Age | Commit message (Collapse) | Author |
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- Adds more customization options to ProjectSettings.
- Displays navregion edge connections and navigation polygon edges in editor and at runtime.
- Majority of debug code moved from SceneTree to NavigationServer.
- Removes the irritating debug MeshInstance child node from NavigationRegion3D and replaces it with direct RenderingServer API.
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Group NavigationAgent properties
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Add Path2D/3D debug options
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Groups the ill-defined NavigationAgent properties between pathfinding and avoidance to make it more clear which property affects what.
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Fix animation player crashing when caching disabled tracks
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Gradient itself only uses single-precision floats, so using double-precision floats in GradientEdit is both unnecessary, and creates casting issues.
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Allows specifying an expression as a condition for state machine transitions.
This gives much greater flexibility for creating complex state machines. By directly interfacing with the script code, it is possible to create complex animation advance condition for switching between states.
Ensure assigning AnimationTreeStateMachineTransition base expression node in editor is relative to current AnimationTree node.
Allow setting an expression base node on the AnimationTree itself.
Co-Authored-By: reduz <reduzio@gmail.com>
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Use the Static global illumination mode in GeometryInstance3D by default
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Add a const call mode to Object, Variant and Script.
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Refactor Bezier interpolation functions
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For this to work safely (user not call queue_free or something in the expression), a const call mode was added to Object and Variant (and optionally Script).
This mode ensures only const functions can be called, making it safe to use from the editor.
Co-Authored-By: reduz <reduzio@gmail.com>
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Fix VECTOR/LOCAL transitions in Node3D
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Fixes #62225, supersedes #62227
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Fix theme propagation for children of top level controls and windows
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Add ability to export Node pointers as NodePaths
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Add an option to drag'n'drop selected text in ``TextEdit``
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Fixes #62096: LightmapGIData::_get_light_textures_data crash on empty image
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repaint tab container when changing tab visibility (fixes filesystem tab disappearing)
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This PR implements:
* A new hint: PROPERTY_HINT_NODE_TYPE for variant type OBJECT, which can take specific node types as hint string.
* The editor will show it as a node path, but will set it as a pointer to a node from the current scene if you select a path.
* When scene is saved, the node path is saved, then restored as a pointer.
NOTE: This is a proof of concept and this approach will most likely not work. The reason if that, if the node referenced is deleted, then when trying to edit this the node will become invalid.
Potential workarounds: Since this uses the Variant API, it should obtain the pointer from the Variant object ID. Yet, this would either only really work in GDScript or it would need to be implemented with workarounds in every language.
Alternative ways to make this work: Nodes could export an additional property with a node path (like for which_node, it could be which_node_path).
Another alternative: Path editing could happen as a hidden metadata (ignoring the pointer).
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Replace some TTRCs with RTRs
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Fix CapsuleMesh height/radius setters
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Remake ResourceCache thread safety code and API
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Rindbee/fix-toggling-percent_visible-in-ProgressBar
Fix ProgressBar's minimum size not updating when toggling its percent_visible
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Rename @export_range's noslider option to no_slider
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piiertho/enhancement/rename-controll-minimum_size-to-custom_minimum_size
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This makes VoxelGI and SDFGI work out of the box with primitive meshes,
loaded OBJ meshes and CSG nodes.
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Make `Curve2D` and `Curve3D` more consistent with `Curve` and avoid
calling `notify_property_list_changed` when the list of points doesn't
change.
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Control::custom_minimum_size
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Document most of the Window's members
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Adds two new properties to NavigationMesh resources to restrict the navmesh baking to an area enclosed by an AABB with volume.
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