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2021-10-30Rename GLES2 driver to OpenGL to prepare for the upgrade to GLES3Hugo Locurcio
- Use lowercase driver names for the `--rendering-driver` command line argument.
2021-10-29Merge pull request #53234 from Geometror/gradient-texture-2dYuri Roubinsky
2021-10-29Repair Fog mode in visual shadersYuri Roubinsky
2021-10-29Merge pull request #54374 from Chaosus/fix_fogvolume_crashRémi Verschelde
Fix crashing of `FogVolume`s when `WorldEnvironment` was added
2021-10-29Fix crashing of `FogVolume`s when `WorldEnvironment` was addedYuri Roubinsky
2021-10-29Merge pull request #54328 from YeldhamDev/tabbar_close_signal_renameMax Hilbrunner
Rename `TabBar`'s `tab_closed` signal to `tab_close_pressed`
2021-10-29Merge pull request #53353 from clayjohn/VULKAN-fog-volumesRémi Verschelde
FogVolumes, FogShaders, FogMaterial, and overhaul of VolumetricFog
2021-10-29Merge pull request #54367 from lyuma/viewport_off_by_oneRémi Verschelde
Fix off by one in Viewport.render_target_update_mode property enum
2021-10-28Addition of FogVolumes, FogShaders, FogMaterial, and overhaul of VolumetricFogclayjohn
Co-authored-by: Brian Semrau <brian.semrau@gmail.com>
2021-10-28Fix crash due to reentrancy in AudioStreamPlayer* finished signal.Lyuma
This crash occurred when an audio stream finished playing in NOTIFICATION_INTERNAL_PROCESS, during which it would iterate through a loop of playbacks, leading to a "finished" signal, which removed the audio player from the tree which led to a NOTIFICATION_EXIT_TREE, which would mutate the array of playbacks while within the above loop. This moves the signal callback outside of the loop which avoids the crash. Note: previously, the signal was called multiple times if the same player finishes multiple times in one frame. Now it is at most once per frame. Affects AudioStreamPlayer, AudioStreamPlayer2D and AudioStreamPlayer3D
2021-10-28Fix off by one in Viewport.render_target_update_mode property enumLyuma
2021-10-28Fix parallel Tweens not ending correctlykobewi
2021-10-28Rename `TabBar`'s `tab_closed` signal to `tab_close_pressed`Michael Alexsander
2021-10-28Merge pull request #54350 from akien-mga/clang-format-dont-align-operandsRémi Verschelde
2021-10-28Merge pull request #54222 from JFonS/instance-fadeRémi Verschelde
2021-10-28clang-format: Enable `BreakBeforeTernaryOperators`Rémi Verschelde
clang-format keeps breaking the way it handles break *after* ternary operators, so I give up and go with the only style they seem to actually test.
2021-10-28clang-format: Various fixes to comments alignment from `clang-format` 13Rémi Verschelde
All reviewed manually and occasionally rewritten to avoid bad auto formatting.
2021-10-28clang-format: Disable alignment of operands, too unreliableRémi Verschelde
Sets `AlignOperands` to `DontAlign`. `clang-format` developers seem to mostly care about space-based indentation and every other version of clang-format breaks the bad mismatch of tabs and spaces that it seems to use for operand alignment. So it's better without, so that it respects our two-tabs `ContinuationIndentWidth`.
2021-10-28Merge pull request #54342 from groud/remove_item_list_editorRémi Verschelde
2021-10-28Merge pull request #54331 from LennyPhoenix/lennyphoenix-patch-2Rémi Verschelde
2021-10-28Remove ItemList editor and replace it by a property arrayGilles Roudière
2021-10-28Check for valid stack in set_bone_indexLenny Critchley
Resolves #54235
2021-10-27Merge pull request #54320 from YeldhamDev/tabbar_close_last_fixRémi Verschelde
2021-10-27Merge pull request #54157 from bjauny/fix_potential_nullpointer_collision3dCamille Mohr-Daurat
Fix potential null pointer use, based on #54094 fix
2021-10-27Fix uninteractable singular tab in `TabBar`Michael Alexsander
2021-10-27Merge pull request #54166 from ConteZero/unique_selectionRémi Verschelde
2021-10-27Fix potential null pointer use, based on #54094 fixBastien JAUNY
2021-10-27Merge pull request #54302 from fabriceci/fix-2D-character-stuck-on-wallCamille Mohr-Daurat
Fix #54298 where a CharacterBody2D can be stuck on the wall.
2021-10-27Add option to make selection uniqueConteZero
2021-10-27Merge pull request #54125 from groud/tile_data_runtime_modificationRémi Verschelde
Implement runtime update of TileData object in TileMap
2021-10-27Implement runtime update of TileData object in TileMapGilles Roudière
2021-10-27Merge pull request #54285 from briansemrau/fix-proximity-fadeRémi Verschelde
Fix BaseMaterial3D proximity fade for Vulkan
2021-10-27Fix #54298 where a CharacterBody2D can be stuck on the wall.fabriceci
2021-10-27Optimize TileMap layers updatesGilles Roudière
2021-10-26Fix vulkan proximity fadeBrian Semrau
Vulkan uses different normalized device coordinates than OpenGL.
2021-10-26Add focus font color to Button and derivativesYuri Sizov
2021-10-26Merge pull request #54245 from manueldun/nullParamAddModRémi Verschelde
2021-10-26Merge pull request #54073 from groud/terrains_for_procgenRémi Verschelde
2021-10-25Added error macro to ensure non null parameterManuel Dun
2021-10-25Fix properties being displayed when they shouldn't in DirectionalLight3DHugo Locurcio
The parent `_validate_property()` wasn't called, which led to shadow properties being visible even if shadows were disabled on a DirectionalLight3D node.
2021-10-25Merge pull request #54084 from reduz/node3d-rotation-optionsRémi Verschelde
2021-10-25Merge pull request #54147 from ↵Rémi Verschelde
Calinou/editor-directionallight-3d-only-show-relevant-properties
2021-10-25Refactored Node3D rotation modesreduz
* Made the Basis euler orders indexed via enum. * Node3D has a new rotation_order property to choose Euler rotation order. * Node3D has also a rotation_mode property to choose between Euler, Quaternion and Basis Exposing these modes as well as the order makes Godot a lot friendlier for animators, which can choose the best way to interpolate rotations. The new *Basis* mode makes the (exposed) transform property obsolete, so it was removed (can still be accessed by code of course).
2021-10-25Only show relevant properties in the DirectionalLight3D inspectorHugo Locurcio
Some split distance properties are unused depending on the current shadow mode. Also, Blend Splits can only be used if the shadow mode is PSSM 2 Splits or PSSM 4 Splits. This also moves the Fade Start property to be located after the split properties. This avoids intertwining "conditional" properties with a property that's always available.
2021-10-25Fix GCC 12 `-Werror=type-limits` in animation compression codeRémi Verschelde
Fixup to #54050, CI's GCC builds didn't catch it.
2021-10-25Merge pull request #54050 from reduz/animation-compressionRémi Verschelde
2021-10-25Ignore empty Font resources as theme override.bruvzg
Add range hint to font_size properties. Remove excessive `base_size` Font property.
2021-10-25Implement distance fade and transparencyJFonS
The built-in ALPHA in spatial shaders comes pre-set with a per-instance transparency value. Multiply by it if you want to keep it. The transparency value of any given GeometryInstance3D is affected by: - Its new "transparency" property. - Its own visiblity range when the new "visibility_range_fade_mode" property is set to "Self". - Its parent visibility range when the parent's fade mode is set to "Dependencies". The "Self" mode will fade-out the instance when reaching the visibility range limits, while the "Dependencies" mode will fade-in its dependencies. Per-instance transparency is only implemented in the forward clustered renderer, support for mobile should be added in the future. Co-authored-by: reduz <reduzio@gmail.com>
2021-10-24Setting the visible multimesh instance to -1 so that they are updated ↵Hristo Stamenov
correctly on set_amount. When emitting stops CPUParticles3D::_set_redraw(bool p_redraw) will set that value to 0 so when you change the amount after that it will actually not update correclty. This fixes an issue where if it was not emitting when the scene loaded and it start after that the amount is not reflected correclty. This also happened when you checked out the box for emitting in the editor, changed the value of amount and then checked on the box for emitting. With this change if it is emitting during the change it does interrupt the previous particles when you change. The amount and the emit starts from beginning but that is to be expected on an amount of particles change.
2021-10-24Merge pull request #53885 from TokageItLab/fix-bone-animation-insertionRémi Verschelde
Fixed Pos/Rot/Scl 3D Tracks insertion in `SkeletonEditor`