Age | Commit message (Collapse) | Author | |
---|---|---|---|
2020-04-29 | Merge pull request #38203 from woollysammoth/multiple-ik-bug | Rémi Verschelde | |
Fixes SkeletonIK resetting other IK poses | |||
2020-04-29 | Merge pull request #37846 from CaptainProton42/text-edit-undo-stack-size | Rémi Verschelde | |
Add "undo_max_stack_size" property to TextEdit | |||
2020-04-29 | Limit undo stack size | John Wigg | |
The stack size of the undo history of a TextEdit was not limited leading to potential memory leaks when doing lots of operations on a TextEdit. This commit adds the option gui/common/text_edit_undo_stack_max_size to the project settings. The first element of the undo stack is popped if the stack's size exceeds this value ensuring limited memory usage. The default stack size setting is 1024. Fixes #37838. | |||
2020-04-29 | [Core] Rename linear_interpolate to lerp | Aaron Franke | |
2020-04-29 | Merge pull request #38287 from ↵ | Rémi Verschelde | |
JiRuifanCR/animatedtexture-oneshot-pause-set-frame Add set_frame, pause, and oneshot to AnimatedTexture | |||
2020-04-29 | Remove unneccessary increment in TextEdit | Tomasz Chabora | |
2020-04-29 | Add set_frame, pause, and oneshot to AnimatedTexture | Revan Ji | |
Add API documentation for said changes. | |||
2020-04-28 | Rename InputFilter back to Input | Rémi Verschelde | |
It changed name as part of the DisplayServer and input refactoring in #37317, with the rationale that input no longer goes through the main loop, so the previous Input singleton now only does filtering. But the gains in consistency are quite limited in the renaming, and it breaks compatibility for all scripts and tutorials that access the Input singleton via the scripting language. A temporary option was suggested to keep the scripting singleton named `Input` even if its type is `InputFilter`, but that adds inconsistency and breaks C#. Fixes godotengine/godot-proposals#639. Fixes #37319. Fixes #37690. | |||
2020-04-28 | Merge pull request #38286 from bojidar-bg/x-expose-cell-size | Rémi Verschelde | |
Expose the cell_size affecting VisibilityNotifier2D precision | |||
2020-04-28 | Expose the cell_size affecting VisibilityNotifier2D precision | Bojidar Marinov | |
Refs: #4803 | |||
2020-04-27 | Merge pull request #38121 from JFonS/add_unwrap_caching | Rémi Verschelde | |
Add caching the lightmap unwrapping on import | |||
2020-04-27 | Merge pull request #38243 from KoBeWi/whine | Rémi Verschelde | |
Make Line2D be white by default | |||
2020-04-27 | Merge pull request #36035 from Xrayez/path2d-fix-self-modulate | Rémi Verschelde | |
Do not override Path2D.self_modulate property | |||
2020-04-26 | Make Line2D be white by default | Tomasz Chabora | |
2020-04-25 | Resets global pose of IK chain bones being solved, rather than the whole ↵ | Sam | |
skeleton. Resolves #38026 | |||
2020-04-25 | Merge pull request #38155 from Calinou/tweak-ssao-property-hints | Rémi Verschelde | |
Tweak SSAO property hints to allow setting more precise values | |||
2020-04-23 | Tweak SSAO property hints to allow setting more precise values | Hugo Locurcio | |
This was requested by an user on Twitter who was working on a game with a very small-scale world. | |||
2020-04-23 | Merge pull request #38109 from nekomatata/mesh-instance-active-material | Rémi Verschelde | |
Fix get_active_material when a material is directly set on the mesh | |||
2020-04-22 | Add caching the lightmap unwrapping on import | JFonS | |
This commit adds caching to the lightmap mesh unwraps generated on import. This speeds up re-imports of meshes that haven't changed and also makes sure that the unwraps are consistent across imports. The unwrapping process is not deterministic, so one could end up with a different mapping every time the scene was imported, breaking any previously baked lightmaps. The changes in this commit prevent that from happening. | |||
2020-04-22 | Fix get_active_material when a material is directly set on the mesh | PouleyKetchoupp | |
Makes MeshInstance3D::get_active_material consistent with the logic in the rendering system. Fixes #38108 | |||
2020-04-22 | Merge pull request #38086 from volzhs/seek-animation-finished | Rémi Verschelde | |
Emit signal when animation ends by seek | |||
2020-04-22 | Emit signal when animation ends by seek | volzhs | |
2020-04-21 | Add proper type to most public API uses of Array | Juan Linietsky | |
2020-04-21 | Add ability to bind typed arrays to script API | Juan Linietsky | |
Note: Only replaced 2 instances to test, Node.get_children and TileMap.get_used_cells Note: Will do a mass replace on later PRs of whathever I can find, but probably need a tool to grep through doc. Warning: Mono will break, needs to be fixed (and so do TypeScript and NativeScript, need to ask respective maintainers) | |||
2020-04-20 | Exposed RenderingDevice to script API | Juan Linietsky | |
Also added an easier way to load native GLSL shaders. Extras: Had to fix no-cache for subresources in resource loader, it was not properly working, making shaders not properly reload. Note: The precommit hooks are broken because they don't seem to support enums from one class being used in another. Feel free to fix this after merging this PR. | |||
2020-04-20 | Fix more GCC -Wmaybe-uninitialized warnings | Rémi Verschelde | |
Fixes #38005. | |||
2020-04-20 | Merge pull request #38039 from akien-mga/docdata-skip-unexposed | Rémi Verschelde | |
DocData: Skip unexposed classes | |||
2020-04-20 | DocData: Skip unexposed classes | Rémi Verschelde | |
Properly expose classes that we actually want accessible. | |||
2020-04-20 | doc: Sync classref with current source | Rémi Verschelde | |
Add missing enum bindings. | |||
2020-04-20 | Merge pull request #37947 from clayjohn/DOCS-rendering-update | Rémi Verschelde | |
Update many docs with recent rendering changes | |||
2020-04-17 | Update many docs with recent rendering changes | clayjohn | |
2020-04-17 | Merge pull request #37949 from reduz/implement-global-shader-uniforms | Rémi Verschelde | |
Implement global and per instance shader uniforms. | |||
2020-04-17 | Merge pull request #37953 from clayjohn/VULKAN-sky-sun-size | Rémi Verschelde | |
Add light size to Sky Shaders | |||
2020-04-17 | Add light size to Sky Shaders | clayjohn | |
2020-04-17 | Merge pull request #37964 from AndreaCatania/AndreaCatania-patch-2 | Rémi Verschelde | |
Activate Physics Process in SpringArm3D. | |||
2020-04-17 | Implement global and per instance shader uniforms. | Juan Linietsky | |
Adds two keywords to shader language for uniforms: -'global' -'instance' This allows them to reference values outside the material. | |||
2020-04-17 | Activate Physics Process in SpringArm3D. | Andrea Catania | |
2020-04-16 | Merge pull request #37047 from YeldhamDev/tabcontainer_doc_control_fix | Rémi Verschelde | |
Fix incorrect TabContainer documentation for 'get_tab_control()' | |||
2020-04-15 | Merge pull request #37914 from clayjohn/VULKAN-decal-fix | Rémi Verschelde | |
Fix texture check in decal setup | |||
2020-04-15 | Merge pull request #37911 from madmiraal/fix-32876 | Rémi Verschelde | |
Run SpringArm3D's process within physics. | |||
2020-04-15 | Fix texture check in decal setup | clayjohn | |
2020-04-15 | Run SpringArm3D's process within physics. | Marcel Admiraal | |
2020-04-15 | Add "node_unselected" signal for GraphEdit | asheraryam | |
2020-04-15 | Merge pull request #37896 from NutmegStudio/decal-enum-constant-fix | Rémi Verschelde | |
Change DecalTexture bind from BIND_CONSTANT to BIND_ENUM_CONSTANT | |||
2020-04-15 | Change DecalTexture bind from BIND_CONSTANT to BIND_ENUM_CONSTANT | NutmegStudio | |
2020-04-15 | Fix typo in light3d (Texture -> Texture2D) | NutmegStudio | |
2020-04-14 | Merge pull request #37887 from reduz/implement-projectors | Rémi Verschelde | |
Add support for projectors in spot and omni lights. | |||
2020-04-14 | Add support for projectors in spot and omni lights. | Juan Linietsky | |
2020-04-14 | Merge pull request #37316 from nekomatata/physical-bone-settings | Rémi Verschelde | |
Add PhysicalBone rotation, damping, axis lock & can sleep | |||
2020-04-14 | Merge pull request #37861 from reduz/implement-decals | Rémi Verschelde | |
Implement decals |