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2021-05-01Merge pull request #48283 from BastiaanOlij/xr_viewportRémi Verschelde
Move XR flag from subviewport into viewport
2021-05-01Move XR flag from subviewport into viewportBastiaan Olij
2021-04-30Merge pull request #48242 from reduz/particle-trailsRémi Verschelde
Implement Particle Trails
2021-04-30Implement Particle Trailsreduz
-Enable the trails and set the length in seconds -Provide a mesh with a skeleton and a skin -Or, alternatively use one of the built-in TubeTrailMesh/RibbonTrailMesh -Works deterministically -Fixed particle collisions (were broken) -Not working in 2D yet (that will happen next)
2021-04-30Fix autocompletion for Control's Theme propertiesYuri Sizov
2021-04-30Prevent setting too big or too small Collision Mask and LayerRafał Mikrut
2021-04-29Merge pull request #48269 from akien-mga/remove-largetextureRémi Verschelde
Remove obsolete LargeTexture, it's no longer useful since 3.x
2021-04-28Merge pull request #46688 from QbieShay/fix-particle-rotate-y-4Rémi Verschelde
Fixed rotate_y property of particle shaders
2021-04-28Remove obsolete LargeTexture, it's no longer useful since 3.xRémi Verschelde
It existed in early Godot releases to allow working around hardware limitations on max texture sizes (e.g. hardware limits of 1024x1024 pixels). Nowadays the max texture size supported natively by Godot is 16384x16384, and even low end mobile hardware should support at least 4096x4096. The LargeTexture implementation is basically just an array with offsets, sizes and textures and should be easy to replicate with a custom Texture resource if needed - solving most of its bugs on the way as the implementation removed here has various unimplemented or incomplete methods.
2021-04-28Merge pull request #48239 from akien-mga/goodbye-copymemRémi Verschelde
Core: Drop custom `copymem`/`zeromem` defines
2021-04-28Fixed issues with LineEdit Delete Word & Backspace Word.EricEzaM
Backspace word was deleting all text before the cursor, and delete word was no updating until another action was performed on the LineEdit (in order to update it)
2021-04-27Merge pull request #48241 from akien-mga/tabs-panel-style-unusedRémi Verschelde
Tabs: Remove unused 'panel' stylebox from default theme
2021-04-27Merge pull request #48050 from JFonS/occlusion_cullingRémi Verschelde
2021-04-27Tabs: Remove unused 'panel' stylebox from default themeRémi Verschelde
Cf. https://github.com/godotengine/godot/issues/37875#issuecomment-625297308.
2021-04-27Core: Drop custom `copymem`/`zeromem` definesRémi Verschelde
We've been using standard C library functions `memcpy`/`memset` for these since 2016 with 67f65f66391327b2967a20a89c3627e1dd6e84eb. There was still the possibility for third-party platform ports to override the definitions with a custom header, but this doesn't seem useful anymore.
2021-04-27Merge pull request #47960 from smix8/issue_47334_navagent2d_target_reachedRémi Verschelde
2021-04-27Fix NavigationAgent3D not emitting "target_reached" Signalsmix8
Fix NavigationAgent3D not emitting "target_reached" Signal when reaching pathfinding target.
2021-04-27put distance check to target into functionsmix8
put distance check to target into function
2021-04-27Merge pull request #47826 from Chaosus/vs_fix_default_input_overridingRémi Verschelde
Prevents default values of VSNodeCustom from overriding by a script
2021-04-27Merge pull request #38349 from asheraryam/convex-decompose-masterRémi Verschelde
Create GDScript bindings for creating multiple-convex collision bodies [4.0]
2021-04-27Expose creating multiple-convex-collision static bodies to GDScriptasheraryam
2021-04-25fix triplanar mapping for AOStefan Boronczyk
2021-04-23Merge pull request #46593 from pycbouh/theme-editor-better-edit-uiRémi Verschelde
Refactor Edit Theme menu in Theme Editor
2021-04-23Implement occlusion cullingjfons
Added an occlusion culling system with support for static occluder meshes. It can be enabled via `Project Settings > Rendering > Occlusion Culling > Use Occlusion Culling`. Occluders are defined via the new `Occluder3D` resource and instanced using the new `OccluderInstance3D` node. The occluders can also be automatically baked from a scene using the built-in editor plugin.
2021-04-23Merge pull request #47485 from rafallus/fix/rigidbody-crashRémi Verschelde
Fix crash on RigidBody _direct_state_changed
2021-04-23Merge pull request #43330 from KoBeWi/rngesusRémi Verschelde
Call randomize() automatically
2021-04-23Merge pull request #48028 from smix8/issue_47337_broken_navagent3d_callbackRémi Verschelde
2021-04-23Merge pull request #48030 from smix8/issue_47337_broken_navagent2d_callbackRémi Verschelde
2021-04-22Unexpose _direct_state_changed in PhysicsBodyrafallus
Removed _direct_state_changed bindings Affects 2D and 3D nodes Callbacks now use Callable Tests were changed accordingly
2021-04-22Call randomize() automaticallyTomasz Chabora
2021-04-20Merge pull request #42770 from madmiraal/fix-26680Rémi Verschelde
Move collision layer and mask into CollisionObject.
2021-04-20Merge pull request #47345 from nekomatata/heightmap-draw-trianglesRémi Verschelde
Draw triangles for HeightMapShape debug collision
2021-04-20Merge pull request #47347 from nekomatata/heightmap-supportRémi Verschelde
Heightmap collision shape support in Godot Physics
2021-04-20Move collision layer and mask into CollisionObject.Marcel Admiraal
2021-04-20Merge pull request #47991 from LightningAA/regroup-area-inspector-4.0Rémi Verschelde
`Area[X]D`: Put physics override parameters in their own group and document that areas can be used to influence audio
2021-04-20Fix broken NavigationAgent2D collision avoidance callbackssmix8
Fix broken NavigationAgent2D collision avoidance callbacks
2021-04-19Fix broken NavigationAgent3D collision avoidance callbacksmix8
Fix broken NavigationAgent3D collision avoidance callback
2021-04-19Use multiple threads to import.Juan Linietsky
- For now everything imports multithreaded by default (should work I guess, let's test). - Controllable per importer Early test benchmark. 64 large textures (importing as lossless, _not_ as vram) on a mobile i7, 12 threads: Importing goes down from 46 to 7 seconds. For VRAM I will change the logic to use a compressing thread in a subsequent PR, as well as implementing Betsy.
2021-04-19doc: Sync classref with current sourceRémi Verschelde
2021-04-19Merge pull request #47448 from madmiraal/rename-lineedit-cursorRémi Verschelde
Rename LineEdit getters and setters to match property names
2021-04-18Put physics override parameters in their own group and document that areas ↵Lightning_A
can be used to influence audio
2021-04-18Merge pull request #47980 from reduz/split-particle-shader-entry-pointsRémi Verschelde
Split particle shader entry points
2021-04-18Refactor Edit Theme menu in Theme EditorYuri Sizov
2021-04-17Fix `sky` visual shader mode after last renameYuri Roubinsky
2021-04-17Split particle shader entry pointsreduz
* Particle shaders now have start() and process() * Particle collision happens between them. * The RESTART property is kept, so porting an old shader is still possible. This fixes the problem of particle collisions not functioning on the first particle frame.
2021-04-17Rename LineEdit caret_* properties getters and setters to match propertyMarcel Admiraal
2021-04-16Fix NavigationAgent2D not emitting "target_reached" Signal reliablysmix8
Fix NavigationAgent2D not emitting "target_reached" Signal reliably
2021-04-16Merge pull request #47728 from ray90514/bug#47562Rémi Verschelde
Fix LineEdit undo behaves strangely
2021-04-16Merge pull request #47950 from AndreaCatania/AndreaCatania-patch-4Rémi Verschelde
Lowers the navigation edge margin merge
2021-04-16Lowers the navigation edge margin mergeAndrea Catania
Lowers the edge margin merge to avoid merge undesired edges.