Age | Commit message (Collapse) | Author |
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Shader optimizations to reduce VGPR usage and increase occupancy
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Drop unused xpmfix.sh script.
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Clustering is now GPU based, uses an implementation based on the Activision algorithm.
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Change how editable children data is stored
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`scroll_to_x` functions for wrapped lines and paragraphs (newlines).
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Co-authored-by: hilfazer <az13337@gmail.com>
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Add convert options between constants and uniforms in visual shaders
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Improve Raycast3D render debug
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ItemList's add_(icon_)item method returns id of added item
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Tweak the 3D light size property to only allow reasonable values
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Fix TextEdit drawing Caret and icons out of bounds
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Update area-body_shape_entered-exited signal documentation.
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Prevent signal disconnection attempts on invalid references
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alexpech12/fix-rich-text-label-set-visible-characters
Keep RichTextLabel visible character properties in sync
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Fix Raycast3D node render debug not showing in editor camera preview.
Use dynamic mesh update to change the ray on-the-fly without too much
extra cost when collision debug is enabled.
Fixes #43571
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The RichTextLabel class is inconsistent in how it updates the
visible_characters and percent_visible properties when either is changed.
To keep both properties consistent, update percent_visible when setting the
visible_characters property.
For both properties, when setting one, notify change for the other.
Docs updated for member set_visible_characters on RichTextLabel class.
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CI: Update to clang-format 11 and apply ternary operator changes
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Fix collision shape update when changing shape properties
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Update PolyPartition / Triangulator library
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Renamed `emit_particle` to `emit_subparticle` shader function
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This change does two things:
1. Properly update the internal shape data using _update_in_shape_owner
when updating a shape (in 2D it was resetting one way collision)
2. Avoid unnecessary updates when calling set_shape with the same shape,
which happens each time a shape property is modified
(e.g shape.extents.x = ...)
Fixes #45090
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Switch to simplify sloppy for another try.
Update to meshoptimizer e3f53f66e7a35b9b8764bee478589d79e34fa698.
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Should have rebased before merging.
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Unified named colors in RichTextLabel
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The `current_screen` field was never being set on tooptip windows, leading to scenarios where, if the editor wasn't on screen 0, tooltips may not appear in the right place, especially when your screens have different resolutions.
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Added ability to visualize native shaders
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Fixes #44775 Editor is incorrectly drawing non existent space.
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Fixes #43940, was a regression from #43280.
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EricEzaM/PR/popup-menu-fix-not-matching-button-size
Fixed PopupMenu not matching parent MenuButton/OptionButton width
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This was caused by an incorrect calculation of the height of each item when determining the minimum size, plus a few things which were leftover after the PopupMenu rework.
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Eoin-ONeill-Yokai/animationstateplayback/missing_binds
AnimationStateMachinePlayback: Added Missing Method Bindings
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`get_current_length`.
This allows the user to query the AnimationNodeStateMachinePlayback's current
play position and total length of current animation state. These methods are currently
used in the editor plugin, but can also be useful for querying general playback state
information.
Added documentation for AnimationNodeStateMachinePlayback's `get_current_play_position`
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Use zero-indexing for physics and render layer names
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Do not iterate over map when removing its values
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Happy new year to the wonderful Godot community!
2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.
We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)
Here's to a great year 2021 for all Godot users 🎆
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