Age | Commit message (Collapse) | Author |
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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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Allow higher and lower maximum zoom values in GraphEdit
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TextureButton Update min size on any texture change
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Overhaul the theme editor and improve user experience
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Update cache after clearing delimiters in CodeEdit
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Fix vertical slider grabber_area height calculation
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Fix crash when using TileMap::fix_invalid_tiles
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Rename get_parent_spatial() to get_parent_node_3d()
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Implement visibility range and dependencies
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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.
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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).
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Prevent `Theme` resource from emitting changes during bulk operations
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Add stereoscopic rendering through multiview
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Add range check for TileSet::CellNeighbor parameter
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Fix Viewport crashes when not in tree
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