Age | Commit message (Collapse) | Author |
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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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Improve Undo/Redo menu items
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Tentative fix for missing bones when bones are not sorted as expected.
For example, if the root comes last, all child bones are removed and
the skeleton ends up with just the root.
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Applying the platform velocity when leaving the platform floor should be
done after snapping to keep things consistent, like it's done in 2D.
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* Make Undo/Redo menu items disabled when clicking it does nothing.
* Context menu of `TextEdit`
* Context menu of `LineEdit`
* Editor's Scene menu
* Script editor's Edit menu and context menu (for Script and Text)
* Make editor undo/redo log messages translatable.
* Mark `UndoRedo`'s `has_{un,re}do()` methods as `const`.
* Expose `TextEdit`'s `has_{un,re}do()` to scripts since `{un,re}do()` are already available.
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Add support for partial custom editor themes
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Correct jitter in move and slide 2D
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Deletion occurs when all text is selected
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While all text of TextEdit was selected, deletion with backspace did not occur. It can now be deleted.
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Reorganise text editor settings
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API improvement on the physics (CharacterBody and related classes)
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Fix `MenuButton` not emitting `about_to_popup` signal
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TwistedTwigleg/GSOC_2020_Working_Branch_IK_SQUASHED
New and improved IK system for Skeleton3D - Squashed!
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Fixed crash executing TextEdit.new().set_draw_control_chars(true)
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Add a comment at the top of generated shaders
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Use hint_albedo in SkyMaterials
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Fixes #51613.
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Changes the icon of node arranger in GraphEdit & editor
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TabContainer: Fix error on removing top-level Control child, Remove _get_tab method
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This comment is useful to determine the origin of ShaderMaterials
converted from built-in material types (such as CanvasItemMaterial
or StandardMaterial3D).
The Godot version is also included in case the shader needs to be
regenerated with a newer engine version.
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command palette improvements
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Changes:
- Rename few methods/property and group them in the editor when it's possible
- Make MotionResult API consistency with KinematicCollision
- Return a boolean in move_and_slide if there was a collision
- New methods:
- get_floor_angle on CharacterBody to get the floor angle.
- get_angle on KinematicCollision to get the collision angle.
- get_last_slide_collision to quickly get the latest collision of move_and_slide.
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