Age | Commit message (Collapse) | Author | |
---|---|---|---|
2021-03-16 | Move SpriteFrames to its own file in the resources folder | Aaron Franke | |
2021-03-12 | Fixes small typos and grammar correction | Anshul7sp1 | |
2021-03-10 | Remove Navigation2D/3D nodes, and move the navigation map to the world resource | Gilles Roudière | |
2021-03-09 | Add interpolation bar on each channel in ColorPicker | Kongfa Waroros | |
2021-03-08 | Merge pull request #46782 from bruvzg/fix_def_theme_size | Rémi Verschelde | |
Improve bitmap font scaling. Fix default theme font size. | |||
2021-03-08 | Improve bitmap font scaling. Fix default theme font size. | bruvzg | |
2021-03-07 | Merge pull request #46643 from YeldhamDev/hide_all_the_things | Rémi Verschelde | |
Hide more options of disabled properties | |||
2021-03-04 | Merge pull request #46665 from nekomatata/fix-crash-convex-shape-2d | Rémi Verschelde | |
Fix errors and crash with empty ConvexPolygonShape2D | |||
2021-03-04 | Fix errors and crash with empty ConvexPolygonShape2D | PouleyKetchoupp | |
2021-03-03 | Fix crash trying to destroy an ImageTexture object containing a null texture | Pedro Rodrigues | |
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 | |||
2021-03-03 | Hide more options of disabled properties | Michael Alexsander | |
2021-03-03 | Add null check for NavigationMesh.create_from_mesh() | sps1112 | |
2021-03-02 | Merge pull request #36202 from YeldhamDev/sprite_region_hide | Rémi Verschelde | |
Hide extra options from various nodes if they're not enabled | |||
2021-03-02 | Hide extra options from various nodes if they're not enabled | Michael Alexsander | |
2021-03-02 | Fix Animation tracks disabled by default | Rémi Verschelde | |
Was a regression from #45845. | |||
2021-03-01 | Merge pull request #46539 from Chaosus/vs_fix_return | Rémi Verschelde | |
Removes redundant code from get_input/output_port_type (visual shaders) | |||
2021-03-01 | Fix incorrect switching port type in VisualShaderNodeStep | Yuri Roubinsky | |
2021-03-01 | Removes redundant code from get_input/output/_port_type (visual shaders) | Yuri Roubinsky | |
2021-02-25 | Fix crash when loading a scene containing an uncreatable type | Delf Neumärker | |
2021-02-25 | Added option in project settings to draw Shape2D outlines | PouleyKetchoupp | |
Disabling collision outlines can be useful for performance when the game is running and many collision shapes are displayed. | |||
2021-02-24 | Merge pull request #46357 from kleonc/mesh_data_tool_crash_fix | Rémi Verschelde | |
MeshDataTool::create_from_surface Fail on invalid index data | |||
2021-02-24 | Merge pull request #46045 from bruvzg/text_server_bmp_create | Rémi Verschelde | |
[TextServer] Restores bitmap font dynamic construction functions. | |||
2021-02-23 | MeshDataTool::create_from_surface Fail on invalid index data | kleonc | |
2021-02-21 | Merge pull request #38565 from nekomatata/export-default-values | Rémi Verschelde | |
Fixed export var default value in PackedScene when script is not loaded in editor | |||
2021-02-20 | Draw an outline for 2D debug collision shapes | Hugo Locurcio | |
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. | |||
2021-02-19 | Merge pull request #46196 from nmrkr/visual-shader-invalid-forced-connect | Rémi Verschelde | |
Fix crash when calling connect_nodes_forced with invalid params | |||
2021-02-18 | Fix crash when calling connect_nodes_forced with invalid params | Delf Neumärker | |
2021-02-18 | Fix handling of negative indices in SurfaceTool | Delf Neumärker | |
2021-02-18 | Modernize atomics | Pedro J. Estébanez | |
- 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> | |||
2021-02-16 | Fixes crash when calling VisualShader::set_mode | andybarcia | |
2021-02-16 | Merge pull request #46082 from YeldhamDev/styleboxline_margin_fix | Rémi Verschelde | |
Fix StyleBoxLine's incorrect style margin values | |||
2021-02-16 | Fix StyleBoxLine's incorrect style margin values | Michael Alexsander | |
2021-02-15 | Merge pull request #46069 from bruvzg/fix_font_crash_empty_data | Rémi Verschelde | |
Fix font `draw_*string` crash with empty data. | |||
2021-02-15 | Fix `TextLine`/`TextParagraph` crash when `add_string` / `set_dropcap` is ↵ | bruvzg | |
called null font reference. | |||
2021-02-15 | Fix font `draw_*string` crash with empty data. | bruvzg | |
2021-02-15 | Merge pull request #45704 from EricEzaM/PR/popup-menu-beautification | Rémi Verschelde | |
Improved PopupMenu visuals. Removed x-y margin, made it 'padding' instead | |||
2021-02-15 | [Text Server] Restores bitmap font dynamic construction functions. | bruvzg | |
2021-02-15 | [TextServer] Restore character and space extra spacing support. | bruvzg | |
2021-02-15 | Improved PopupMenu visuals. Removed x-y margin, made it 'padding' instead. | Eric M | |
2021-02-14 | VisualShader::_input_type_changed Fix index out of bounds crash. | kleonc | |
2021-02-14 | [CTL] Add missing font outline drawing routines and theme constants. | bruvzg | |
2021-02-14 | Fix uninitialized `BaseMaterial3D::features` variable. | bruvzg | |
2021-02-12 | Fix LineEdit minimum width | reduz | |
-Changed theme setting name to make more sense of what it does -Reduced amount of minimum characters, so minimum size is smaller. | |||
2021-02-11 | Improve resource load cache | reduz | |
-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. | |||
2021-02-10 | Removed _change_notify | reduz | |
-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. | |||
2021-02-10 | Merge pull request #45845 from qarmin/cppcheck_scene_2 | Rémi Verschelde | |
Initialize class variables with default values in scene/ [2/2] | |||
2021-02-10 | Make Servers truly Thread Safe | reduz | |
-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). | |||
2021-02-09 | Initialize class variables with default values in scene/ [2/2] | Rafał Mikrut | |
2021-02-07 | Improve SDFGI indirect light feedback loop | reduz | |
-Use occlusion for feedback, further reduces light leaking. -More control on feedback, now its a slider. | |||
2021-02-06 | Simplify Volumetric Fog | reduz | |
-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. |