Age | Commit message (Collapse) | Author |
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Make Node editable_instance methods available to GDScript
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Created an area-specific wind force that interacts with soft bodies
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* Allows calling into native extensions directly with a pointer
* Makes it easier to implement some APIs more efficiently
* Appears with a "*" in the documentation for the argument.
* Implementing the pointer handling is entirely up to the implementation, although the extension API provides some hint.
* AudioStream has been implemented as an example, allowing to create NativeExtension based AudioStreams.
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Fix one-way collision in Tilemap
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[cppcheck] Remove some redundant assignments.
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* `_gui_input`, `_input`, `_unhandled_input` and `_unhandled_key_input` are now regular C++ virutal functions.
* Everything else converted to GDVIRTUAL
* BIND_VMETHOD is gone, always use the new syntax from now on.
Creating `_gui_input` method and using the binder to register events will no longer work, simply override the virtual function now.
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Fix 3d animations doesn't play
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Add comment
Fix
ff
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Particle params are expressed as min-max rather than value+range AND separate axes scaling
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Fix ItemList layout (+EditorFileDialog)
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This commit adds quite a chunk of modifications to particles
- particle (value + randomness) now use min and max instead
- passing a curveXYZtexture is now possible and will scale particles per-axis
- CPUParticle3D have an optional parameter to split the scale curve per-axis
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Reimplement ColorPicker presets
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Curve2D/Curve3D: exact linear interpolation
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Make GraphEdit connections consistent on zoom
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* New syntax is type safe.
* New syntax allows for type safe virtuals in native extensions.
* New syntax permits extremely fast calling.
Note: Everything was replaced where possible except for `_gui_input` `_input` and `_unhandled_input`.
These will require API rework on a separate PR as they work different than the rest of the functions.
Added a new method flag METHOD_FLAG_OBJECT_CORE, used internally. Allows to not dump the core virtuals like `_notification` to the json API, since each language will implement those as it is best fits.
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delta) time"
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Fixes position offset of node groups set by arrange_nodes() in GraphEdit
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Refactor GraphEdit connections
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Add Node processing and physics processing cumulative (as opposed to delta) time
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Fix camera override not working
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Remove duplicate bezier code and use Curve instead.
Add an overridable method for retrieving the points of a connection line, which
makes it posible to create custom connections lines.
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Use used_in_transfer instead of used_in_compute twice.
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While calculating interpolated points, intervals between two baked
points has been assummed to be `baked_interval`. The assumption could
cause significant error in some extreme cases (for example #7088).
To improve accuracy, `baked_dist_cache` is introduced, which stores
distance from starting point for each baked points. `interpolate_baked`
now returns exact linear-interpolated position along baked points.
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Apply suggestions from code review
Co-authored-by: bruvzg <7645683+bruvzg@users.noreply.github.com>
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Fix `line_separation` working incorrectly in `RichTextLabel`
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Fix z_index applied twice for TileMap layers
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Capsule height and radius setters can modify each other, rather than
using clamping, to avoid cases where values are not set correctly when
loading a scene (depending on the order of properties).
Inspector undo/redo:
Added the possibility to link properties together in the editor, so
they can be undone together, for cases where a property can modify
another one.
Gizmo undo/redo:
Capsule handles pass both radius and height values so they can be undone
together.
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Improvements to SpotLight3D and OmniLight3D's shadows
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OmniLight3D:
* Fixed lack of precision in cube map mode by scaling the projection's
znear.
* Fixed aliasing issues by making the paraboloids use two square regions instead of two half
squares.
* Fixed shadowmap atlas bleeding by adding padding.
* Fixed sihadow blur's inconsistent radius and unclamped sampling.
SpotLight3D:
* Fixed lack of precision by scaling the projection's znear.
* Fixed normal biasing.
Both:
* Tweaked biasing to make sure it works out of the box in most situations.
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Minor tweaks/fixes for the Command Palette
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Move the former "spawnables" functions to a dedicated
MultiplayerReplicator class.
Support custom overrides in replicator.
Spawn/despawn messages can now contain a state.
The state can be automatically encoded/decoded by passing the desired
object properties to `spawnable_config`.
You can use script properties to optimize the state representation.
2 Callables can be also specified to completely override the default
implementation for sending and receiving the spawn/despawn event.
(9 bytes overhead, and there's room for improvement here).
When using a custom implementation `spawn` and `despawn` can be called
with any Object, `send_spawn`/`send_despawn` can receive any Variant as
a state, and the path is not required.
Two new functions, `spawn` and `despawn`, convey the implementation
independent method for requesting a spawn/despawn of an Object, while
`send_spawn` and `send_despawn` represent the more low-level send event
for a Variant to be used by the custom implementations.
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Added icons and API for indeterminate checkmarks for the Tree class.
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