Commit Graph

532 Commits

Author SHA1 Message Date
Rémi Verschelde bdeed8e750
Merge pull request #90375 from bruvzg/ios_privacy
[iOS export] Add support for privacy manifest configuration.
2024-04-29 10:09:38 +02:00
bruvzg a116801ec7
Improve TextEdit/LineEdit word selection. 2024-04-22 14:02:07 +03:00
Rémi Verschelde bffaa98b13
Merge pull request #90645 from Malcolmnixon/unified-xr-trackers
Rework XR Trackers to have a common ancestor
2024-04-22 12:52:07 +02:00
Malcolm Nixon 823ae7b3fa Rework XR Trackers to have a common ancestor. Allow creation of XRNode3D to drive node positions and visibility. 2024-04-18 20:04:01 -04:00
Rémi Verschelde 2d884ba70c
Merge pull request #90797 from Geometror/vsnode-comment-compat
[Compatibility] Add stub for VisualShaderNodeComment
2024-04-18 12:24:50 +02:00
Lyuma cb7ef2b8de Add SkeletonIK3D get/set_interpolation compat from #87888 2024-04-18 01:49:12 -07:00
Hendrik Brucker 735c45dc8e [Compatibility] Add stub for VisualShaderNodeComment 2024-04-18 02:39:29 +02:00
Rémi Verschelde 36bdab4ddd
Merge pull request #90759 from dsnopek/openxr-hand-revert
Revert `OpenXRHand` to its pre-`SkeletonModifier3D` state
2024-04-17 10:59:10 +02:00
smix8 df66a55ef3 Remove experimental constrain_avoidance from NavigationRegion2D
Removes experimental constrain_avoidance feature from NavigationRegion2D.
2024-04-16 18:02:53 +02:00
David Snopek dfca388d75 Revert `OpenXRHand` to its pre-`SkeletonModifier3D` state 2024-04-16 10:36:43 -05:00
bruvzg 7446826ab9 [iOS export] Add support for privacy manifest configuration. 2024-04-16 12:10:12 +03:00
Rémi Verschelde 673e770a8d
Merge pull request #90575 from TokageItLab/boneattachment-performance
Remove `bone_pose_updated` signal and replace it with the `skeleton_updated` signal
2024-04-15 10:00:26 +02:00
Silc Lizard (Tokage) Renew 78a5ef4158 replace bone_pose_updated to skeleton_updated signal 2024-04-13 05:48:42 +09:00
ajreckof d3d4b2e25e Fix infinite while loop on empty added file. 2024-04-12 19:38:37 +02:00
Andreia Gaita 536ca28ea9 Ensure all Visual Studio files are generated with CRLF 2024-04-10 17:26:36 +02:00
ajreckof 248e5bfba2
Revert what needs to be reverted 2024-04-10 09:49:30 +08:00
Rémi Verschelde 1f71d491d0
Merge pull request #88244 from shana/vs-improve-settings
Visual Studio: Don't override user options. Add additional vs hint information
2024-04-08 11:19:58 +02:00
Silc Lizard (Tokage) Renew 04dd299cba Skeleton3D: Add SkeletonModifier / Deprecate Override / Separate PB 2024-04-05 01:28:26 +09:00
Hendrik Brucker a81561cbd9 Add GraphFrame and integrate it in VisualShader 2024-04-04 15:11:00 +02:00
Rémi Verschelde 1dacd6a527
Merge pull request #89179 from groud/expose_tile_map_layer
Expose TileMapLayer
2024-04-04 14:31:16 +02:00
ashley aa1bbe1542 add partial path return option for astar
* AStar2D, AStar3D and AStarGrid2D now can return a partial path if the destination point isn't reachable but still in the map. This option is available for both get_point_path and get_id_path
2024-04-03 22:27:33 -07:00
ajreckof ae472865d0 fix node duplication in update after external changes. 2024-04-03 12:19:38 +02:00
Gilles Roudière 3cd4b2859c Expose TileMapLayer 2024-04-03 11:02:34 +02:00
A Thousand Ships 4933fa8bf5
[Buildsystem] Fix encoding when reading files 2024-03-24 18:02:56 +01:00
MewPurPur 35a569478f Follow up to blue robot icons optimization 2024-03-20 15:28:57 +02:00
Rémi Verschelde e520359147
Pre-commit: Fix `copyright_headers.py` to run on all relevant files
It was only running on the first file passed by pre-commit, instead of all.
Fixes compatibility with Windows paths to get the basename.
2024-03-15 15:32:50 +01:00
kobewi a7b6bcb988 Fix some AcceptDialog argument types 2024-03-12 14:33:43 +01:00
Thaddeus Crews fb299d0fb1
SCons: Ensure `with` statement where applicable 2024-03-10 12:57:57 -05:00
Thaddeus Crews d9fa40f2df
Enforce `\n` eol for Python writes
• Ensure utf-8 encoding if previously unspecified
2024-03-09 14:29:24 -06:00
Hugo Locurcio 8221e7546b
Add editor shortcuts to toggle bottom panel visibility
Default shortcuts use the first or second letter of each word.

This also adds a new shortcut to toggle the last opened bottom panel.
On editor startup, this defaults to the first panel in the list
(which is the Output panel).
2024-03-05 15:53:15 +01:00
Rémi Verschelde f2045ba822
Merge pull request #88933 from raulsntos/dotnet/pre-commit
Move dotnet-format script to pre-commit
2024-03-02 10:48:25 +01:00
Raul Santos 97851f0340
Move dotnet-format script to pre-commit
Co-authored-by: Paul Joannon <437025+paulloz@users.noreply.github.com>
2024-03-02 08:25:48 +01:00
bruvzg 2a3de7adc3
[RTL] Add optional `push_meta` argument to control how meta underline is drawn. 2024-03-01 12:07:06 +02:00
Aarni Koskela 20c563de40
Replace hand-written pre-commit hooks with `pre-commit` Python tool
`pre-commit` can be installed with pip, and configured in the Godot repo with
`pre-commit install`. It can then easily be run both locally with
`pre-commit run`, and on CI, in a cross-platform way.

This makes it much easier for contributors to set up pre-commit hooks,
without having to manually copy files to their git folder.

Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
2024-02-26 14:57:53 +01:00
Zi Ye 995bc8d049 Make Skeleton3D::add_bone return the new bone index right away, instead of requiring an additional call to get_bone_count. 2024-02-25 05:24:48 -06:00
K. S. Ernest (iFire) Lee 04d43947bf
Add ufbx for FBX importing
This update introduces a new import method for FBX files using ufbx. If the fbx2gltf import fails, it will use the most recently cached scene from the ufbx import. The process is sped up by introducing threads to load the ufbx portion.

Key changes include:

- Support for importing geometry helper nodes in FBX files.
- Addition of cameras and lights with updated names.
- Removal of the fbx importer manager.
- Introduction of ModelDocument3D and updates to its methods.
- Changes to FBX import options and visibility.
- Updating the documentation and handling some errors.
- Store the original non-unique node, mesh and animation names in FBX and glTF.

Co-Authored-By: bqqbarbhg <bqqbarbhg@gmail.com>
2024-02-23 22:33:04 +01:00
Rémi Verschelde 5fd9d0891f
SCons: Add proper MinGW support to D3D12 deps install script
Fix a couple GCC warnings.
2024-02-23 22:13:22 +01:00
Raul Santos 5ba92e5a57
Fix some DEFVALs to use the right type
- Use `StringName()` in DEFVAL for StringNames.
- Use `Variant()` in DEFVAL for Variants.
2024-02-23 01:50:18 +01:00
Bastiaan Olij 5a98845655 Implement hooks into renderer 2024-02-18 21:54:21 +11:00
Rémi Verschelde e8755b380a
Merge pull request #84792 from scriptsengineer/distance-fog
Add optional depth fog to Environment
2024-02-18 11:23:29 +01:00
Eidolon 08f4560e69 Add optional depth fog 2024-02-17 22:39:34 -03:00
Rémi Verschelde 92fcbe2f5c
Revert "Allow configuration warnings to refer to a property"
This reverts commit bf37a9bac6.
2024-02-17 19:04:18 +01:00
Silc Lizard (Tokage) Renew 4659090543 Make consistent the retrieval of audio tracks 2024-02-18 00:15:33 +09:00
Silc Lizard (Tokage) Renew bc20fdf16f Add CallbackModeDiscrete to AnimationMixer 2024-02-17 18:25:56 +09:00
David Snopek 99fd6ca98c Unbind GDExtension methods that can't reasonably be used 2024-02-16 16:31:09 -06:00
bruvzg 94238d0462
[iOS/macOS] Add option to automatically build (and sign / archive) bundles. 2024-02-13 16:36:41 +02:00
Rémi Verschelde 2db4dd42cf
Merge pull request #88253 from shana/vs-add-custom-config-support
Visual Studio: Fix user workflows with custom user VS configurations
2024-02-13 11:25:10 +01:00
Rémi Verschelde 3be3d5099c
Merge pull request #87340 from DarioSamo/rd_common_context
Finish splitting functionality of the `RenderingDevice` backends into `RenderingDeviceDriver`.
2024-02-12 23:29:32 +01:00
Rémi Verschelde 1b55fa15b0
Merge pull request #86089 from adamscott/pwa-coop-coep
Add PWA option to ensure cross-origin isolation headers on web export
2024-02-12 23:29:16 +01:00
Andreia Gaita 1d29fb0853 VS: Fix user workflows with custom user VS configurations
Users can add additional VS project configurations with their own
custom settings, but to support this workflow, we can't rely directly
on $(Platform) and $(Configuration), because VS needs those to be
both unique Configuration|Platform combos, and we need to allow for
different combos of Configuration|Platform to point to the same
scons build configuration.

GodotPlatform and GodotConfiguration properties lets us decouple from
the magic VS properties that we don't control, so users can add
however many Platform|Configuration combos they want and still
point to a specific GodotPlatform|GodotConfiguration build config.
2024-02-12 17:09:52 +01:00