Age | Commit message (Collapse) | Author |
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[4.0] [GUI] Fix LineEdit clearing
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Change themes font_color_selected to font_selected_color
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Fix minimap capturing events and improve its theme and editor settings
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Add an editor setting for minimap opacity in visual editors
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-When importing, a vertex-only version of the mesh is created.
-This version is used when rendering shadows, and improves performance by reducing bandwidth
-It's automatic, but can optionally be used by users, in case they want to make special versions of geometry for shadow casting.
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-All shadow rendering is done with raster now (no compute)
-All shadow rendering is done by rendering directly to the shadow atlas
-Improved how buffer clearing is done to optimize the above.
-Ability to set shadows as 16 bits.
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-SDFGI direct light is done over many frames
-SDFGI Changed settings for rays/frame
-SDFGI Misc optimizations
-SDFGI Bug fix on probe scroll
-GIProbe was not working, got it to work again
-GIProbe dynamic objects were not working, fixed
-Added a half size GI option.
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Changed:
font_color_accel -> font_accelerator_color
font_color_bg -> font_unselected_color
font_color_disabled -> font_disabled_color
font_color_fg -> font_selected_color
font_color_hover -> font_hover_color
font_color_hover_pressed -> font_hover_pressed_color
font_color_pressed -> font_pressed_color
font_color_readonly -> font_readonly_color
font_color_selected -> font_selected_color
font_color_shadow -> font_shadow_color
font_color_uneditable -> font_uneditable_color
icon_color_disabled -> icon_disabled_color
icon_color_hover -> icon_hover_color
icon_color_hover_pressed -> icon_hover_pressed_color
icon_color_normal -> icon_normal_color
icon_color_pressed -> icon_pressed_color
Also includes:
font_outline_modulate -> font_outline_color
tab_fg -> tab_selected
tab_bg -> tab_unselected
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Modernize RWLock
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Fixed 6DOF set/get check for the path starting with joint_constraints
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Shader optimizations to reduce VGPR usage and increase occupancy
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Drop unused xpmfix.sh script.
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Clustering is now GPU based, uses an implementation based on the Activision algorithm.
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New code checks whether or not property has joint_constraints as the first part of its path.
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- Based on C++14's `shared_time_mutex`
- No more need to allocate-deallocate or check for null
- No pointer anymore, just a member variable
- Platform-specific implementations no longer needed
- Simpler for `NO_THREADS`
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Change how editable children data is stored
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`scroll_to_x` functions for wrapped lines and paragraphs (newlines).
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Co-authored-by: hilfazer <az13337@gmail.com>
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Add convert options between constants and uniforms in visual shaders
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Improve Raycast3D render debug
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ItemList's add_(icon_)item method returns id of added item
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Tweak the 3D light size property to only allow reasonable values
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Fix TextEdit drawing Caret and icons out of bounds
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Update area-body_shape_entered-exited signal documentation.
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Prevent signal disconnection attempts on invalid references
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alexpech12/fix-rich-text-label-set-visible-characters
Keep RichTextLabel visible character properties in sync
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Fix Raycast3D node render debug not showing in editor camera preview.
Use dynamic mesh update to change the ray on-the-fly without too much
extra cost when collision debug is enabled.
Fixes #43571
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The RichTextLabel class is inconsistent in how it updates the
visible_characters and percent_visible properties when either is changed.
To keep both properties consistent, update percent_visible when setting the
visible_characters property.
For both properties, when setting one, notify change for the other.
Docs updated for member set_visible_characters on RichTextLabel class.
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CI: Update to clang-format 11 and apply ternary operator changes
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Fix collision shape update when changing shape properties
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Update PolyPartition / Triangulator library
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Renamed `emit_particle` to `emit_subparticle` shader function
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This change does two things:
1. Properly update the internal shape data using _update_in_shape_owner
when updating a shape (in 2D it was resetting one way collision)
2. Avoid unnecessary updates when calling set_shape with the same shape,
which happens each time a shape property is modified
(e.g shape.extents.x = ...)
Fixes #45090
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Switch to simplify sloppy for another try.
Update to meshoptimizer e3f53f66e7a35b9b8764bee478589d79e34fa698.
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Should have rebased before merging.
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Unified named colors in RichTextLabel
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The `current_screen` field was never being set on tooptip windows, leading to scenarios where, if the editor wasn't on screen 0, tooltips may not appear in the right place, especially when your screens have different resolutions.
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