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2021-06-18Merge pull request #49659 from LightningAA/string-valid-integer-to-intRémi Verschelde
2021-06-18Merge pull request #49475 from nekomatata/kinematic-collision-ridRémi Verschelde
Expose collider RID in 2D/3D kinematic collision
2021-06-17Add PROPERTY_USAGE_NONE and use itAaron Franke
2021-06-17Re-add extents property to box shapes for compatibilityAaron Franke
2021-06-17Merge pull request #49685 from ↵Rémi Verschelde
reduz/implement-drawing-animation-slices-in-canvas Implement animation slice drawing in CanvasItem
2021-06-17Implement animation slice drawing in CanvasItemreduz
* 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.
2021-06-17Scrollwheel (w/o ctrl) to zoom, mouse warping when panningLightning_A
Now uses Ctrl + Scrollwheel for vertical scrolling Ctrl + Shift Scrollwheel for horizontal scrolling Also converts some macros to constants
2021-06-17Merge pull request #49670 from reduz/rename-visibility-notifiersRémi Verschelde
Rename VisibilityNotifier2D/3D to VisibleOnScreenNotifier2D/3D
2021-06-17Merge pull request #38261 from pycbouh/adjust-graph-edit-zoom-levelsRémi Verschelde
Make zoom limits and step adjustable in `GraphEdit`
2021-06-16Rename VisibilityNotifierXD to VisibleOnScreenNotifierXDreduz
* 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.
2021-06-17Merge pull request #49258 from megalobyte/editor-fixRémi Verschelde
Fixes for documentation search
2021-06-16Refactor VisibilityNotifier3Dreduz
* 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.
2021-06-16Merge pull request #49238 from Paulb23/code_edit_code_foldingRémi Verschelde
Move code folding into CodeEdit and hide line hiding API
2021-06-16Documentation search fixesGregory Basile
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"
2021-06-16Rename `is_valid_integer()` to `is_valid_int()`Lightning_A
Method from `String`
2021-06-16Merge pull request #49657 from timothyqiu/postionRémi Verschelde
Fix typo in CodeEdit methods
2021-06-16Merge pull request #49632 from reduz/refactor-visibility-notifier-2dRémi Verschelde
Refactor VisibilityNotifier2D
2021-06-16Merge pull request #49401 from fire/8-weightsK. S. Ernest (iFire) Lee
Fix 8 bone weights in glTF2
2021-06-16Fix typo in CodeEdit methodsHaoyu Qiu
2021-06-16Refactor VisibilityNotifierreduz
* Works from RenderinServer * Accurately tells when on or off-scren, its no longer approximate. * VisibilityEnabler also simplified to use the process mode instead.
2021-06-16Make zoom limits and step adjustable in GraphEditYuri Sizov
2021-06-15Merge pull request #49624 from nekomatata/fix-sub-resource-cacheRémi Verschelde
Fix sub-resource storing the wrong index in cache
2021-06-15Fix sub-resource storing the wrong index in cachePouleyKetchoupp
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>
2021-06-15Merge pull request #48998 from kleonc/Node-add_child-fixRémi Verschelde
Node.add_child Check for cyclic dependency
2021-06-15Merge pull request #49011 from KoBeWi/totally_hRémi Verschelde
Fix valign with stylebox borders
2021-06-15Merge pull request #49437 from Calinou/graphedit-allow-higher-lower-zoom-valuesRémi Verschelde
Allow higher and lower maximum zoom values in GraphEdit
2021-06-15Merge pull request #49508 from kleonc/texture_button-updating-min_sizeRémi Verschelde
TextureButton Update min size on any texture change
2021-06-15Merge pull request #49388 from pycbouh/theme-editor-better-previewsRémi Verschelde
Overhaul the theme editor and improve user experience
2021-06-15Merge pull request #49582 from timothyqiu/codeedit-update-cacheRémi Verschelde
Update cache after clearing delimiters in CodeEdit
2021-06-14Overhaul the theme editor and improve user experienceYuri Sizov
2021-06-14Merge pull request #49572 from azagaya/fix_grabber_areaRémi Verschelde
Fix vertical slider grabber_area height calculation
2021-06-14Merge pull request #49586 from timothyqiu/iter-invalidateRémi Verschelde
Fix crash when using TileMap::fix_invalid_tiles
2021-06-14Merge pull request #48287 from aaronfranke/camera-is-frustumRémi Verschelde
2021-06-14Merge pull request #49458 from JFonS/fix_unwrap_xformRémi Verschelde
Rename get_parent_spatial() to get_parent_node_3d()
2021-06-14Add is_position_in_frustum to Camera3DAaron Franke
2021-06-14Merge pull request #48847 from JFonS/vis_depsRémi Verschelde
Implement visibility range and dependencies
2021-06-14Update cache after clearing delimiters in CodeEditHaoyu Qiu
2021-06-14Rename get_parent_spatial() to get_parent_node3d()jfons
Renames get_parent_spatial() to get_parent_node3d() and changes its implementation. Before it was not returning a correct pointer if the node wasn't added to a SceneTree. Now it uses the same implementation as CanvasItem, which will be correct even for nodes outside a SceneTree.
2021-06-14Implement visibility range and dependencies.jfons
This commit adds the following properties to GeometryInstance3D: `visibility_range_begin`, `visibility_range_begin_margin`, `visibility_range_end`, `visibility_range_end_margin`. Together they define a range in which the GeometryInstance3D will be visible from the camera, taking hysteresis into account for state changes. A begin or end value of 0 will be ignored, so the visibility range can be open-ended in both directions. This commit also adds the `visibility_parent` property to 'Node3D'. Which defines the visibility parents of the node and its subtree (until another parent is defined). Visual instances with a visibility parent will only be visible when the parent, and all of its ancestors recursively, are hidden because they are closer to the camera than their respective `visibility_range_begin` thresholds. Combining visibility ranges and visibility parents users can set-up a quick HLOD system that shows high detail meshes when close (i.e buildings, trees) and merged low detail meshes for far away groups (i.e. cities, woods).
2021-06-14Fix crash when using TileMap::fix_invalid_tilesHaoyu Qiu
2021-06-14Fixed error spam when XR mode is not enabled and a missed setting renameBastiaan Olij
2021-06-13Fix vertical slider grabber_area height calculationazagaya
2021-06-13Merge pull request #49227 from pycbouh/editor-theme-freeze-changesRémi Verschelde
Prevent `Theme` resource from emitting changes during bulk operations
2021-06-13Merge pull request #48207 from BastiaanOlij/multiview_stereoscopicRémi Verschelde
Add stereoscopic rendering through multiview
2021-06-13Add stereoscopic rendering through multiviewBastiaan Olij
2021-06-13Merge pull request #49526 from Chaosus/fix_textureregion_errorsRémi Verschelde
2021-06-13Merge pull request #49543 from greatmomo/SkeletonModification_bugfixRémi Verschelde
2021-06-13Merge pull request #49558 from timothyqiu/invalid-refRémi Verschelde
2021-06-13Merge pull request #49555 from timothyqiu/tileset-rangeRémi Verschelde
Add range check for TileSet::CellNeighbor parameter
2021-06-13Merge pull request #49553 from timothyqiu/viewport-outside-treeRémi Verschelde
Fix Viewport crashes when not in tree