Age | Commit message (Collapse) | Author | |
---|---|---|---|
2019-08-01 | Merge pull request #30905 from clayjohn/set-cpuparticles2d-visible | Rémi Verschelde | |
Toggle CPUParticles2D visibility when redrawing | |||
2019-08-01 | Merge pull request #31009 from Chaosus/vs_fix_outer_product | Rémi Verschelde | |
Fix outerProduct function in visual shaders | |||
2019-08-01 | Fix outerProduct function in visual shaders | Chaosus | |
2019-07-31 | Tweak Area and PhysicsBody damping setting hints for consistency | Hugo Locurcio | |
This partially addresses #19182. | |||
2019-07-31 | Merge pull request #30972 from Chaosus/vs_copy_paste | Rémi Verschelde | |
Implement copy/paste in visual shaders | |||
2019-07-31 | Implement copy/paste in visual shaders | Chaosus | |
2019-07-30 | Fix ProgressBar Wrong Value with Border | Emmanuel Barroga | |
Closes: #30969 The FG rectangle of the progressbar is incorrect when dealing with a non-zero border. This issue stems from wrong order of operations when drawing the rectangle: int p = r * get_size().width - mp; | |||
2019-07-29 | Merge pull request #30932 from Dragoncraft89/master | Rémi Verschelde | |
Translate TabContainer titles, when inherited from node name | |||
2019-07-29 | Translate TabContainer titles, when inherited from node name | Florian Kothmeier | |
2019-07-29 | Remove useless variable and line in OptionButton | NilsIrl | |
2019-07-29 | Change if to switch in OptionButton | NilsIrl | |
2019-07-28 | toggle CPUParticles2D visibility when redrawing | clayjohn | |
2019-07-27 | Add frame_cords accessors to Sprite and Sprite3D | groud | |
2019-07-27 | Revert "Update Control margins when size is overridden by change to minsize" | Rémi Verschelde | |
2019-07-26 | Small adjustments to tooltips in '(Editor)FileDialog' | Michael Alexsander Silva Dias | |
2019-07-25 | Fix wrong placement of new line in 'PhysicsBody' warning | Michael Alexsander Silva Dias | |
2019-07-25 | Merge pull request #30351 from bojidar-bg/30288-override-global-theme | Rémi Verschelde | |
Keep track of default theme and project custom default theme seperatelly | |||
2019-07-25 | Merge pull request #30807 from akien-mga/da-get_next-hidden | Rémi Verschelde | |
DirAccess: Drop compat get_next(bool *is_dir) which was hidden | |||
2019-07-25 | Merge pull request #30685 from jonri/vehicle-per-wheel-forces | Rémi Verschelde | |
Vehicle per-wheel forces | |||
2019-07-25 | Merge pull request #23820 from clayjohn/pointmesh | Rémi Verschelde | |
Added PointMesh primitive | |||
2019-07-25 | DirAccess: Drop compat get_next(bool *is_dir) which was hidden | Rémi Verschelde | |
Fixes this warning: ``` ./core/os/dir_access.h:74:17: warning: 'virtual String DirAccess::get_next(bool*)' was hidden [-Woverloaded-virtual] ``` Part of #30790. | |||
2019-07-25 | Merge pull request #30776 from akien-mga/editor-configurable-float-step | Rémi Verschelde | |
Inspector: Make default float step configurable | |||
2019-07-25 | Inspector: Fix PROPERTY_HINT_SPRITE_FRAME not behaving as RANGE | Rémi Verschelde | |
This was a regression in 3.1 and later from the new inspector, where PROPERTY_HINT_SPRITE_FRAME was not fully re-implemented. It's meant to be a normal PROPERTY_HINT_RANGE which also automatically increments its value when keyed in the animation player. To avoid code duplication, I made the frames properties use the actual PROPERTY_HINT_RANGE and introduced a PROPERTY_USAGE_KEYING_INCREMENTS usage flag instead. | |||
2019-07-24 | added pointMesh primitive | clayjohn | |
2019-07-23 | Inspector: Make default float step configurable | Rémi Verschelde | |
Also allow lifting the decimal step formatting with a hint range step of 0. A new `range_step_decimals()` is added for this to avoid breaking compatibility on the general purpose `step_decimals()` (which still returns 0 for an input step of 0). Supersedes #25470. Partial fix for #18251. | |||
2019-07-23 | Merge pull request #30716 from qarmin/fixed_static_analiser_code | Rémi Verschelde | |
Fix some code found by Coverity Scan and PVS Studio | |||
2019-07-23 | Fix some code found by Coverity Scan and PVS Studio | qarmin | |
2019-07-22 | Merge pull request #30753 from Calinou/make-header-run-from-any-location | Rémi Verschelde | |
Make `make_header.py` functional when run from any location | |||
2019-07-22 | SCons: Fix uses of [].append instead of env.add_source_files() | Rémi Verschelde | |
Also added support for SCons project-absolute paths (starting with #) and warning about duplicates in add_source_files(), and fixed default_controller_mappings.gen.cpp being included twice after first build due to *.cpp globbing. Part of #30270. | |||
2019-07-22 | Make `make_header.py` functional when run from any location | Hugo Locurcio | |
This removes the need to `cd` to `scene/resources/default_theme/` to get the expected result. | |||
2019-07-22 | Revert "Tweak SpatialMaterial's default metallic and roughness texture channels" | Rémi Verschelde | |
2019-07-20 | Merge pull request #30234 from zwostein/fix-AudioStreamPlayer3D | Rémi Verschelde | |
Fixed multichannel panning for AudioStreamPlayer3D. | |||
2019-07-20 | Merge pull request #30576 from qarmin/lgtm_coverage | Rémi Verschelde | |
Changed some code reported by LGTM and Coverity | |||
2019-07-20 | Changed some code showed in LGTM and Coverage | qarmin | |
2019-07-19 | i18n: Sync translation template with current source | Rémi Verschelde | |
Fix a few typos in new strings. | |||
2019-07-19 | Merge pull request #23270 from silvanocerza/remote_scene_tree_filter | Rémi Verschelde | |
Implemented remote scene tree filtering | |||
2019-07-19 | Merge pull request #30683 from bojidar-bg/30671-triplanar-binormal | Rémi Verschelde | |
Fix binormal sign when using triplanar mapping | |||
2019-07-18 | Add per-wheel throttle, brake, and steering for vehicles | Jon Ring | |
2019-07-18 | Fix binormal sign when using triplanar mapping | Bojidar Marinov | |
Fixes #30671 | |||
2019-07-17 | Lower the default directional shadow maximum distance to 100 | Hugo Locurcio | |
With the default camera node settings, this makes directional shadows look consistent between the editor and the running project. The original issue occurs because the editor camera defaults to a Z-far value of 500, whereas the Camera node defaults to a Z-far value of 100. Since the directional shadow maximum distance is clamped to the Z-far value, it caused the running project's effective shadow distance to be lower compared to the editor (100 instead of 200). This partially addresses #13575. | |||
2019-07-16 | Fix invalid write in AudioStreamSample::save_to_wav | Bojidar Marinov | |
Fixes #29955 | |||
2019-07-16 | Merge pull request #30548 from Calinou/tweak-audio-cutoff-property-hints | Rémi Verschelde | |
Tweak audio cutoff property hints to allow reasonable values only | |||
2019-07-15 | Fix incorrect caret position when clicking a 'LineEdit' with a non-left ↵ | Michael Alexsander Silva Dias | |
alignment | |||
2019-07-15 | Merge pull request #30590 from clayjohn/particle_life | Rémi Verschelde | |
Added individual particle random lifetime | |||
2019-07-15 | Merge pull request #30549 from Calinou/improve-2d-raycast-oneway-drawing | Rémi Verschelde | |
Improve 2D RayCast and one-way collision drawing | |||
2019-07-14 | added individual particle random lifetime | clayjohn | |
2019-07-15 | Merge pull request #30510 from sparkart/master | Rémi Verschelde | |
Fix GraphNode immediately losing focus | |||
2019-07-15 | Merge pull request #30532 from Chaosus/vs_triplanar | Rémi Verschelde | |
Added triplanar uniform texture node to visual shaders | |||
2019-07-13 | Fix GraphNode immediately losing focus | Emmanuel Barroga | |
Closes: #30243 GraphNode immediately loses focus, and gives focus to its parent. This fix changes implementation so that it does not transfer focus to its parent after receiving focus. Instead, it will transfer focus when the "close button" is pressed. | |||
2019-07-12 | Improve 2D RayCast and one-way collision drawing | Hugo Locurcio | |
- Make RayCast2D gray when it's disabled - Make the one-way collision arrow use the inverted shape debugging color (will result in an orange color by default) - This makes it easier to distinguish it from RayCast2D arrows - Make lines slightly thinner - Make the RayCast2D arrow tip larger - Use anti-aliasing for the RayCast2D and one-way collision lines |