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2021-04-27Merge pull request #48241 from akien-mga/tabs-panel-style-unusedRémi Verschelde
Tabs: Remove unused 'panel' stylebox from default theme
2021-04-27Merge pull request #48050 from JFonS/occlusion_cullingRémi Verschelde
2021-04-27Tabs: Remove unused 'panel' stylebox from default themeRémi Verschelde
Cf. https://github.com/godotengine/godot/issues/37875#issuecomment-625297308.
2021-04-27Merge pull request #47960 from smix8/issue_47334_navagent2d_target_reachedRémi Verschelde
2021-04-27Fix NavigationAgent3D not emitting "target_reached" Signalsmix8
Fix NavigationAgent3D not emitting "target_reached" Signal when reaching pathfinding target.
2021-04-27put distance check to target into functionsmix8
put distance check to target into function
2021-04-27Merge pull request #47826 from Chaosus/vs_fix_default_input_overridingRémi Verschelde
Prevents default values of VSNodeCustom from overriding by a script
2021-04-27Merge pull request #38349 from asheraryam/convex-decompose-masterRémi Verschelde
Create GDScript bindings for creating multiple-convex collision bodies [4.0]
2021-04-27Expose creating multiple-convex-collision static bodies to GDScriptasheraryam
2021-04-25fix triplanar mapping for AOStefan Boronczyk
2021-04-23Merge pull request #46593 from pycbouh/theme-editor-better-edit-uiRémi Verschelde
Refactor Edit Theme menu in Theme Editor
2021-04-23Implement occlusion cullingjfons
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.
2021-04-23Merge pull request #47485 from rafallus/fix/rigidbody-crashRémi Verschelde
Fix crash on RigidBody _direct_state_changed
2021-04-23Merge pull request #43330 from KoBeWi/rngesusRémi Verschelde
Call randomize() automatically
2021-04-23Merge pull request #48028 from smix8/issue_47337_broken_navagent3d_callbackRémi Verschelde
2021-04-23Merge pull request #48030 from smix8/issue_47337_broken_navagent2d_callbackRémi Verschelde
2021-04-22Unexpose _direct_state_changed in PhysicsBodyrafallus
Removed _direct_state_changed bindings Affects 2D and 3D nodes Callbacks now use Callable Tests were changed accordingly
2021-04-22Call randomize() automaticallyTomasz Chabora
2021-04-20Merge pull request #42770 from madmiraal/fix-26680Rémi Verschelde
Move collision layer and mask into CollisionObject.
2021-04-20Merge pull request #47345 from nekomatata/heightmap-draw-trianglesRémi Verschelde
Draw triangles for HeightMapShape debug collision
2021-04-20Merge pull request #47347 from nekomatata/heightmap-supportRémi Verschelde
Heightmap collision shape support in Godot Physics
2021-04-20Move collision layer and mask into CollisionObject.Marcel Admiraal
2021-04-20Merge pull request #47991 from LightningAA/regroup-area-inspector-4.0Rémi Verschelde
`Area[X]D`: Put physics override parameters in their own group and document that areas can be used to influence audio
2021-04-20Fix broken NavigationAgent2D collision avoidance callbackssmix8
Fix broken NavigationAgent2D collision avoidance callbacks
2021-04-19Fix broken NavigationAgent3D collision avoidance callbacksmix8
Fix broken NavigationAgent3D collision avoidance callback
2021-04-19Use multiple threads to import.Juan Linietsky
- For now everything imports multithreaded by default (should work I guess, let's test). - Controllable per importer Early test benchmark. 64 large textures (importing as lossless, _not_ as vram) on a mobile i7, 12 threads: Importing goes down from 46 to 7 seconds. For VRAM I will change the logic to use a compressing thread in a subsequent PR, as well as implementing Betsy.
2021-04-19doc: Sync classref with current sourceRémi Verschelde
2021-04-19Merge pull request #47448 from madmiraal/rename-lineedit-cursorRémi Verschelde
Rename LineEdit getters and setters to match property names
2021-04-18Put physics override parameters in their own group and document that areas ↵Lightning_A
can be used to influence audio
2021-04-18Merge pull request #47980 from reduz/split-particle-shader-entry-pointsRémi Verschelde
Split particle shader entry points
2021-04-18Refactor Edit Theme menu in Theme EditorYuri Sizov
2021-04-17Fix `sky` visual shader mode after last renameYuri Roubinsky
2021-04-17Split particle shader entry pointsreduz
* 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.
2021-04-17Rename LineEdit caret_* properties getters and setters to match propertyMarcel Admiraal
2021-04-16Fix NavigationAgent2D not emitting "target_reached" Signal reliablysmix8
Fix NavigationAgent2D not emitting "target_reached" Signal reliably
2021-04-16Merge pull request #47728 from ray90514/bug#47562Rémi Verschelde
Fix LineEdit undo behaves strangely
2021-04-16Merge pull request #47950 from AndreaCatania/AndreaCatania-patch-4Rémi Verschelde
Lowers the navigation edge margin merge
2021-04-16Lowers the navigation edge margin mergeAndrea Catania
Lowers the edge margin merge to avoid merge undesired edges.
2021-04-16Merge pull request #47923 from smix8/issue_47850_4.xRémi Verschelde
Fix Skeleton3D.clear_bones_global_pose_override() not resetting global_bone_overrides properly
2021-04-15Merge pull request #47933 from ↵Rémi Verschelde
TwistedTwigleg/skeletonik_changes_and_bug_fixes_regressionfix2 Changed SkeletonIK3D to clear bone overrides when stopping
2021-04-15Changed SkeletonIK3D to clear bone overrides when stoppingTwistedTwigleg
2021-04-15fix skeleton (ik) not resetting global_bone_overrides properlysmix8
fix skeleton (ik) not resetting global_bone_overrides properly
2021-04-15Merge pull request #47916 from akien-mga/stringnames-mesh_materials-unusedRémi Verschelde
Scene: Remove unused `mesh_materials` StringNames
2021-04-15Scene: Remove unused `mesh_materials` StringNamesRémi Verschelde
They were added in 8be2fabbe5cd846bac5e5a38e55f3fb70e73f2da (2.1 era) but were likely a first attempt that didn't get unused in the end.
2021-04-15Fix forgotten rename on surface material overrideBastiaan Olij
2021-04-15Merge pull request #47878 from clayjohn/rename-get_surface_materialRémi Verschelde
Rename get_surface_material to get_surface_override_material
2021-04-14Rename get_surface_material to get_surface_override_materialclayjohn
2021-04-14Merge pull request #47889 from EricEzaM/PR/fix-autocomplete-accept-on-spaceRémi Verschelde
Fixed ui_accept (spacebar + return) accepting auto-completion options.
2021-04-15Fixed ui_accept (spacebar + return) accepting auto-completion options.Eric M
2021-04-14Refactor GLSL shader compilationreduz
-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().