Age | Commit message (Collapse) | Author |
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Update body transforms on joint2D setup
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Body transforms from physics are used to setup the joint and they are
only updated before the physics step by default.
Without forcing the transform update, joints could use a previous
position if the body's position was set after it was added to the scene.
3D physics is not affected by this issue.
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Rename Control margin to offset
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Fix joint RID not being passed to _set in PhysicalBone
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[CTL] Fix RTL scrolling and tabs selection.
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Also remove default RID() argument from JointData._set()
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Replace SAO with ASSAO as Godot's new SSAO
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Renames:
- set_type() -> set_tracker_type()
- set_name() -> set_tracker_name()
- get_tracks_orientation() - `is_tracking_orientation()
- get_tracks_position() -> `is_tracking_position()
- get_hand() -> get_tracker_hand()
- set_hand() -> set_tracker_hand()
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to ensure sharp text rendering.
Use integer font align/advance with any font scaling, to ensure sharp text rendering.
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Refresh TextLine buffer when moving a tab
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Move initialization of some classes to headers
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As a bonus, to have consistency between use Beziers and create insert tracks, use Beziers also gets a default via editor settings that is used when the confirmation dialog is disabled, instead of just falling back to creating non-Bezier tracks.
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Rename Rect2 and Rect2i clip() to intersection()
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This makes it possible to view far away objects without
having to tweak any settings. This results in a more usable
editor when working on large-scale levels.
This change should have no impact on performance, but note that
Z-fighting will be visible at a distance. This can be made less
visible by increasing the Znear value (however, doing so will cause
nearby surfaces to disappear).
This change was also applied to the editor, but it will only
apply to newly created scenes.
This also changes the default camera settings in the glTF importer
to match the Camera node's defaults.
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-Happens on import by default for all models
-Just works (tm)
-Biasing can be later adjusted per node or per viewport (as well as globally)
-Disabled AABB.get_support test because its broken
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Added GraphEdit properties to control lines thickness and antialiasing
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Font: Fix typo in DynamicFontData compat code
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Fixes #44494.
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Since we clone the environments to build thirdparty code, we don't get an
explicit dependency on the build objects produced by that environment.
So when we update thirdparty code, Godot code using it is not necessarily
rebuilt (I think it is for changed headers, but not for changed .c/.cpp files),
which can lead to an invalid compilation output (linking old Godot .o files
with a newer, potentially ABI breaking version of thirdparty code).
This was only seen as really problematic with bullet updates (leading to
crashes when rebuilding Godot after a bullet update without cleaning .o files),
but it's safer to fix it everywhere, even if it's a LOT of hacky boilerplate.
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Add a minimap to the GraphEdit
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ProximityGroup: Fix access modifiers, rename private methods for clarity
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Fix camera2d zoom when set to zero (affine_invert: Condition ' det == 0 ' is true)
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' det == 0 ' is true.)
Fixes: #41873
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Uses compute shaders, which only once, on demand, and all in parallel.
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Rename neighbour in Control to neighbor
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This keeps things consistent with the rest of Godot, which uses the
American English spelling of Color.
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Remove Generic6DOFJoint precision property
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Rename Animation::track_remove_key_at_position to track_remove_key_at_time
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Rename the TextureProgress node to TextureProgressBar
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Advantages:
- When searching for "progressbar", you'll see both nodes in the
search results.
- More consistent with Button/TextureButton.
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Also renames:
- AcceptDialog add_cancel() to add_cancel_button()
- ConfirmationDiaglog get_cancel() to get_cancel_button()
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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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[Complex Text Layouts] Refactor RichTextLabel.
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Fixed mouse scrolling in TextEdit's
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See #36285 which mistakenly added documentation for the whole C++ API, while
some of it is meant to be and stay private as it's not exposed to scripts.
The access modifiers and method prefix were not used properly.
Cleanup code, and rename wrong `group_name` parameters to `method`, as it's a
method name which is being broadcast.
This is a very old class from pre-open source days, chances are that it was
just forgotten and not meant to be kept as is and undocumented.
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