Age | Commit message (Collapse) | Author |
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Fix a bug that occour when there are hidden tabs in tab_container.
The visualization isn't correct due to missing values in tab_widths array.
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Check input mesh is valid in SurfaceTool methods (master)
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Display the old color in ColorPicker for easier comparison
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Adds a pressed signal to ButtonGroup
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Improve the editor theme
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Tweak CanvasItem/material sampling property hint for readability
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Blocking updating in SceneTreeEditor when an item was selected
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This only affects ColorPickerButton nodes that spawn a ColorPicker,
not standalone ColorPickers.
This partially addresses #7366.
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The "Anisotropic" term is abbreviated as spelling it out would cause
the PopupMenu to overflow the editor window when using the default
inspector width.
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Expose get_debug_mesh in Shape3D to scripting API
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Fixed #48446, Fixed #48443
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Rename `doubleclick` to `double_click`
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Add the ability to hide `ScrollContainer`'s scrollbars
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Calculate __focus_rect when TreeItem is focused
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Allow values > 1 for friction and bounce in PhysicsMaterial
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TileMap::world_to_map Ensure half offset is added according to the returned value
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EricEzaM/PR/fix-viewport-not-updating-mouse-pos-on-click
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Added method to create a new line in RichTextLabel without adding an ItemNewline to the previous line. Previously, removing a line then adding a newline was adding unnecessary ItemNewline instances to the previous line, significantly the remove_line method.
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Fix start line selection for indent_selected_lines_left
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Various fixes to UV2 unwrapping and the GPU lightmapper. Listed here for
context in case of git blame/bisect:
* Fix UV2 unwrapping on import, also cleaned up the unwrap cache code.
* Fix saving of RGBA images in EXR format.
* Fixes to the GPU lightmapper:
- Added padding between atlas elements, avoids bleeding.
- Remove old SDF generation code.
- Fix baked attenuation for Omni/Spot lights.
- Fix baking of material properties onto UV2 (wireframe was
wrongly used before).
- Disable statically baked lights for objects that have a
lightmap texture to avoid applying the same light twice.
- Fix lightmap pairing in RendererSceneCull.
- Fix UV2 array generated from `RenderingServer::mesh_surface_get_arrays()`.
- Port autoexposure fix for OIDN from 3.x.
- Save debug textures as EXR when using floating point format.
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The check was updated to expect a `StringName` instead of a `String` but
the error message still reported it should be a `String`.
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[Net] Implement String::parse_url for parsing URLs.
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value
Decide whether half offset should be added based on the value used for calculating the return value of this method.
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Fix documentation following implementation of particle trails
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Move XR flag from subviewport into viewport
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Implement Particle Trails
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-Enable the trails and set the length in seconds
-Provide a mesh with a skeleton and a skin
-Or, alternatively use one of the built-in TubeTrailMesh/RibbonTrailMesh
-Works deterministically
-Fixed particle collisions (were broken)
-Not working in 2D yet (that will happen next)
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Can be useful for custom drawing of physics shapes without having to add
a collision object node to the tree.
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Remove obsolete LargeTexture, it's no longer useful since 3.x
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Fixed rotate_y property of particle shaders
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It existed in early Godot releases to allow working around hardware limitations
on max texture sizes (e.g. hardware limits of 1024x1024 pixels).
Nowadays the max texture size supported natively by Godot is 16384x16384, and
even low end mobile hardware should support at least 4096x4096.
The LargeTexture implementation is basically just an array with offsets, sizes
and textures and should be easy to replicate with a custom Texture resource if
needed - solving most of its bugs on the way as the implementation removed here
has various unimplemented or incomplete methods.
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Core: Drop custom `copymem`/`zeromem` defines
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Backspace word was deleting all text before the cursor, and delete word was no updating until another action was performed on the LineEdit (in order to update it)
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The editor theme now makes use of rounded corners and less borders
to follow modern visual trends.
The default theme's colors were also tweaked to make the blue hue
more subtle (similar to the Arc theme, which was removed as a
consequence). The Alien theme was replaced by a Breeze Dark theme,
which should blend in well with the KDE theme.
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Tabs: Remove unused 'panel' stylebox from default theme
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Cf. https://github.com/godotengine/godot/issues/37875#issuecomment-625297308.
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We've been using standard C library functions `memcpy`/`memset` for these since
2016 with 67f65f66391327b2967a20a89c3627e1dd6e84eb.
There was still the possibility for third-party platform ports to override the
definitions with a custom header, but this doesn't seem useful anymore.
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