Age | Commit message (Collapse) | Author |
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Typed `PoolTypeArray` types are now renamed `PackedTypeArray` and are
sugar for `Vector<Type>`.
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Modified polygon management to make it more compatible with MoltenVK
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Added support for Sprite, AnimatedSprite and Polygon2D (should add for tileset eventually).
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They should now allocate memory in blocks and reuse the same
memory every time the item is cleared and redrawn.
This should improve performance considerably.
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Removes antialiased flag for draw_* methods.
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Still a lot to do
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* Implements a growing chunked allocator
* Removed redudant methods get and getptr, only getornull is supported now.
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Make a new method instead to make the code more elegant
Move Function down a bit
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Fixed antialiasing option for Polygon2D with concave/hollow shapes
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Some cases were not handled properly for Polygon2D after making changes in common code to fix Line2D antialiasing. Added an option for drawing polygons to differentiate the two use cases.
Fixes #34568
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Happy new year to the wonderful Godot community!
We're starting a new decade with a well-established, non-profit, free
and open source game engine, and tons of further improvements in the
pipeline from hundreds of contributors.
Godot will keep getting better, and we're looking forward to all the
games that the community will keep developing and releasing with it.
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Fixed antialiased option for Polygon2D
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Polygon2D:
The property wasn't used anymore after switching from canvas_item_add_polygon() to canvas_item_add_triangle_array() for drawing.
Line2D:
Added the same property as for Polygon2D & fixed smooth line drawing to use indices correctly.
Fixes #26823
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Fixes #33932
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Fixes #28501
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Maximum stack size is only 8KiB, this will try to allocate 8193 *
sizeof(void*) * 2 = 131088 bytes on the stack. This causes a crash in
some cases.
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Fix nested YSort breaking "Use parent material"
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This adds support for groups in the import system, which point to a single file.
Add property hint for saving files in file field
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Fixes #28115
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Fixes an issue with nested YSorts not regarding visibility
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Add ability to flip TextureRect horizontally or vertically
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Fixes #25316.
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Renamed:
- `drivers/alsamidi/alsa_midi.h` -> `midi_driver_alsamidi.h`
(same for `coremidi` and `winmidi`)
- `main/timer_sync.h` -> `main_timer_sync.h`
- `servers/visual/visual_server_global.h` -> `visual_server_globals.h`
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Fixes #25172.
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Fixes #24755
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Happy new year to the wonderful Godot community!
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If it weren't for this warning, it would have crashed in release builds.
Fix #23889, fixup 6b8d6e3b07c83da1c365f9ad79e84e5147ec26f7
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Fixup of 8e4837f35778e917370e802c167ce1fbd07b068c
Fixes #23775
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Y-Sort children together in nested YSorts
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Remove animation loop from ParticlesMaterial and move it to
SpatialMaterial for 3D particles and Particles2D for the 2D case.
Added animation to CPUParticles2D as well as the "Convert to
CPUParticles2D" to the PAarticles2D menu.
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Closes #3281
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Fixes #22684.
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This commit makes operator[] on Vector const and adds a write proxy to it. From
now on writes to Vectors need to happen through the .write proxy. So for
instance:
Vector<int> vec;
vec.push_back(10);
std::cout << vec[0] << std::endl;
vec.write[0] = 20;
Failing to use the .write proxy will cause a compilation error.
In addition COWable datatypes can now embed a CowData pointer to their data.
This means that String, CharString, and VMap no longer use or derive from
Vector.
_ALWAYS_INLINE_ and _FORCE_INLINE_ are now equivalent for debug and non-debug
builds. This is a lot faster for Vector in the editor and while running tests.
The reason why this difference used to exist is because force-inlined methods
used to give a bad debugging experience. After extensive testing with modern
compilers this is no longer the case.
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When `p_points.size() > p_colors.size()`, it crashed with invalid
array access to `p_colors`. Also, when `p_colors` was an empty
`Vector` it crashed due a missing `else` checking the `size`
condition, as the code handling that special case exists.
This PR fixes the missing `else` for `p_colors.size == 0` and,
following the `canvas_item_add_multiline` spirit, it only uses the
first color for the whole polyline if points and colors differ in
size.
Fix #17621.
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