Age | Commit message (Collapse) | Author |
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Fix loading packed scene with editable children at runtime
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sprite_3d.cpp: return _is_playing() from public is_playing() function
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Fix tooltips don't appear for PopupMenus
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At runtime, packed scenes with nodes marked as editable instance where
saved with node type tags, which prevented the scene to be then loaded
as an instance, causing duplicated nodes in the tree.
This change ensures nodes marked as editable instances and their owned
children are properly set as instances.
That doesn't make a difference in the editor, since such nodes where
already set as instances based on their instance state, but it helps
at runtime where instance states are disabled.
Co-authored-by: latorril <latorril@gmail.com>
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Tree Fix line rendering when drag and dropping TreeItem
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Move mixing out of the AudioStreamPlayback* nodes
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Remove velocity transmission on_wall when collider is CharacterBody.
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Make FontData importable resource. Add multi-channel SDF font rendering.
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Refactor RayShape and rename to SeparationRayShape
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Adds multi-channel SDF font texture generation and rendering support.
Adds per-font oversampling support.
Adds FontData import plugins (for dynamic fonts, BMFonts and monospaced image fonts), font texture cache pre-generation and loading.
Adds BMFont binary format and outline support.
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Fix delta passed in _physics_process
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Regression due to typo in recent GDVIRTUAL_CALL change.
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Fix AnimationBlendTree reset on resource loading
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Fix misspelled "overriden"
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When reset_state was called on an existing AnimationBlendTree, the
output node would disappear, causing some errors in the editor and
preventing animations to play properly.
This change ensures the output node is always present in the node tree.
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In recent GDVIRTUAL PR and SkeletonModification3DJiggle doc.
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Fixes the normals of SphereMesh when the sphere/hemisphere is oblong
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Add comments at the top of each built-in shader to ease debugging
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Add an `use_hdr` property to GradientTexture to allow storing HDR colors
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Calculate proper animation length.
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Makes it clearer that it's used for special cases when picking a
collision shape.
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Also added some precision to the documentation.
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Make separation ray shapes work properly in move_and_slide, wihtout the
specific code in CharacterBody like before.
Now most of the logic is handled inside the physics server. The only
thing that's needed is to use ray shapes only for recovery and ignore
them when performing the motion itself (unless we're snapping or slips
on slope is on).
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Partial revert from previously removing ray shapes completely, added
back as a shape type but without the specific character controller code.
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Port recent move_and_slide fixes to 3D
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Improves stop on slopes, sliding on walls and gravity handling by
porting existing changes from CharacterBody2D to CharacterBody3D.
Co-authored-by: fabriceci <fabricecipolla@gmail.com>
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Make Node editable_instance methods available to GDScript
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Created an area-specific wind force that interacts with soft bodies
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* Allows calling into native extensions directly with a pointer
* Makes it easier to implement some APIs more efficiently
* Appears with a "*" in the documentation for the argument.
* Implementing the pointer handling is entirely up to the implementation, although the extension API provides some hint.
* AudioStream has been implemented as an example, allowing to create NativeExtension based AudioStreams.
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Fix one-way collision in Tilemap
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[cppcheck] Remove some redundant assignments.
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* `_gui_input`, `_input`, `_unhandled_input` and `_unhandled_key_input` are now regular C++ virutal functions.
* Everything else converted to GDVIRTUAL
* BIND_VMETHOD is gone, always use the new syntax from now on.
Creating `_gui_input` method and using the binder to register events will no longer work, simply override the virtual function now.
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Fix 3d animations doesn't play
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Fix
ff
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Particle params are expressed as min-max rather than value+range AND separate axes scaling
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Fix ItemList layout (+EditorFileDialog)
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