Age | Commit message (Collapse) | Author |
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This provides better visuals and performance compared to the previous
ordered dither.
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`shader_uniform` is now consistenly used across both per-shader
and per-instance shader uniform methods. This makes methods easier
to find in the class reference when looking for them.
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Store normal vector in A2B10G10R10 format.
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Fix GraphEdit::arange_nodes causing a freeze when cycle in Graph
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Add support for multiple virtual keyboard types
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When a Graph contains cycles, e.g. 1->2->3->1 _layering would end
up in an infinite loop since IS_SUBSET would never be true.
By keeping check of the size of z, which contains the already layered
nodes, one can detect a freeze (since it should change after
current_layer increases. If it doesn't "u" didn't change and q and u
will never be equal resulting in a freeze/infinite while loop).
If a freeze happens warn the user and put all the nodes part of the
cycle (leftover in p) to the first layer which will end up in them
being listed top to bottom.
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Rebased by EIREXE
This work has been kindly sponsored by IMVU & EIRTeam.
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Calinou/standardmaterial3d-tweak-default-height-properties
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- Set the default height scale to 5.0 and multiply it by 0.01 in the shader.
- Document heightmap properties in BaseMaterial3D class reference.
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Don't store the values of linked SDFGI properties in Environment
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Allow more precise adjustments of orthogonal/frustum size in Camera3D
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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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- Change Tree's drop_position_color from orange to white.
- Change ItemList's guide_color to the same color as Tree's, which fits in with a dark theme better.
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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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