Age | Commit message (Collapse) | Author |
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Fix polygon 2D rendering black
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Fix crash when freeing GradientTexture and NoiseTexture
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The CylinderMesh generation code handles this special case and
avoids generating the top and bottom faces if their radius is equal
to 0. This improves performance by reducing the number of vertices
to draw.
If both values are set to 0, nothing will be visible but the mesh
generation will still succeed.
This also improves the CylinderMesh class documentation.
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Make relationship lines draw on top of `TreeItem`s
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Move indentation into CodeEdit
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Also MIDIMessage
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Remove redundant keywords from TextEdit
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Remove side effects of scene save
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Fix `InputMap.action_erase_event()` failing to erase events correctly.
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* Tweens were changed from Node to RefCounted. New API is inspired by DOTween.
* Tweens are created and managed by SceneTree, similar to SceneTreeTimer, which makes them ultra cheap to use a lot.
* Animating with Tweens is done by creating sequences of Tweeners. You create them from code and they autostart by default (fire-and-forget).
* There are 4 Tweeners that cover the former Tween functionality: PropertyTweener, IntervalTweener, CallbackTweener and MethodTweener.
* The methods were simplified a lot. Long argument lists are replaced with chained calls on Tweens and Tweeners.
* Tweeners by default execute in sequence, so it's easy to create complex chained animations.
* You can bind a Tween to a node. Tween will be removed automatically when the bound node is freed.
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This makes RayCast3Ds visible if the camera is fully inside one
(e.g. a RayCast3d parented to the current Camera3D).
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Allows line shapes to collide with objects falling from the top by
default, which makes more sense for the most common cases.
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Expose collider RID in 2D/3D kinematic collision
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reduz/implement-drawing-animation-slices-in-canvas
Implement animation slice drawing in CanvasItem
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* Added a function to ignore subsequent commands if they don't fall within the slice.
* This will be used by the new TileMap to properly provide animated tiles.
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Now uses Ctrl + Scrollwheel for vertical scrolling
Ctrl + Shift Scrollwheel for horizontal scrolling
Also converts some macros to constants
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Rename VisibilityNotifier2D/3D to VisibleOnScreenNotifier2D/3D
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Make zoom limits and step adjustable in `GraphEdit`
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* Renames for 2D and 3D
* Class name was confusing, given both 2D and 3D have a "visible" property that is unrelated to actual on-screen visibility.
* New name makes it clear that this is about visibility on screen.
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Fixes for documentation search
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* This is the 3D counterpart to #49632
* Implemented a bit different as 3D works using instancing
After merged, both 2D and 3D classes will most likely be renamed in a separate PR to DisplayNotifier2D/3D.
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Move code folding into CodeEdit and hide line hiding API
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Updates rich_text_label so that the built-in documentation can be searched
Previously, it would only find the first result and would not select other results
Renames "_entered" functions to "_submitted"
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Method from `String`
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Fix typo in CodeEdit methods
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Refactor VisibilityNotifier2D
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Fix 8 bone weights in glTF2
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* Works from RenderinServer
* Accurately tells when on or off-scren, its no longer approximate.
* VisibilityEnabler also simplified to use the process mode instead.
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Fix sub-resource storing the wrong index in cache
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The subindex within Resource wasn't synchronized with the path stored
in cache when saving a packed scene. It could cause sub-resources to be
swapped when loading the same packed scene in the same session.
Now the subindex in Resource reflects the sub-resource path in cache,
making saving and loading sub-resources consistent.
Co-authored-by: latorril <latorril@gmail.com>
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Node.add_child Check for cyclic dependency
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Fix valign with stylebox borders
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