Age | Commit message (Collapse) | Author |
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Update ColorPicker controls when entering tree
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Implement pause-aware picking
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Fix unnecessary scrolling in TextEdit
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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).
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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
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-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.
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-It's an option, just enable it
-Just works, don't have to do anything else.
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Rewrote how barriers work for faster rendering
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This prefix is used in the C++ codebase, not in the scripting API.
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Since it's meant to be used as a virtual method.
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-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
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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.
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Fix particles not properly updated by their lifetime
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3D editor grid improvements
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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.
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Use Math_TAU and deg2rad/etc in more places and optimize code
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Fixed completion and hint panel positioning in TextExit
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GraphNode: Add properties for custom icons
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Use real_t in physics nodes
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Use integer coordinates for the font glyphs rendering.
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The code to copy node properties to the new node never worked, so there is no reason to keep the useless bits in there
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Unified several visual shader nodes
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Modernize Thread
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- 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)
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Add properties for the slots' icon textures, so they can be set easily
in the editor.
Fixes #45487.
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Fix unintended SpinBox mouse capture
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Do not clear materials when setting mesh
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Allow to override drop data in LineEdit
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Make Range return 1.0 ratio if minimum and maximum values are equal
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[4.0] [GUI] Fix LineEdit clearing
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Change themes font_color_selected to font_selected_color
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Fix minimap capturing events and improve its theme and editor settings
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Add an editor setting for minimap opacity in visual editors
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-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.
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-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.
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