Age | Commit message (Collapse) | Author |
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Change non-existent World to World3D
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Fixes type of array in _set_outlines function
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This reverts commit bf1cc116e15ec155c1dfff06bd02d2f1dfc21ee0.
This needs more discussion to avoid breaking some users' expectations.
See #38086 for arguments.
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Implement Skew in Node2D
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Skew is x-axis only, because it must be bidirectionally convertible to a 2x3 matrix, but you can subtract it to the rotation to get the effect on y-axis
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Fix custom w component being uninitialized on CPU particles.
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RichTextEffect can now have a bbcode string starting like one of the built-in.
It was impossible before as the built-in would take precedence over the custom effect that has the same bbcode start.
Example : [fade] would take precedence over [fade_in]
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(cherry picked from commit 38085f2f6982c491935a434bb45e358dbebe1714)
(cherry picked from commit b9c280b73ff6a13ea490d2da0f2728bcef3038dc)
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Fixes SkeletonIK resetting other IK poses
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Add "undo_max_stack_size" property to TextEdit
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The stack size of the undo history of a TextEdit was not limited leading
to potential memory leaks when doing lots of operations on a TextEdit.
This commit adds the option gui/common/text_edit_undo_stack_max_size
to the project settings. The first element of the undo stack is popped
if the stack's size exceeds this value ensuring limited memory usage.
The default stack size setting is 1024.
Fixes #37838.
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JiRuifanCR/animatedtexture-oneshot-pause-set-frame
Add set_frame, pause, and oneshot to AnimatedTexture
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Add API documentation for said changes.
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It changed name as part of the DisplayServer and input refactoring
in #37317, with the rationale that input no longer goes through the
main loop, so the previous Input singleton now only does filtering.
But the gains in consistency are quite limited in the renaming, and
it breaks compatibility for all scripts and tutorials that access
the Input singleton via the scripting language. A temporary option
was suggested to keep the scripting singleton named `Input` even if
its type is `InputFilter`, but that adds inconsistency and breaks C#.
Fixes godotengine/godot-proposals#639.
Fixes #37319.
Fixes #37690.
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Expose the cell_size affecting VisibilityNotifier2D precision
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Refs: #4803
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Add caching the lightmap unwrapping on import
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Make Line2D be white by default
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Do not override Path2D.self_modulate property
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skeleton. Resolves #38026
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Tweak SSAO property hints to allow setting more precise values
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This was requested by an user on Twitter who was working on a
game with a very small-scale world.
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Fix get_active_material when a material is directly set on the mesh
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This commit adds caching to the lightmap mesh unwraps generated on
import. This speeds up re-imports of meshes that haven't changed and
also makes sure that the unwraps are consistent across imports.
The unwrapping process is not deterministic, so one could end up with
a different mapping every time the scene was imported, breaking any
previously baked lightmaps. The changes in this commit prevent that
from happening.
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Makes MeshInstance3D::get_active_material consistent with the logic
in the rendering system.
Fixes #38108
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Emit signal when animation ends by seek
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Note: Only replaced 2 instances to test, Node.get_children and TileMap.get_used_cells
Note: Will do a mass replace on later PRs of whathever I can find, but probably need
a tool to grep through doc.
Warning: Mono will break, needs to be fixed (and so do TypeScript and NativeScript, need to ask respective maintainers)
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Also added an easier way to load native GLSL shaders.
Extras:
Had to fix no-cache for subresources in resource loader, it was not properly working, making shaders not properly reload.
Note:
The precommit hooks are broken because they don't seem to support enums from one class being used in another.
Feel free to fix this after merging this PR.
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Fixes #38005.
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DocData: Skip unexposed classes
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Properly expose classes that we actually want accessible.
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Add missing enum bindings.
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Update many docs with recent rendering changes
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Implement global and per instance shader uniforms.
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Add light size to Sky Shaders
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Activate Physics Process in SpringArm3D.
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Adds two keywords to shader language for uniforms:
-'global'
-'instance'
This allows them to reference values outside the material.
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