Age | Commit message (Collapse) | Author |
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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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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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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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Fix NavigationAgent3D not emitting "target_reached" Signal when reaching pathfinding target.
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put distance check to target into function
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Prevents default values of VSNodeCustom from overriding by a script
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Create GDScript bindings for creating multiple-convex collision bodies [4.0]
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Refactor Edit Theme menu in Theme Editor
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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.
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Fix crash on RigidBody _direct_state_changed
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Call randomize() automatically
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Removed _direct_state_changed bindings
Affects 2D and 3D nodes
Callbacks now use Callable
Tests were changed accordingly
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Move collision layer and mask into CollisionObject.
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Draw triangles for HeightMapShape debug collision
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Heightmap collision shape support in Godot Physics
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`Area[X]D`: Put physics override parameters in their own group and document that areas can be used to influence audio
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Fix broken NavigationAgent2D collision avoidance callbacks
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Fix broken NavigationAgent3D collision avoidance callback
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- 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.
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Rename LineEdit getters and setters to match property names
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can be used to influence audio
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Split particle shader entry points
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* 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.
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Fix NavigationAgent2D not emitting "target_reached" Signal reliably
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Fix LineEdit undo behaves strangely
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Lowers the navigation edge margin merge
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Lowers the edge margin merge to avoid merge undesired edges.
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Fix Skeleton3D.clear_bones_global_pose_override() not resetting global_bone_overrides properly
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TwistedTwigleg/skeletonik_changes_and_bug_fixes_regressionfix2
Changed SkeletonIK3D to clear bone overrides when stopping
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