Age | Commit message (Collapse) | Author | |
---|---|---|---|
2021-04-27 | Merge pull request #48050 from JFonS/occlusion_culling | Rémi Verschelde | |
2021-04-27 | Merge pull request #47960 from smix8/issue_47334_navagent2d_target_reached | Rémi Verschelde | |
2021-04-27 | Fix NavigationAgent3D not emitting "target_reached" Signal | smix8 | |
Fix NavigationAgent3D not emitting "target_reached" Signal when reaching pathfinding target. | |||
2021-04-27 | put distance check to target into function | smix8 | |
put distance check to target into function | |||
2021-04-27 | Merge pull request #47826 from Chaosus/vs_fix_default_input_overriding | Rémi Verschelde | |
Prevents default values of VSNodeCustom from overriding by a script | |||
2021-04-27 | Merge pull request #38349 from asheraryam/convex-decompose-master | Rémi Verschelde | |
Create GDScript bindings for creating multiple-convex collision bodies [4.0] | |||
2021-04-27 | Expose creating multiple-convex-collision static bodies to GDScript | asheraryam | |
2021-04-25 | fix triplanar mapping for AO | Stefan Boronczyk | |
2021-04-23 | Merge pull request #46593 from pycbouh/theme-editor-better-edit-ui | Rémi Verschelde | |
Refactor Edit Theme menu in Theme Editor | |||
2021-04-23 | Implement occlusion culling | jfons | |
Added an occlusion culling system with support for static occluder meshes. It can be enabled via `Project Settings > Rendering > Occlusion Culling > Use Occlusion Culling`. Occluders are defined via the new `Occluder3D` resource and instanced using the new `OccluderInstance3D` node. The occluders can also be automatically baked from a scene using the built-in editor plugin. | |||
2021-04-23 | Merge pull request #47485 from rafallus/fix/rigidbody-crash | Rémi Verschelde | |
Fix crash on RigidBody _direct_state_changed | |||
2021-04-23 | Merge pull request #43330 from KoBeWi/rngesus | Rémi Verschelde | |
Call randomize() automatically | |||
2021-04-23 | Merge pull request #48028 from smix8/issue_47337_broken_navagent3d_callback | Rémi Verschelde | |
2021-04-23 | Merge pull request #48030 from smix8/issue_47337_broken_navagent2d_callback | Rémi Verschelde | |
2021-04-22 | Unexpose _direct_state_changed in PhysicsBody | rafallus | |
Removed _direct_state_changed bindings Affects 2D and 3D nodes Callbacks now use Callable Tests were changed accordingly | |||
2021-04-22 | Call randomize() automatically | Tomasz Chabora | |
2021-04-20 | Merge pull request #42770 from madmiraal/fix-26680 | Rémi Verschelde | |
Move collision layer and mask into CollisionObject. | |||
2021-04-20 | Merge pull request #47345 from nekomatata/heightmap-draw-triangles | Rémi Verschelde | |
Draw triangles for HeightMapShape debug collision | |||
2021-04-20 | Merge pull request #47347 from nekomatata/heightmap-support | Rémi Verschelde | |
Heightmap collision shape support in Godot Physics | |||
2021-04-20 | Move collision layer and mask into CollisionObject. | Marcel Admiraal | |
2021-04-20 | Merge pull request #47991 from LightningAA/regroup-area-inspector-4.0 | Rémi Verschelde | |
`Area[X]D`: Put physics override parameters in their own group and document that areas can be used to influence audio | |||
2021-04-20 | Fix broken NavigationAgent2D collision avoidance callbacks | smix8 | |
Fix broken NavigationAgent2D collision avoidance callbacks | |||
2021-04-19 | Fix broken NavigationAgent3D collision avoidance callback | smix8 | |
Fix broken NavigationAgent3D collision avoidance callback | |||
2021-04-19 | Use multiple threads to import. | Juan Linietsky | |
- For now everything imports multithreaded by default (should work I guess, let's test). - Controllable per importer Early test benchmark. 64 large textures (importing as lossless, _not_ as vram) on a mobile i7, 12 threads: Importing goes down from 46 to 7 seconds. For VRAM I will change the logic to use a compressing thread in a subsequent PR, as well as implementing Betsy. | |||
2021-04-19 | doc: Sync classref with current source | Rémi Verschelde | |
2021-04-19 | Merge pull request #47448 from madmiraal/rename-lineedit-cursor | Rémi Verschelde | |
Rename LineEdit getters and setters to match property names | |||
2021-04-18 | Put physics override parameters in their own group and document that areas ↵ | Lightning_A | |
can be used to influence audio | |||
2021-04-18 | Merge pull request #47980 from reduz/split-particle-shader-entry-points | Rémi Verschelde | |
Split particle shader entry points | |||
2021-04-18 | Refactor Edit Theme menu in Theme Editor | Yuri Sizov | |
2021-04-17 | Fix `sky` visual shader mode after last rename | Yuri Roubinsky | |
2021-04-17 | Split particle shader entry points | reduz | |
* Particle shaders now have start() and process() * Particle collision happens between them. * The RESTART property is kept, so porting an old shader is still possible. This fixes the problem of particle collisions not functioning on the first particle frame. | |||
2021-04-17 | Rename LineEdit caret_* properties getters and setters to match property | Marcel Admiraal | |
2021-04-16 | Fix NavigationAgent2D not emitting "target_reached" Signal reliably | smix8 | |
Fix NavigationAgent2D not emitting "target_reached" Signal reliably | |||
2021-04-16 | Merge pull request #47728 from ray90514/bug#47562 | Rémi Verschelde | |
Fix LineEdit undo behaves strangely | |||
2021-04-16 | Merge pull request #47950 from AndreaCatania/AndreaCatania-patch-4 | Rémi Verschelde | |
Lowers the navigation edge margin merge | |||
2021-04-16 | Lowers the navigation edge margin merge | Andrea Catania | |
Lowers the edge margin merge to avoid merge undesired edges. | |||
2021-04-16 | Merge pull request #47923 from smix8/issue_47850_4.x | Rémi Verschelde | |
Fix Skeleton3D.clear_bones_global_pose_override() not resetting global_bone_overrides properly | |||
2021-04-15 | Merge pull request #47933 from ↵ | Rémi Verschelde | |
TwistedTwigleg/skeletonik_changes_and_bug_fixes_regressionfix2 Changed SkeletonIK3D to clear bone overrides when stopping | |||
2021-04-15 | Changed SkeletonIK3D to clear bone overrides when stopping | TwistedTwigleg | |
2021-04-15 | fix skeleton (ik) not resetting global_bone_overrides properly | smix8 | |
fix skeleton (ik) not resetting global_bone_overrides properly | |||
2021-04-15 | Merge pull request #47916 from akien-mga/stringnames-mesh_materials-unused | Rémi Verschelde | |
Scene: Remove unused `mesh_materials` StringNames | |||
2021-04-15 | Scene: Remove unused `mesh_materials` StringNames | Rémi Verschelde | |
They were added in 8be2fabbe5cd846bac5e5a38e55f3fb70e73f2da (2.1 era) but were likely a first attempt that didn't get unused in the end. | |||
2021-04-15 | Fix forgotten rename on surface material override | Bastiaan Olij | |
2021-04-15 | Merge pull request #47878 from clayjohn/rename-get_surface_material | Rémi Verschelde | |
Rename get_surface_material to get_surface_override_material | |||
2021-04-14 | Rename get_surface_material to get_surface_override_material | clayjohn | |
2021-04-14 | Merge pull request #47889 from EricEzaM/PR/fix-autocomplete-accept-on-space | Rémi Verschelde | |
Fixed ui_accept (spacebar + return) accepting auto-completion options. | |||
2021-04-15 | Fixed ui_accept (spacebar + return) accepting auto-completion options. | Eric M | |
2021-04-14 | Refactor GLSL shader compilation | reduz | |
-Used a more consistent set of keywords for the shader -Remove all harcoded entry points -Re-wrote the GLSL shader parser, new system is more flexible. Allows any entry point organization. -Entry point for sky shaders is now sky(). -Entry point for particle shaders is now process(). | |||
2021-04-14 | Merge pull request #47689 from nekomatata/textedit-fix-cursor-update | Rémi Verschelde | |
Fix TextEdit cursor update when adding or deleting text | |||
2021-04-12 | Fix crashes with CollisionObject debug shapes | PouleyKetchoupp | |
MeshInstance added as child nodes for CollisionObject debug shapes can be invalidated while deleting the collision object (child nodes are deleted first), which caused accesses to invalid memory in shape_owner_remove_shape that lead to random crashes. Also optimized accesses to shapes to avoid copy-on-write on each iteration. |