every language.
Alternative ways to make this work: Nodes could export an additional property with a node path (like for which_node, it could be which_node_path).
Another alternative: Path editing could happen as a hidden metadata (ignoring the pointer).
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