Age | Commit message (Collapse) | Author |
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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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-SDFGI direct light is done over many frames
-SDFGI Changed settings for rays/frame
-SDFGI Misc optimizations
-SDFGI Bug fix on probe scroll
-GIProbe was not working, got it to work again
-GIProbe dynamic objects were not working, fixed
-Added a half size GI option.
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Changed:
font_color_accel -> font_accelerator_color
font_color_bg -> font_unselected_color
font_color_disabled -> font_disabled_color
font_color_fg -> font_selected_color
font_color_hover -> font_hover_color
font_color_hover_pressed -> font_hover_pressed_color
font_color_pressed -> font_pressed_color
font_color_readonly -> font_readonly_color
font_color_selected -> font_selected_color
font_color_shadow -> font_shadow_color
font_color_uneditable -> font_uneditable_color
icon_color_disabled -> icon_disabled_color
icon_color_hover -> icon_hover_color
icon_color_hover_pressed -> icon_hover_pressed_color
icon_color_normal -> icon_normal_color
icon_color_pressed -> icon_pressed_color
Also includes:
font_outline_modulate -> font_outline_color
tab_fg -> tab_selected
tab_bg -> tab_unselected
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Modernize RWLock
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Fixed 6DOF set/get check for the path starting with joint_constraints
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Shader optimizations to reduce VGPR usage and increase occupancy
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Drop unused xpmfix.sh script.
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Clustering is now GPU based, uses an implementation based on the Activision algorithm.
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New code checks whether or not property has joint_constraints as the first part of its path.
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- Based on C++14's `shared_time_mutex`
- No more need to allocate-deallocate or check for null
- No pointer anymore, just a member variable
- Platform-specific implementations no longer needed
- Simpler for `NO_THREADS`
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Change how editable children data is stored
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`scroll_to_x` functions for wrapped lines and paragraphs (newlines).
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Co-authored-by: hilfazer <az13337@gmail.com>
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An error message is also no longer printed.
This matches the behavior found in most UI frameworks where having
equal minimum and maximum values is considered acceptable.
This closes #43179.
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Add convert options between constants and uniforms in visual shaders
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Improve Raycast3D render debug
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ItemList's add_(icon_)item method returns id of added item
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Tweak the 3D light size property to only allow reasonable values
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Fix TextEdit drawing Caret and icons out of bounds
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Update area-body_shape_entered-exited signal documentation.
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Prevent signal disconnection attempts on invalid references
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alexpech12/fix-rich-text-label-set-visible-characters
Keep RichTextLabel visible character properties in sync
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Fix Raycast3D node render debug not showing in editor camera preview.
Use dynamic mesh update to change the ray on-the-fly without too much
extra cost when collision debug is enabled.
Fixes #43571
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The RichTextLabel class is inconsistent in how it updates the
visible_characters and percent_visible properties when either is changed.
To keep both properties consistent, update percent_visible when setting the
visible_characters property.
For both properties, when setting one, notify change for the other.
Docs updated for member set_visible_characters on RichTextLabel class.
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CI: Update to clang-format 11 and apply ternary operator changes
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Fix collision shape update when changing shape properties
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Update PolyPartition / Triangulator library
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Renamed `emit_particle` to `emit_subparticle` shader function
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This change does two things:
1. Properly update the internal shape data using _update_in_shape_owner
when updating a shape (in 2D it was resetting one way collision)
2. Avoid unnecessary updates when calling set_shape with the same shape,
which happens each time a shape property is modified
(e.g shape.extents.x = ...)
Fixes #45090
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Switch to simplify sloppy for another try.
Update to meshoptimizer e3f53f66e7a35b9b8764bee478589d79e34fa698.
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Should have rebased before merging.
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