Age | Commit message (Collapse) | Author |
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Don't replace RootMotionView with Node in a running project
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This behavior was inconsistent with other editor-only nodes such as
Position3D, Position2D and ReferenceRect. It also caused issues when
a script extended RootMotionView as it ceased to work when the project
was run.
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StackOverflow on why this is needed: https://stackoverflow.com/questions/495021/why-can-templates-only-be-implemented-in-the-header-file
Minor mistake in commit ca7d572908c58c587214b8f65bdd4078d0185ab2
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- "ParticleFlags" -> "Particle Flags"
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Particles won't move or rotate anymore with the node (or its parents)
by default. This new default behavior is generally more suited
to most use cases. Local coordinates can still be enabled on a per-node basis.
This affects both 2D and 3D particles, and both CPU and GPU-based particles.
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Add often used built-ins (camera-pos, object-pos, camera-eye etc.) to spatial shaders
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Rename `ParticlesMaterial.turbulence_active` to `turbulence_enabled`
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Add `hint_transparent` to use a transparent black placeholder texture
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This can be used in shaders to avoid the need to supply a transparent
placeholder texture manually.
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ColorPicker has both a Color and HSV values for the currently selected
color, fixed a few cases where those were not kept in sync.
Refactored a little regarding this, and removed a redundant update.
Solves #63777
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Closer match.
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- Add `positive_only` property hint to disallow using negative presets.
These values are clamped in several places in the editor already,
so this avoids displaying presets that don't work.
- Move the Zero preset at the end of the positive list to match
the custom property editor. It's also used less often than Linear,
Ease In and Ease Out.
- Rename presets to be consistent between the easing property editor
and custom property editor.
- Remove unused `inout` hint which was redundant since it was already
the default.
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Tweak default fog settings for better appearance
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Calinou/material-default-alpha-scissor-threshold-0.5
Change default material alpha scissor threshold to 0.5
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- Increase the default non-volumetric fog density to 0.01 to make
adjustments more visible.
- Use a less saturated non-volumetric fog color by default
(a mix of the sky and horizon colors of the new default
ProceduralSkyMaterial).
- Set Volumetric Fog Gi Inject to 1.0 by default. Injecting GI results
in more realistic appearance of volumetric fog, at a very low
performance cost.
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This makes the default behavior consistent between SpriteBase3D,
BaseMaterial3D and imported glTF scene materials.
Alpha scissor threshold property hints now allows for more precise
adjustments as well.
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Overall brightness is similar to the previous settings, but lighting
now fades off more naturally and reflections feature indirect lighting.
Performance is identical.
- Enable Use Two Bounces by default.
- Decrease Propagation to 0.5 to compensate for the second bounce.
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This is a virtual method that can be used to add additional error
condition checks while the connection is still being dragged. If true is
returned, the connection is valid. If false is returned, the connection
is invalid and thus not possible (ie. it will not snap). The virtual
method is exposed with an underscore to scripts.
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Previously, the data used by `update_scrollbars()` and `_update_dimensions()` in their calculations depended on each other, which caused some problems.
Now, the calculation of `child_max_size` is put into `get_minimum_size()`, as the containers call `update_minimum_size()` before calling `queue_sort()`.
Make the semantics of variable/function names more clear.
Co-authored-by: Aaron Record <aaronjrecord@gmail.com>
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Calinou/material-hide-triplanar-subproperties-when-disabled
Hide triplanar subproperties when triplanar is disabled in BaseMaterial3D
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This also renames some sections for consistency.
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Expose TileMap methods related to the name of custom data layers
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Remove Signal connect binds
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Remove the optional argument p_binds from `Object::connect` since it was deprecated by Callable.bind().
Changed all uses of it to Callable.bind()
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- Adds more customization options to ProjectSettings.
- Displays navregion edge connections and navigation polygon edges in editor and at runtime.
- Majority of debug code moved from SceneTree to NavigationServer.
- Removes the irritating debug MeshInstance child node from NavigationRegion3D and replaces it with direct RenderingServer API.
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Add `ShapeCast3D` node
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