Age | Commit message (Collapse) | Author |
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Since it only accepts power-of-two values, exposing it as an enum
makes more sense. This also allows for adding property hints to indicate
the performance cost of each value.
This also improves property hints for MSAA and FXAA.
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(cherry picked from commit 1cba7fb1804c35917c075e323b6d303f5a900df6)
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Use underline position and thickness value in font file
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Increase the default Camera3D field of view to 75
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method bind TextEdit::set_line() added
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Fix bug with AudioStreamPlayer3D audio position
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Applies https://github.com/godotengine/godot/commit/0c78a58b6472f704d473e0307c9ea83dfbde1811 to `AudioStreamPlayer3D::play`.
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Bind set_suffix and get_suffix in Tree
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EricEzaM/adjust-stretch-ratio-value-range-and-documentation
Updated editor spin slider to have better behaviour and adjusted control's size_flags_stretch_ratio value range
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size_flags_stretch_ratio value range
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Added uniform qualifiers to visual shaders
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Improved go-to definition (Ctrl + Click)
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Fix: Tween always return true for _get(), _set()
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Co-Authored-By: Bojidar Marinov <bojidar.marinov.bg@gmail.com>
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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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A vertical FOV of 75 degrees is roughly equivalent to a 91 degree
horizontal FOV on a 4:3 display (~107.51 degrees on 16:9),
which is close to the typical default FOV used in PC games.
Note that this doesn't apply to the in-editor camera which keeps its
FOV to 70. This is because it doesn't display in fullscreen;
its viewport only displays in the center of the editor (roughly).
This means the viewport won't cover the viewer's eyes as much. Therefore,
the editor camera FOV should be slightly lower to account for this.
Since this changes the default value, this may break existing projects
slightly.
For the record, this was already done in
https://github.com/godotengine/godot-demo-projects/pull/260
for the official demo projects.
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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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