Age | Commit message (Collapse) | Author |
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Improved PopupMenu visuals. Removed x-y margin, made it 'padding' instead
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Implement CollisionPolygon3D margin
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VisualShader::_input_type_changed Fix index out of bounds crash.
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[CTL] Add missing theme properties for outlines, fix underline scaling, and RTL cell padding.
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Keep Label's min height when empty
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TextEdit respects content margin from StyleBox
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Fix TextEdit autoscroll with wrapped lines
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Yet another node copy-paste PR
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Index to find the last line wrap index was off by one, which prevented the first wrapped line to trigger autoscroll.
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Now TextEdit adjusts x & y offset according to the corresponding
StyleBox when in normal or read-only mode.
In order to handle bottom content margin, wrapped lines that are entirely outside the stylebox content area are not drawn.
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-Changed theme setting name to make more sense of what it does
-Reduced amount of minimum characters, so minimum size is smaller.
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Improve resource load cache
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Accomodate blend shape ranges of -1 to +1 for Vulkan
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-Added a new method in Resource: reset_state , used for reloading the same resource from disk
-Added a new cache mode "replace" in ResourceLoader, which reuses existing loaded sub-resources but resets their data from disk (or replaces them if they chaged type)
-Because the correct sub-resource paths are always loaded now, this fixes bugs with subresource folding or subresource ordering when saving.
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Update GraphEdit when GraphNode's slot is updated
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Fix StringName type checks in other `_rpc*_bind` methods.
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-For inspector refresh, the inspector now detects if a property change by polling a few times per second and then does update the control if so. This process is very cheap.
-For property list refresh, a new signal (property_list_changed) was added to Object. _change_notify() is replaced by notify_property_list_changed()
-Changed all objects using the old method to the signal, or just deleted the calls to _change_notify(<property>) since they are unnecesary now.
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Initialize class variables with default values in scene/ [2/2]
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-Rendering server now uses a split RID allocate/initialize internally, this allows generating RIDs immediately but initialization to happen later on the proper thread (as rendering APIs generally requiere to call on the right thread).
-RenderingServerWrapMT is no more, multithreading is done in RenderingServerDefault.
-Some functions like texture or mesh creation, when renderer supports it, can register and return immediately (so no waiting for server API to flush, and saving staging and command buffer memory).
-3D physics server changed to be made multithread friendly.
-Added PhysicsServer3DWrapMT to use 3D physics server from multiple threads.
-Disablet Bullet (too much effort to make multithread friendly, this needs to be fixed eventually).
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Improve SDFGI indirect light feedback loop
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Fix contact points debug for 3D Physics
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Setting each point's position was missing for 3D. Now enabling collision
render debug will display contact points for 3D physics, the same way it
does for 2D physics.
Note: Multimesh rendering seems not to work in this scenario on master,
but it's working fine on 3.2.
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Keep selected node visible after filter change
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Set selected Tree item to null when deselected
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Bugfix: Update transform of collision shape on NOTIFICATION_PARENTED …
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Update ColorPicker controls when entering tree
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Implement pause-aware picking
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-Use occlusion for feedback, further reduces light leaking.
-More control on feedback, now its a slider.
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Co-authored-by: Brody Eller <wviper3@gmail.com>
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Fix unnecessary scrolling in TextEdit
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This changes the way 2D & 3D physics picking behaves in relation to pause:
- When pause is set, every collision object that is hovered or captured (3D only) is released from that condition, getting the relevant mouse-exit callback., unless its pause mode makes it immune from pause.
- During the pause. picking only considers collision objects immune from pause, sending input events and enter/exit callbacks to them as expected.
- When pause is left, nothing happens. This is a big difference with the classic behavior, which at this point would process all the input events that have been queued against the current state of the 2D/3D world (in other words, checking them against the current position of the objects instead of those at the time of the events).
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