Age | Commit message (Collapse) | Author |
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Happy new year to the wonderful Godot community!
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-Added unwrap functionality to Mesh
-Ability to display and debug mesh UVs
-Added multiline draw, so it's easier and faster to draw UVs
-Many fixes to SurfaceTool
-Fixes to Thekla Unwrap, but it's a piece of ass and it keeps crashing. Will have to go away
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others too
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something else..
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Fixes #10244.
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-Added ability to set/get a field in GetSet, as well as assignment ops
-Added a Select node
-Fixed update bugs related to variable list and exported properties, closes #9458
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scenarios like single-texture tilemap tiles leaking pixels to the next tile when filter is enabled on it.
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support in Sprite so far.
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-Ability to smooth out 2D shadow filters
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I can show you the code
Pretty, with proper whitespace
Tell me, coder, now when did
You last write readable code?
I can open your eyes
Make you see your bad indent
Force you to respect the style
The core devs agreed upon
A whole new world
A new fantastic code format
A de facto standard
With some sugar
Enforced with clang-format
A whole new world
A dazzling style we all dreamed of
And when we read it through
It's crystal clear
That now we're in a whole new world of code
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Matrix32 -> Transform2D
Matrix3 -> Basis
AABB -> Rect3
RawArray -> PoolByteArray
IntArray -> PoolIntArray
FloatArray -> PoolFloatArray
Vector2Array -> PoolVector2Array
Vector3Array -> PoolVector3Array
ColorArray -> PoolColorArray
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renamed to PoolVector
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when both have the same y coordinate (prevents possible flickering). Reapplying #7241 to the 3.0 code.
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-Most 2D drawing is implemented
-Missing shaders
-Missing all 3D
-Editor needs to be set on update always to be used, otherwise it does not refresh
-Large parts of editor not working
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