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2022-01-05Merge pull request #56212 from laws65/skin-export-crash-fixRémi Verschelde
2022-01-05Merge pull request #56346 from pycbouh/control-treentegerRémi Verschelde
2022-01-05Merge pull request #55512 from RandomShaper/better_node_deleteRémi Verschelde
2022-01-05Merge pull request #56408 from eazrael/tree-fix-selectionmode-rowRémi Verschelde
Tree: Fix de-select when selection mode set to SELECT_ROW
2022-01-05Merge pull request #56491 from hinlopen/n3d-minor-improvementRémi Verschelde
Minor code improvements in Node3D
2022-01-04Minor code improvements in Node3D. Refactor Node3D::show/hide/set_visible to ↵Stijn
a shared implementation.
2022-01-04Merge pull request #55332 from Calinou/voxelgidata-tweak-default-dynamic-rangeRémi Verschelde
Decrease the default dynamic range in VoxelGIData to 2.0
2022-01-04Merge pull request #56305 from Calinou/rename-lod-thresholdRémi Verschelde
2022-01-04Merge pull request #55370 from ↵JFonS
Calinou/geometryinstance3d-lod-fade-node-configuration-warning Emit node configuration warnings for GeometryInstance3D distance fade
2022-01-04Merge pull request #53313 from KoBeWi/debinded_konnektRémi Verschelde
2022-01-04Merge pull request #54987 from KoBeWi/@@Node2D@@69@@420@@@Rémi Verschelde
2022-01-04Merge pull request #51206 from clayjohn/Vulkan-ASSGIRémi Verschelde
2022-01-04Merge pull request #55331 from Calinou/voxelgidata-fix-dynamic-range-propertyRémi Verschelde
2022-01-04Merge pull request #56347 from NNesh/fix/graph_editor_out_of_range_alignmentRémi Verschelde
Fixed an invalidation of sets and out of range for an alignment
2022-01-03Update copyright statements to 2022Rémi Verschelde
Happy new year to the wonderful Godot community!
2022-01-03Merge pull request #55487 from YeldhamDev/scroll_bikesheddingRémi Verschelde
2022-01-02Fix various typosluz paz
Found via ` codespell -q 3 -S ./thirdparty,*.po,./DONORS.md -L ackward,ang,ans,ba,beng,cas,childs,childrens,dof,doubleclick,expct,fave,findn,gird,hist,inout,leapyear,lod,nd,numer,ois,ony,paket,seeked,sinc,switchs,te,uint,varn` Update editor/import/resource_importer_layered_texture.cpp Co-authored-by: Raul Santos <raulsntos@gmail.com> Update doc/classes/TileSetScenesCollectionSource.xml Co-authored-by: Raul Santos <raulsntos@gmail.com> Update scene/gui/graph_edit.cpp Co-authored-by: Raul Santos <raulsntos@gmail.com> Update scene/resources/animation.cpp Co-authored-by: Raul Santos <raulsntos@gmail.com> Update scene/resources/animation.cpp Co-authored-by: Raul Santos <raulsntos@gmail.com> Update scene/resources/animation.cpp Co-authored-by: Raul Santos <raulsntos@gmail.com> Update scene/gui/rich_text_label.cpp Co-authored-by: Raul Santos <raulsntos@gmail.com> Revert previously committed change
2022-01-02Tree: Fix de-select when selection mode set to SELECT_ROWChristoph Nelles
It no longer de-selects an already selected row if the SELECT_MODE is set to SELECT_ROW. Update scene/gui/tree.cpp Co-authored-by: Michael Alexsander <michaelalexsander@protonmail.com>
2022-01-02Fixed a invalidation of sets and out of range in the _horizontal_alignment ↵NNesh
function Fixed start index (to the second half element) Fixed out of range when size is equal 1
2021-12-30Fix an incorrect exposed property type in TreeYuri Sizov
2021-12-29Rename Lod Threshold to Mesh Lod ThresholdHugo Locurcio
This makes it more obvious that the setting only affects mesh LOD, not manual (H)LOD achieved using visibility ranges.
2021-12-24Prevent crashes on exported project relating to Skin resourcelaws65
2021-12-23Merge pull request #55636 from bruvzg/vis_char_modesRémi Verschelde
Add different "visible characters" behavior modes.
2021-12-22Merge pull request #56131 from Chaosus/shader_refactor_render_modesRémi Verschelde
2021-12-21Refactor render_mode in shaders, forbid declaring duplicatesYuri Roubinsky
2021-12-21Merge pull request #56043 from Zylann/mesh_old_conversion_messageRémi Verschelde
2021-12-21Added resource path to message about old mesh format conversionMarc Gilleron
2021-12-21Merge pull request #55823 from KoBeWi/optional_buttonRémi Verschelde
2021-12-21Merge pull request #56102 from jmb462/fix-wrong-gradientedit-colorpicker-shapeRémi Verschelde
2021-12-21Implement property array for OptionButtonkobewi
2021-12-21Fix BaseButton's localization for tooltip with shortcutZae
2021-12-20Fix wrong ColorPicker shape with GradientEditjmb462
2021-12-18Fix crash when executing `TileMap.map_pattern`Haoyu Qiu
Validates the input reference.
2021-12-17add 2d scale factor propertyAnsraer
2021-12-16Merge pull request #55982 from Chaosus/vs_texture_filteringYuri Roubinsky
2021-12-16Merge pull request #55747 from timothyqiu/editor-proxyFabio Alessandrelli
Add proxy support for the editor
2021-12-16Add texture filtering properties to `VisualShaderNodeTextureUniform`Yuri Roubinsky
2021-12-16Merge pull request #55969 from Chaosus/shader_anisotropicYuri Roubinsky
2021-12-15Merge pull request #52015 from mechPenSketch/expose_hotzones2Rémi Verschelde
Expose connection hot zones in `GraphNode`
2021-12-15Rename shader hint `filter_anisotropy` to `filter_anisotropic`Yuri Roubinsky
2021-12-15Rename shader hint `filter_aniso` to `filter_anisotropy`Yuri Roubinsky
2021-12-14Add compatibility class handlers for portal and room occlusion cullingHugo Locurcio
Portal and room occlusion culling is replaced by raster occlusion in 4.0, which undergoes an entirely different setup process. Therefore, we can only convert those nodes to Node3Ds to allow loading `3.x` scenes while keeping transforms valid.
2021-12-13Added check for SceneTree being nullvitika9
2021-12-13Merge pull request #52998 from AnilBK/node2d-renamesRémi Verschelde
Node2D member renames.
2021-12-12Merge pull request #55816 from RandomShaper/fix_revert_null_defaultsRémi Verschelde
2021-12-12Merge pull request #55814 from williamd67/GPULightMapper-correct-colorsRémi Verschelde
2021-12-12Merge pull request #55729 from ↵Rémi Verschelde
cdemirer/fix-script-editor-unexpected-scroll-upon-resize
2021-12-12Fix bad mouse offset to show tooltips in Treejmb462
2021-12-12Expose connection hot zones in GraphNodemechPenSketch
2021-12-11Stop asuming a default value of NIL means there's no defaultPedro J. Estébanez