Age | Commit message (Collapse) | Author |
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Added constants PI, TAU and E to the shader language
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Tweak dozens of editor property hints for consistency
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- Update Viewport MSAA property hints to match the currently
exposed values.
- Add some performance hints to property hints.
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Unexpose methods and property for binding children to Bones in Skeleton3D
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Fixes deprecated=no compilation option
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Support for 2D particles to collide against SDF
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-Added SDF collision support for 2D particles
-Changed the SDF generation to be fully signed
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This also acts as a general-purpose "deselect" shortcut since pressing
it a second time will deselect text.
This is available both in the script editor and in TextEdit fields
in use, both in the editor and projects.
The Duplicate Line script editor shortcut was moved to Ctrl + Shift + D
since it conflicts with the new shortcut (Ctrl + D). The rationale for
doing so is that Duplicate Line is a less commonly used action, and
its behavior can be replicated by copying and pasting the current line
anyway. (With no selection active, the whole line will be copied.)
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Replace QuickHull with Bullet's convex hull computer.
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The code is based on the current version of thirdparty/vhacd and modified to use Godot's types and code style.
Additional changes:
- extended PagedAllocator to allow leaked objects
- applied patch from https://github.com/bulletphysics/bullet3/pull/3037
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Meshoptimizer update / LOD Normals fix
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Fix crash on debug shapes update if CollisionObject3D is not in tree
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Normals being optimized has better quality now.
Test simplify once and then use a slightly less tolerant
error for the target error.
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Fixes TileSet Y-sort not working and TileSet not saving correctly
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Implement scenes tiles in TileMaps
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Fix RigidBody3D.get_inverse_inertia_tensor() crash
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Using codespell 2.0.0.
Method:
```
$ cat > ../godot-word-whitelist.txt << EOF
ang
curvelinear
dof
doubleclick
fave
findn
GIRD
leapyear
lod
merchantibility
nd
numer
ois
ony
que
seeked
synching
te
uint
unselect
webp
EOF
$ codespell -w -q 3 -I ../godot-word-whitelist.txt --skip="./thirdparty,*.po"
$ git diff // undo unwanted changes
```
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Fix ragdoll simulation when parent was readded to scene
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Use a non-zero default size for SubViewports
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Return RID instead of Object id in area-body_shape_entered-exited signals.
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This makes viewports visible out of the box.
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Improve TreeItem API and allow to move nodes
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Expose get_total_visible_rows method to GDScript
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BitMask::create Don't request more memory than needed when size is a multiply of 8
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Scroll faster when holding Alt in TextEdit (and script editor)
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Make all file access 64-bit (`uint64_t`)
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This makes font oversampling work out of the box, while also increasing
the supported character set's size. The default font is now larger
as well to better fit today's screen resolutions.
The OpenSans SemiBold font was chosen for two reasons:
- Small file size, yet its character set supports Latin-1 and Cyrillic
text.
- A heavier font weight looks better in most "game" scenarios and is
more readable against mixed-color backgrounds.
This is considered a breaking change as it changes the default font's
metrics, which will likely affect how Control nodes are laid out in
scenes (unless a custom font is in use).
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This changes the types of a big number of variables.
General rules:
- Using `uint64_t` in general. We also considered `int64_t` but eventually
settled on keeping it unsigned, which is also closer to what one would expect
with `size_t`/`off_t`.
- We only keep `int64_t` for `seek_end` (takes a negative offset from the end)
and for the `Variant` bindings, since `Variant::INT` is `int64_t`. This means
we only need to guard against passing negative values in `core_bind.cpp`.
- Using `uint32_t` integers for concepts not needing such a huge range, like
pages, blocks, etc.
In addition:
- Improve usage of integer types in some related places; namely, `DirAccess`,
core binds.
Note:
- On Windows, `_ftelli64` reports invalid values when using 32-bit MinGW with
version < 8.0. This was an upstream bug fixed in 8.0. It breaks support for
big files on 32-bit Windows builds made with that toolchain. We might add a
workaround.
Fixes #44363.
Fixes godotengine/godot-proposals#400.
Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
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