Age | Commit message (Collapse) | Author |
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Add cache to ColorPicker for color presets
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This prevents loading from the project metadata more than once,
significantly saving performance with nodes that have color pickers.
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This prevents setting too large values and crashing the editor.
Very low values are also no longer allowed since they are generally
not detailed enough to represent complex gradients, leading to confusion.
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Fix Command Queue Crash
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Calinou/occluderinstance3d-add-node-configuration-warnings
Add node configuration warnings to OccluderInstance3D
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* No longer allow sending an object (texture) to the server as material parameter
* Keep a parameter cache locally in ShaderMaterial
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Add AcceptDialog::remove_button method
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Avoid using a nullptr root in Tree._range_click_timeout().
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Calinou/improve-node-configuration-warning-display
Format node configuration warnings as a bullet point list
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Allow using ORMMaterial3D by using BaseMaterial3D as a resource hint
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Fix: The ORMMaterial3D shader doesn't compile #50161
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This makes multiple warnings easier to distinguish from each other.
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When appending text (either via `set_text()` or by pasting from clipboard),
if the input would make the `LineEdit` exceed its configured `max_length`,
the input text is truncated to fit. The discard part is passed as a parameter
in the `text_change_rejected` signal.
Fixes #33321.
Fixes #41278.
Also cleaned up unimplemented `max_chars` property in `TextEdit`.
Co-authored-by: Tony-Goat <70238376+Tony-Goat@users.noreply.github.com>
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-Add a v-sync mode setting which allows to choose between DISABLED, ON, ADAPTIVE and MAILBOX
-Removed the V-Sync via Compositor option
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Having the TileSet:: prefix has some unintended consequences in the
bindings, in particular in the extension API dump.
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* Works again
* Transmittance also works again
* Removed the curve patamter, exp() function is good enough.
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Fixes some problems introduced by #49917
* Tree used minimum size as a stretch ratio, so it forced a minimum size of 1.
* Minimum size redone, stretch ratio moved to a separate setting
* Fitting to contents was enforced, this is more intuitive, but in many situations this is undesired.
* Added a clip content option for situations where fit to contents does not apply.
* Icon would scroll with the item, making it invislbe if the item is too long.
* Made icon always appear to the right (or left if RTL is enabled) of the visible item space.
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Previously, only StandardMaterial3D could be defined as an alternative
to ShaderMaterial.
This also reorders the CanvasItemMaterial property hints to follow
alphabetical order (which is enforced by the inspector).
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Implement Curve3Texture
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Add compatibility with old mesh formats
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* This was required by users in some scenarios, such as animating individual axes over time with a single texture.
* Examples: Shaders, Particles, etc.
* CurveTexture now defaults to RGB, can be changed to Red if needed, this allows to freely exchange them.
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Fix Render Info
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* Fixed and redone the process to obtain render information from a viewport
* Some stats, such as material changes are too difficult to guess on Vulkan, were removed.
* Separated visible and shadow stats, which causes confusion.
* Texture, buffer and general video memory can be queried now.
* Fixed the performance metrics too.
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Fix Control::get_screen_position() not considering viewport scale
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Expose `Window.get_contents_minimum_size()` to scripts
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Make invisible `SplitContainer` nodes correctly calculate the minimal size of its children
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The Optimized shadow depth range was removed in late 2020 in favor
of the Stable shadow depth range, but it still had a (broken) property
that allowed to enable it.
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of its children
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* Can load 2.x meshes
* Can load 3.x meshes
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Also use const more often.
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Clean up RenderingServer and its bindings
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* Rewrote bindings for RenderingServer.
* They are now all up to date.
* Several unused methods and deprecated features were cleaned up.
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Import mesh colors in 8BPC
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* Colors were imported as 16BPP (half float)
* Far most common use cases only require 8BPP
* If you need higher data precision, use a custom array, which are supported now.
**WARNING**: 3D Scenes imported in 4.0 no longer compatible with this new format. You need to re-import them (erase them from .godot/import)
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Add support for controlling physics nodes' behavior when disabled
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Deprecate ImmediateGeometry
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* Removed entirely from RenderingServer.
* Replaced by ImmediateMesh resource.
* ImmediateMesh replaces ImmediateGeometry, but could use more optimization in the future.
* Sprite3D and AnimatedSprite3D work again, ported from Godot 3.x (though a lot of work was needed to adapt them to Godot 4).
* RootMotionView works again.
* Polygon3D editor works again.
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Fix editor suffixes and degrees conversion
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New property disable_mode to set different behaviors:
Remove: remove from physics simulation
MakeStatic: change body mode to static (doesn't affect area and soft body)
KeepActive: do nothing
Extra change:
Handle disable/enable node state with specific notifications, in order
to differentiate global pause from disabled nodes.
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* Functions to convert to/from degrees are all gone. Conversion is done by the editor.
* Use PROPERTY_HINT_ANGLE instead of PROPERTY_HINT_RANGE to edit radian angles in degrees.
* Added possibility to add suffixes to range properties, use "min,max[,step][,suffix:<something>]" example "0,100,1,suffix:m"
* In general, can add suffixes for EditorSpinSlider
Not covered by this PR, will have to be addressed by future ones:
* Ability to switch radians/degrees in the inspector for angle properties (if actually wanted).
* Animations previously made will most likely break, need to add a way to make old ones compatible.
* Only added a "px" suffix to 2D position and a "m" one to 3D position, someone needs to go through the rest of the engine and add all remaining suffixes.
* Likely also need to track down usage of EditorSpinSlider outside properties to add suffixes to it too.
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Fixes #46648
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Fix move_and_collide causing sliding on slopes
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* Editor 2D viewport now uses embedded subwindows (windows no longer pop up)
* Restored the ability to disable 3D on the 2D viewport (makes 3D not display on 2D when there is a camera on the scene)
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