summaryrefslogtreecommitdiff
path: root/scene
AgeCommit message (Collapse)Author
2020-08-30Make `AnimatedTexture.MAX_FRAMES` publicAndrii Doroshenko (Xrayez)
The constant is already exposed in GDScript, but not in C++. This information is useful for implementing animated texture resource importers via modules.
2020-08-27Merge pull request #40302 from verdog/camera-bounds-fixRémi Verschelde
Fix Camera2D Incorrect Preview Bounds
2020-08-24Merge pull request #41476 from nekomatata/subviewport-node-compatibilityRémi Verschelde
Add Viewport/SubViewport node compatibility
2020-08-23Add Viewport/SubViewport node compatibilityPouleyKetchoupp
2020-08-23Ensure node's area tree signals are disconnected when clearing monitoring,Marcel Admiraal
even if nodes are no longer in the tree.
2020-08-20Merge pull request #41345 from clayjohn/VULKAN-sky-fogJuan Linietsky
Add fog to sky shaders
2020-08-19Add fog to sky shadersclayjohn
2020-08-19Revert "Fixes for windows in X11 tiling WMs"Juan Linietsky
2020-08-16Merge pull request #41302 from Jlalond/divide-by-zeroRémi Verschelde
Update ResourceLoaderText::load to not update progress if resources a…
2020-08-16Update ResourceLoaderText::load to not update progress if resources are 0jjjlalonde@gmail.com
Include check in other progress update statement Update additional progress update statement
2020-08-16Port ClassDB tests to use doctestAndrii Doroshenko (Xrayez)
Extracted the most minimal core initialization functionality from `setup()` and `setup2()` so that `ClassDB` could be tested properly (input, audio, rendering, physics etc, are excluded). Display and rendering servers/singletons are not initialized at all. Due to the fact that most subsystems are disabled, fixed various crashes in the process (in order): - `AcceptDialog` OK/cancel swap behavior (used `DisplayServer` while `register_scene_types()`); - `make_default_theme` which depends on `RenderingServer`; - `XRServer` singleton access while calling `register_modules_types()`; - hidden bug in a way joypads are cleaned up (MacOS and Linux only). Removed manual `ClassDB` init/cleanup calls from `test_validate_testing.h`. ClassDB tests: Co-authored-by: Ignacio Etcheverry <ignalfonsore@gmail.com>
2020-08-14Skip indentation of empty lines when indenting a selection.Cheeseness
2020-08-14Merge pull request #37769 from HellonLegs/masterRémi Verschelde
solved ctrl + alt + special character Issue #6851
2020-08-14Merge pull request #38223 from EricEzaM/spinbox-update-lineedit-after-bad-inputRémi Verschelde
Fixed bug where spinbox would not update to it's actual value after non-numeric input
2020-08-13Restored fog (non volumetric).Juan Linietsky
Uses a simpler and more intuitive implementation based on density. Its less flexible than before, but its easier to get nice results.
2020-08-13Added volumetric fog effect.Juan Linietsky
2020-08-12Expose NOTIFICATION_POST_ENTER_TREETomasz Chabora
2020-08-12Merge pull request #41166 from somnathsarkar/gradient-fixRémi Verschelde
Sort points in a Gradient for color and offset updates.
2020-08-12Sort points in a Gradient for color and offset updates.Somnath Sarkar
2020-08-11Merge pull request #40964 from DrRevert/debug-mesh-lines-constRémi Verschelde
Change Shape3D::get_debug_mesh_lines into const methods
2020-08-11Merge pull request #41145 from nekomatata/cpu-particle-emission-mask-velocityRémi Verschelde
Fix 2D Particle velocity with directed emission mask
2020-08-11Fix RichTextLabel center alignment bugUmang Kalra
Fixes #40207.
2020-08-11Merge pull request #41139 from nekomatata/text-edit-disable-vkRémi Verschelde
Add option to disable virtual keyboard for TextEdit
2020-08-09Fix 2D Particle velocity with directed emission maskPouleyKetchoupp
Changed CPU velocity calculation for EMISSION_SHAPE_DIRECTED_POINTS to follow the same logic as in the GPU version: mat2 rotm; rotm[0] = texelFetch(emission_texture_normal, emission_tex_ofs, 0).xy; rotm[1] = rotm[0].yx * vec2(1.0, -1.0); VELOCITY.xy = rotm * VELOCITY.xy; Now both CPUParticles2D & CPUParticles3D (z disabled) show the same results as their GPU counterparts and take the initial velocity settings into account.
2020-08-09Add option to disable virtual keyboard for TextEditPouleyKetchoupp
Adding support for disabling virtual keyboard on mobile platforms, in order to make it consistent with LineEdit. It allows implementing a custom virtual keyboard.
2020-08-08Fix colour region continuation over blank lines, issue 41120Paulb23
2020-08-03Fix _input being mistakenly called twice on scriptGeorge Marques
Instead it calls both the script and the native method.
2020-08-02Shape3D::get_debug_mesh_lines const methodsArkadiusz Marcin Kołek
2020-07-31Fix window max_size acting as min_sizeopl-
2020-07-31Fix small reconnection bug in visual shaderYuri Roubinsky
2020-07-29Fix TextEdit line width cache not being updatedPaulb23
2020-07-28Fixed shader editor comment highlightingBrian Semrau
2020-07-28Merge pull request #40785 from Chaosus/vs_uniform_refYuri Roubinsky
Added UniformRef visual shader node
2020-07-28Added UniformRef visual shader nodeYuri Roubinsky
2020-07-28Merge pull request #40754 from Chaosus/vs_default_uniformsRémi Verschelde
Added default value for uniforms in visual shaders
2020-07-28Merge pull request #40768 from ConorLPBoyle/skeletonik-reload-goal-fixRémi Verschelde
Fixed reload_goal not being called when SkeletonIK3D::start is invoke…
2020-07-27Make all String float conversion methods be 64-bitAaron Franke
2020-07-27Fix input after removing multilevel callsGeorge Marques
2020-07-27Fixed reload_goal not being called when SkeletonIK3D::start is invoked with ↵ConorLPBoyle
p_one_time = true
2020-07-27Added default value for uniforms in visual shadersYuri Roubinsky
2020-07-27Optimize code generation for fresnel node in visual shadersYuri Roubinsky
2020-07-26Merge pull request #40724 from KoBeWi/weird_condition_🤔Rémi Verschelde
Fix ultra long node names
2020-07-26Merge pull request #40487 from nekomatata/virtual-keyboard-enter-fixesRémi Verschelde
Fix Return key events in LineEdit & TextEdit on Android
2020-07-26Fix Return key events in LineEdit & TextEdit on AndroidPouleyKetchoupp
Depending on the device implementation, editor actions could be received with different action ids or not at all for multi-line. Added a parameter to virtual keyboards to properly handle single-line and multi-line cases in all situations. Single-line: Input type set to text without multiline to make sure actions are sent. IME options are set to DONE action to force action id consistency. Multi-line: Input type set to text and multiline to make sure enter triggers new lines. Actions are disabled by the multiline flag, so '\n' characters are handled in text changed callbacks.
2020-07-26Merge pull request #38727 from Riteo/tiling-wm-issues-testsRémi Verschelde
Fixes for windows in X11 tiling WMs
2020-07-26Merge pull request #40670 from vnen/remove-multilevel-callRémi Verschelde
Remove multilevel calls
2020-07-26Fix ultra long node namesTomasz Chabora
2020-07-26Merge pull request #40434 from naithar/feature/ios-moltenVKRémi Verschelde
[iOS] Basic Vulkan/Metal Support
2020-07-26Merge pull request #40715 from Chaosus/vs_fix_texture_uniform_nodeYuri Roubinsky
Removes redundant code generation in VisualShaderNodeTextureUniform
2020-07-26Removes redundant code generation in VisualShaderNodeTextureUniformYuri Roubinsky