Age | Commit message (Collapse) | Author | |
---|---|---|---|
2021-08-10 | Merge pull request #51027 from fabriceci/improve-move-and-slide | Rémi Verschelde | |
Add properties to CharacterBody for more move_and_slide options | |||
2021-08-10 | Merge pull request #49417 from Bhu1-V/gsoc-cmd-plt | Rémi Verschelde | |
Command Palette For Godot | |||
2021-08-10 | Organize methods in Viewport and explicitly name 3D methods with 3D | Aaron Franke | |
2021-08-10 | Add properties to CharacterBody for more move_and_slide options | fabriceci | |
2021-08-10 | Merge pull request #51457 from nekomatata/moving-platforms-3d | Rémi Verschelde | |
Fix 3D moving platform logic | |||
2021-08-10 | Merge pull request #50682 from aaronfranke/basis-looking-at | Rémi Verschelde | |
Move code for looking_at to Basis | |||
2021-08-10 | Merge pull request #51464 from hpnrep6/mesh-disable-deprecated | Rémi Verschelde | |
Enclose deprecated components with `DISABLE_DEPRECATED` in Mesh | |||
2021-08-10 | Merge pull request #51463 from SaracenOne/assign_path_fix | Rémi Verschelde | |
Assign embedded text resource path earlier to prevent error on embedded scripts | |||
2021-08-10 | Merge pull request #21922 from aaronfranke/double | Rémi Verschelde | |
Some work on double-precision support | |||
2021-08-10 | Enclose unused components in DISABLE_DEPRECATED | hpnrep6 | |
2021-08-10 | Assign embedded text resource path earlier to prevent error on embedded scripts. | SaracenOne | |
2021-08-09 | Fix 3D moving platform logic | PouleyKetchoupp | |
Same thing that was already done in 2D, applies moving platform motion by using a call to move_and_collide that excludes the platform itself, instead of making it part of the body motion. Helps with handling walls and slopes correctly when the character walks on the moving platform. Also made some minor adjustments to the 2D version and documentation. Co-authored-by: fabriceci <fabricecipolla@gmail.com> | |||
2021-08-09 | Follow-Up Add SNames to get theme icon | Nathan Franke | |
2021-08-09 | Some work on double support | Aaron Franke | |
2021-08-09 | Merge pull request #51446 from nekomatata/fix-moving-platform-rotation | Rémi Verschelde | |
Fix applied rotation from moving platforms in move_and_slide | |||
2021-08-09 | Fix applied rotation from moving platforms in move_and_slide | PouleyKetchoupp | |
When synchronizing CharacterBody motion with moving the platform using direct body state, only the linear velocity was taken into account. This change exposes velocity at local point in direct body state and uses it in move_and_slide to get the proper velocity that includes rotations. | |||
2021-08-09 | Use doubles for time in many other places | Aaron Franke | |
2021-08-09 | Use doubles for time in animation code | Aaron Franke | |
2021-08-09 | Merge pull request #45568 from aaronfranke/node3d-real_t | Rémi Verschelde | |
Use real_t in 3D nodes | |||
2021-08-09 | Merge pull request #51097 from Faless/mp/4.x_spawnable | Fabio Alessandrelli | |
[Net] MultiplayerAPI remote scene spawning/despawning. | |||
2021-08-09 | Merge pull request #43158 from nathanfranke/fix-gradient-and-draw-tile | Rémi Verschelde | |
Fix Gradient and Color Picker checkerboard, Fix tile parameter for CanvasItem.draw_texture_rect | |||
2021-08-09 | [Net] Basic extensible MultiplayerAPI spawn/despawn. | Fabio Alessandrelli | |
`PackedScene`s can be configured to be spawnable via a new `MultiplayerAPI.spawnable_config` method. They can be configured either to be spawned automatically when coming from the server or to always require verification. Another method, `MultiplayerAPI.send_spawn` lets you request a spawn on the remote peers. When a peer receive a spawn request: - If it comes from the server and the scene is configured as `SPAWN_MODE_SERVER`: - Spawn the scene (instantiate it, add it to tree). - Emit signal `network_spawn`. - Else: - Emit signal `network_spawn_request`. In a similar way, `despawn`s are handled automatically in `SPAWN_MODE_SERVER`. In `SPAWN_MODE_SERVER`, when a new client connects it will also receive, from the server all the spawned (and not yet despawned) instances. | |||
2021-08-09 | Added EditorCommandPalette | Bhuvan Vemula | |
2021-08-09 | Merge pull request #51155 from Chaosus/shader_fix_specular_mode | Rémi Verschelde | |
Fix a default shader specular render mode to `SCHLICK_GGX` | |||
2021-08-08 | [Text Server] Improve object (image/table) inline alignment. | bruvzg | |
2021-08-07 | Fix Gradient, Color Picker BG, Fix CanvasItem::draw_texture_rect p_tile | Nathan Franke | |
2021-08-07 | Invert how `global_rate_scale` value works, and rename it to ↵ | Michael Alexsander | |
`playback_speed_scale` | |||
2021-08-07 | Merge pull request #51360 from Paulb23/item-list-bg-colour-update | Rémi Verschelde | |
2021-08-07 | Redraw on item list custom bg/fg colour change | Paulb23 | |
2021-08-07 | Fix Path3D initial forward calculation | Raul Santos | |
2021-08-06 | Fix a default shader specular render mode to (`SCHLICK_GGX`/`BLINN`) | Yuri Roubinsky | |
2021-08-05 | Preserve original name in shader params cache | Aaron Franke | |
2021-08-05 | Fix get_used_rect() calculation | kobewi | |
2021-08-05 | Shortcut: Rename `shortcut` property to `event` | Rémi Verschelde | |
Having a property which has the same name as its class leads to confusing situations (e.g. `BaseButton` has a `shortcut` property of type `Shortcut` which has a `shortcut` property of type `InputEvent`). Also renames `is_event` to `matches_event`, and `is_valid` to `has_valid_event` to better reflect what the methods check. | |||
2021-08-03 | Fix inverted condition in CharacterBody2D/3D set_max_slides | PouleyKetchoupp | |
2021-08-03 | Use real_t in 3D nodes | Aaron Franke | |
2021-08-03 | Merge pull request #51006 from foxydevloper/drag-drop-naming | Rémi Verschelde | |
Name nodes added when drag & dropping an image by `name_casing` | |||
2021-08-03 | Merge pull request #51177 from kleonc/tab_container-drop-tab-index-fix | Rémi Verschelde | |
TabContainer Fix moving dropped tab to incorrect child index | |||
2021-08-03 | Merge pull request #50986 from raulsntos/fix-path-3d-end | Rémi Verschelde | |
2021-08-03 | Added more input/output built-ins to visual shaders | Yuri Roubinsky | |
2021-08-03 | Merge pull request #51198 from Calinou/codeedit-improve-callhint-highlight | Rémi Verschelde | |
Improve CodeEdit's callhint highlight visibility | |||
2021-08-02 | Merge pull request #51042 from nikitalita/fix_binary_res_load_save | K. S. Ernest (iFire) Lee | |
Fix binary resource loading and saving | |||
2021-08-02 | Improve CodeEdit's callhint highlight visibility | Hugo Locurcio | |
This makes the currently edited parameter more visible in the script editor's code completion hint. | |||
2021-08-02 | Merge pull request #51039 from nekomatata/layer-grid-32 | Rémi Verschelde | |
Refactor layer property editor grid | |||
2021-08-02 | Merge pull request #51144 from Chaosus/vs_version | Yuri Roubinsky | |
Makes dictionary instead of string for visual shader version | |||
2021-08-02 | Merge pull request #50122 from Paulb23/code_edit_auto_brace_completion | Rémi Verschelde | |
2021-08-02 | Makes dictionary instead of string for visual shader version | Yuri Roubinsky | |
Update doc/classes/VisualShader.xml Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro> | |||
2021-08-02 | Merge pull request #51192 from timothyqiu/sdfgi-enum-range | Rémi Verschelde | |
Validates set_sdfgi_cascades argument range | |||
2021-08-02 | Merge pull request #51187 from timothyqiu/vertex-index-3 | Rémi Verschelde | |
Fix crash when number of indices to optimize is not a multiple of 3 | |||
2021-08-02 | Validates set_sdfgi_cascades argument range | Haoyu Qiu | |