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2021-02-08Merge pull request #45836 from Kanabenki/update-color-pickerRémi Verschelde
Update ColorPicker controls when entering tree
2021-02-08Merge pull request #45775 from RandomShaper/pause_aware_pickingRémi Verschelde
Implement pause-aware picking
2021-02-08Update ColorPicker controls when entering treeKanabenki
2021-02-07Initialize class variables with default values in scene/ [1/2]Rafał Mikrut
2021-02-07Fix nan errors when using VehicleBodyRafał Mikrut
2021-02-07Merge pull request #45784 from revilo/fix-45770Rémi Verschelde
Fix unnecessary scrolling in TextEdit
2021-02-07Implement pause-aware pickingPedro J. Estébanez
This changes the way 2D & 3D physics picking behaves in relation to pause: - When pause is set, every collision object that is hovered or captured (3D only) is released from that condition, getting the relevant mouse-exit callback., unless its pause mode makes it immune from pause. - During the pause. picking only considers collision objects immune from pause, sending input events and enter/exit callbacks to them as expected. - When pause is left, nothing happens. This is a big difference with the classic behavior, which at this point would process all the input events that have been queued against the current state of the 2D/3D world (in other words, checking them against the current position of the objects instead of those at the time of the events).
2021-02-07TextEdit: When left mouse is pressed to place the cursor, do not immediately ↵Oliver Dick
adjust the viewport when cursor_set_line is called, but afterwards on cursor_set_column (effectively when the cursor reached its final position) Fixes #45770
2021-02-06Simplify Volumetric Fogreduz
-Always use temporal reproject, it just loos way better than any other filter. -By always using termporal reproject, the shadowmap reduction can be done away with, massively improving performance. -Disadvantage of temporal reproject is update latency so.. -Made sure a gaussian filter runs in XY after fog, this allows to keep stability and lower latency.
2021-02-05Added temporal reprojection to Volumetric Fogreduz
-It's an option, just enable it -Just works, don't have to do anything else.
2021-02-04Merge pull request #45672 from reduz/barrier-optimizationRémi Verschelde
Rewrote how barriers work for faster rendering
2021-02-04doc: Don't bind argument names with p_ prefixRémi Verschelde
This prefix is used in the C++ codebase, not in the scripting API.
2021-02-04Make SyntaxHighligher::_clear_highlighting_cache virtualGeorge Marques
Since it's meant to be used as a virtual method.
2021-02-04Rewrote how barriers work for faster renderingreduz
-Added more finegrained control in RenderingDevice API -Optimized barriers (use less ones for thee same) -General optimizations -Shadows render all together unbarriered -GI can render together with shadows. -SDFGI can render together with depth-preoass. -General fixes -Added GPU detection
2021-02-04Removed duplicated binding of two methodsGeorge Marques
They are bound as both regular and virtual methods which makes ClassDB report the methods twice when querying the API. The non-virtual binding is removed since both methods only seem to be used as virtual.
2021-02-04Use the blend parameter passed to blend_animation during graph processingmuiroc
2021-02-03Merge pull request #45496 from Chaosus/fix_particlesRémi Verschelde
Fix particles not properly updated by their lifetime
2021-02-02Add check for sun in PhysicalSkyclayjohn
2021-02-01Merge pull request #45594 from JFonS/improve_3d_gridRémi Verschelde
3D editor grid improvements
2021-02-013D editor grid improvementsjfons
This commit adds a view-dependant fade to the 3D viewport grid. It fades out at steep view angles to hide the solid regions that appear far from the camera. I also included a fade to hide the grid borders. I added some improvements to the dynamic grid when the camera is in orthogonal mode. It properly handles zoom now, and the grid center is now set to the intersection point between the grid plane and the camera forward ray, keeping the grid always visible.
2021-02-01Merge pull request #37547 from aaronfranke/tauRémi Verschelde
Use Math_TAU and deg2rad/etc in more places and optimize code
2021-02-01Merge pull request #45110 from fmazan/completion-panel-positioningRémi Verschelde
Fixed completion and hint panel positioning in TextExit
2021-02-01Merge pull request #45549 from flyingpimonster/graphnode-iconRémi Verschelde
GraphNode: Add properties for custom icons
2021-02-01Merge pull request #45564 from aaronfranke/physics-nodes-real_tRémi Verschelde
Use real_t in physics nodes
2021-02-01Merge pull request #45608 from bruvzg/font_int_coordsRémi Verschelde
Use integer coordinates for the font glyphs rendering.
2021-02-01Node::replace_by was not copying node properties - removed the dead code.nemerle
The code to copy node properties to the new node never worked, so there is no reason to keep the useless bits in there
2021-02-01Merge pull request #45281 from Chaosus/vs_unifyRémi Verschelde
Unified several visual shader nodes
2021-01-31Use integer coordinates for the font glyphs rendering.bruvzg
2021-01-31Merge pull request #45315 from RandomShaper/modernize_threadRémi Verschelde
Modernize Thread
2021-01-29Use real_t in physics nodesAaron Franke
2021-01-29Modernize ThreadPedro J. Estébanez
- Based on C++11's `thread` and `thread_local` - No more need to allocate-deallocate or check for null - No pointer anymore, just a member variable - Platform-specific implementations no longer needed (except for the few cases of non-portable functions) - Simpler for `NO_THREADS` - Thread ids are now the same across platforms (main is 1; others follow)
2021-01-28GraphNode: Add properties for custom iconsJames Westman
Add properties for the slots' icon textures, so they can be set easily in the editor. Fixes #45487.
2021-01-28doc: Sync classref with current sourceRémi Verschelde
2021-01-27Cache world in VisibilityNotifier3D to avoid crashkobewi
2021-01-27Fix particles not properly modified by their lifetimeYuri Roubinsky
2021-01-27Merge pull request #45040 from volkathemartian/fix-spinbox-mouse-captureRémi Verschelde
Fix unintended SpinBox mouse capture
2021-01-27Added missed Button `font_hover_pressed_color` styleYuri Roubinsky
2021-01-26Fix unintended SpinBox mouse captureVolka
2021-01-26Reveals Button "icon_color" style properties to the userYuri Roubinsky
2021-01-26Merge pull request #44814 from hoontee/fix-44714Rémi Verschelde
Do not clear materials when setting mesh
2021-01-26Merge pull request #44349 from KoBeWi/drop_the_data!Rémi Verschelde
Allow to override drop data in LineEdit
2021-01-26Merge pull request #45220 from Calinou/range-ratio-equal-min-max-no-errorRémi Verschelde
Make Range return 1.0 ratio if minimum and maximum values are equal
2021-01-26Merge pull request #45369 from naithar/fix/line_edit_clear-4.0Rémi Verschelde
[4.0] [GUI] Fix LineEdit clearing
2021-01-26[GUI] Enforce virtual keyboard redisplay on clearSergey Minakov
2021-01-26Exposed find_next_valid_focus and find_prev_valid_focus.Nils Reid
2021-01-26Merge pull request #44194 from madmiraal/fix-font_selected_colorRémi Verschelde
Change themes font_color_selected to font_selected_color
2021-01-25Merge pull request #45447 from pycbouh/graphedit-minimap-active-invisibleRémi Verschelde
Fix minimap capturing events and improve its theme and editor settings
2021-01-25Fix minimap capturing events and improve its themeYuri Sizov
Add an editor setting for minimap opacity in visual editors
2021-01-25Implement shadow meshesreduz
-When importing, a vertex-only version of the mesh is created. -This version is used when rendering shadows, and improves performance by reducing bandwidth -It's automatic, but can optionally be used by users, in case they want to make special versions of geometry for shadow casting.
2021-01-24Shadow map rendering optimizationreduz
-All shadow rendering is done with raster now (no compute) -All shadow rendering is done by rendering directly to the shadow atlas -Improved how buffer clearing is done to optimize the above. -Ability to set shadows as 16 bits.