Age | Commit message (Collapse) | Author |
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Add node configuration warnings for the Decal node
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Options to clean/simplify convex hull generated from mesh
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Auto-set a first compatible uniform on dragging to create a UniformRef (VisualShaders)
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Use `multiplayer` or `get_multiplayer()` instead of `get_tree()`.
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Add cache to ColorPicker for color presets
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Clean: remove duplicate and interior vertices (uses Bullet algorithm)
Simplify: modify the geometry for further simplification (uses VHACD
algorithm)
In the editor, single convex hull now uses the clean option.
Added a new editor entry to create a simplified convex hull, can be
useful for creating convex hull from highly tessellated triangle meshes.
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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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