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2021-04-27Merge pull request #48050 from JFonS/occlusion_cullingRémi Verschelde
2021-04-27Merge pull request #47960 from smix8/issue_47334_navagent2d_target_reachedRémi Verschelde
2021-04-27Fix NavigationAgent3D not emitting "target_reached" Signalsmix8
Fix NavigationAgent3D not emitting "target_reached" Signal when reaching pathfinding target.
2021-04-27put distance check to target into functionsmix8
put distance check to target into function
2021-04-27Merge pull request #47826 from Chaosus/vs_fix_default_input_overridingRémi Verschelde
Prevents default values of VSNodeCustom from overriding by a script
2021-04-27Merge pull request #38349 from asheraryam/convex-decompose-masterRémi Verschelde
Create GDScript bindings for creating multiple-convex collision bodies [4.0]
2021-04-27Expose creating multiple-convex-collision static bodies to GDScriptasheraryam
2021-04-25fix triplanar mapping for AOStefan Boronczyk
2021-04-23Merge pull request #46593 from pycbouh/theme-editor-better-edit-uiRémi Verschelde
Refactor Edit Theme menu in Theme Editor
2021-04-23Implement occlusion cullingjfons
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.
2021-04-23Merge pull request #47485 from rafallus/fix/rigidbody-crashRémi Verschelde
Fix crash on RigidBody _direct_state_changed
2021-04-23Merge pull request #43330 from KoBeWi/rngesusRémi Verschelde
Call randomize() automatically
2021-04-23Merge pull request #48028 from smix8/issue_47337_broken_navagent3d_callbackRémi Verschelde
2021-04-23Merge pull request #48030 from smix8/issue_47337_broken_navagent2d_callbackRémi Verschelde
2021-04-22Unexpose _direct_state_changed in PhysicsBodyrafallus
Removed _direct_state_changed bindings Affects 2D and 3D nodes Callbacks now use Callable Tests were changed accordingly
2021-04-22Call randomize() automaticallyTomasz Chabora
2021-04-20Merge pull request #42770 from madmiraal/fix-26680Rémi Verschelde
Move collision layer and mask into CollisionObject.
2021-04-20Merge pull request #47345 from nekomatata/heightmap-draw-trianglesRémi Verschelde
Draw triangles for HeightMapShape debug collision
2021-04-20Merge pull request #47347 from nekomatata/heightmap-supportRémi Verschelde
Heightmap collision shape support in Godot Physics
2021-04-20Move collision layer and mask into CollisionObject.Marcel Admiraal
2021-04-20Merge pull request #47991 from LightningAA/regroup-area-inspector-4.0Rémi Verschelde
`Area[X]D`: Put physics override parameters in their own group and document that areas can be used to influence audio
2021-04-20Fix broken NavigationAgent2D collision avoidance callbackssmix8
Fix broken NavigationAgent2D collision avoidance callbacks
2021-04-19Fix broken NavigationAgent3D collision avoidance callbacksmix8
Fix broken NavigationAgent3D collision avoidance callback
2021-04-19Use 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.
2021-04-19doc: Sync classref with current sourceRémi Verschelde
2021-04-19Merge pull request #47448 from madmiraal/rename-lineedit-cursorRémi Verschelde
Rename LineEdit getters and setters to match property names
2021-04-18Put physics override parameters in their own group and document that areas ↵Lightning_A
can be used to influence audio
2021-04-18Merge pull request #47980 from reduz/split-particle-shader-entry-pointsRémi Verschelde
Split particle shader entry points
2021-04-18Refactor Edit Theme menu in Theme EditorYuri Sizov
2021-04-17Fix `sky` visual shader mode after last renameYuri Roubinsky
2021-04-17Split particle shader entry pointsreduz
* 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.
2021-04-17Rename LineEdit caret_* properties getters and setters to match propertyMarcel Admiraal
2021-04-16Fix NavigationAgent2D not emitting "target_reached" Signal reliablysmix8
Fix NavigationAgent2D not emitting "target_reached" Signal reliably
2021-04-16Merge pull request #47728 from ray90514/bug#47562Rémi Verschelde
Fix LineEdit undo behaves strangely
2021-04-16Merge pull request #47950 from AndreaCatania/AndreaCatania-patch-4Rémi Verschelde
Lowers the navigation edge margin merge
2021-04-16Lowers the navigation edge margin mergeAndrea Catania
Lowers the edge margin merge to avoid merge undesired edges.
2021-04-16Merge pull request #47923 from smix8/issue_47850_4.xRémi Verschelde
Fix Skeleton3D.clear_bones_global_pose_override() not resetting global_bone_overrides properly
2021-04-15Merge pull request #47933 from ↵Rémi Verschelde
TwistedTwigleg/skeletonik_changes_and_bug_fixes_regressionfix2 Changed SkeletonIK3D to clear bone overrides when stopping
2021-04-15Changed SkeletonIK3D to clear bone overrides when stoppingTwistedTwigleg
2021-04-15fix skeleton (ik) not resetting global_bone_overrides properlysmix8
fix skeleton (ik) not resetting global_bone_overrides properly
2021-04-15Merge pull request #47916 from akien-mga/stringnames-mesh_materials-unusedRémi Verschelde
Scene: Remove unused `mesh_materials` StringNames
2021-04-15Scene: Remove unused `mesh_materials` StringNamesRémi Verschelde
They were added in 8be2fabbe5cd846bac5e5a38e55f3fb70e73f2da (2.1 era) but were likely a first attempt that didn't get unused in the end.
2021-04-15Fix forgotten rename on surface material overrideBastiaan Olij
2021-04-15Merge pull request #47878 from clayjohn/rename-get_surface_materialRémi Verschelde
Rename get_surface_material to get_surface_override_material
2021-04-14Rename get_surface_material to get_surface_override_materialclayjohn
2021-04-14Merge pull request #47889 from EricEzaM/PR/fix-autocomplete-accept-on-spaceRémi Verschelde
Fixed ui_accept (spacebar + return) accepting auto-completion options.
2021-04-15Fixed ui_accept (spacebar + return) accepting auto-completion options.Eric M
2021-04-14Refactor GLSL shader compilationreduz
-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().
2021-04-14Merge pull request #47689 from nekomatata/textedit-fix-cursor-updateRémi Verschelde
Fix TextEdit cursor update when adding or deleting text
2021-04-12Fix crashes with CollisionObject debug shapesPouleyKetchoupp
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.