Rémi Verschelde
f6efa78173
Merge pull request #38565 from nekomatata/export-default-values
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Fixed export var default value in PackedScene when script is not loaded in editor
2021-02-21 08:53:58 +01:00
Hugo Locurcio
23a1f616fd
Draw an outline for 2D debug collision shapes
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This makes them easier to distinguish, especially when used
in a TileMap.
The default color's opacity has been slightly decreased to account
for the new outline.
2021-02-20 00:00:03 +01:00
Rémi Verschelde
4c4931eeae
Merge pull request #46196 from nmrkr/visual-shader-invalid-forced-connect
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Fix crash when calling connect_nodes_forced with invalid params
2021-02-19 15:49:56 +01:00
Delf Neumärker
4a468171e5
Fix crash when calling connect_nodes_forced with invalid params
2021-02-18 22:57:41 +01:00
Delf Neumärker
735f75a16b
Fix handling of negative indices in SurfaceTool
2021-02-18 22:43:39 +01:00
Pedro J. Estébanez
8e128726f0
Modernize atomics
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- Based on C++11's `atomic`
- Reworked `SafeRefCount` (based on the rewrite by @hpvb)
- Replaced free atomic functions by the new `SafeNumeric<T>`
- Replaced wrong cases of `volatile bool` by the new `SafeFlag`
- Platform-specific implementations no longer needed
Co-authored-by: Hein-Pieter van Braam-Stewart <hp@tmm.cx>
2021-02-18 17:12:46 +01:00
andybarcia
f455f873c7
Fixes crash when calling VisualShader::set_mode
2021-02-16 14:57:40 +01:00
Rémi Verschelde
2a03886cbf
Merge pull request #46082 from YeldhamDev/styleboxline_margin_fix
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Fix StyleBoxLine's incorrect style margin values
2021-02-16 14:00:45 +01:00
Michael Alexsander
ddf05a7c3c
Fix StyleBoxLine's incorrect style margin values
2021-02-16 01:36:51 -03:00
Rémi Verschelde
f14008b600
Merge pull request #46069 from bruvzg/fix_font_crash_empty_data
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Fix font `draw_*string` crash with empty data.
2021-02-15 22:19:53 +01:00
bruvzg
a354125d7d
Fix `TextLine`/`TextParagraph` crash when `add_string` / `set_dropcap` is called null font reference.
2021-02-15 22:57:42 +02:00
bruvzg
0fcbc1c6e3
Fix font `draw_*string` crash with empty data.
2021-02-15 22:41:16 +02:00
Rémi Verschelde
9d511ff924
Merge pull request #45704 from EricEzaM/PR/popup-menu-beautification
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Improved PopupMenu visuals. Removed x-y margin, made it 'padding' instead
2021-02-15 13:38:47 +01:00
bruvzg
bee718f1af
[Text Server] Restores bitmap font dynamic construction functions.
2021-02-15 10:46:49 +02:00
bruvzg
f4d095cdd3
[TextServer] Restore character and space extra spacing support.
2021-02-15 10:46:23 +02:00
Eric M
26c29cc0d7
Improved PopupMenu visuals. Removed x-y margin, made it 'padding' instead.
2021-02-15 15:45:25 +10:00
kleonc
7d451c0040
VisualShader::_input_type_changed Fix index out of bounds crash.
2021-02-14 15:26:33 +01:00
bruvzg
d78336c65e
[CTL] Add missing font outline drawing routines and theme constants.
2021-02-14 14:11:44 +02:00
bruvzg
be14f065d1
Fix uninitialized `BaseMaterial3D::features` variable.
2021-02-14 01:12:30 +02:00
reduz
28537d8c84
Fix LineEdit minimum width
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-Changed theme setting name to make more sense of what it does
-Reduced amount of minimum characters, so minimum size is smaller.
2021-02-12 17:04:38 +01:00
reduz
f8d03b98e7
Improve resource load cache
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-Added a new method in Resource: reset_state , used for reloading the same resource from disk
-Added a new cache mode "replace" in ResourceLoader, which reuses existing loaded sub-resources but resets their data from disk (or replaces them if they chaged type)
-Because the correct sub-resource paths are always loaded now, this fixes bugs with subresource folding or subresource ordering when saving.
2021-02-11 15:44:28 -03:00
reduz
1aa2823fa3
Removed _change_notify
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-For inspector refresh, the inspector now detects if a property change by polling a few times per second and then does update the control if so. This process is very cheap.
-For property list refresh, a new signal (property_list_changed) was added to Object. _change_notify() is replaced by notify_property_list_changed()
-Changed all objects using the old method to the signal, or just deleted the calls to _change_notify(<property>) since they are unnecesary now.
2021-02-10 19:31:24 -03:00
Rémi Verschelde
e8f73124a7
Merge pull request #45845 from qarmin/cppcheck_scene_2
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Initialize class variables with default values in scene/ [2/2]
2021-02-10 20:06:12 +01:00
reduz
8b19ffd810
Make Servers truly Thread Safe
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-Rendering server now uses a split RID allocate/initialize internally, this allows generating RIDs immediately but initialization to happen later on the proper thread (as rendering APIs generally requiere to call on the right thread).
-RenderingServerWrapMT is no more, multithreading is done in RenderingServerDefault.
-Some functions like texture or mesh creation, when renderer supports it, can register and return immediately (so no waiting for server API to flush, and saving staging and command buffer memory).
-3D physics server changed to be made multithread friendly.
-Added PhysicsServer3DWrapMT to use 3D physics server from multiple threads.
-Disablet Bullet (too much effort to make multithread friendly, this needs to be fixed eventually).
2021-02-10 13:21:46 -03:00
Rafał Mikrut
7961a1dea3
Initialize class variables with default values in scene/ [2/2]
2021-02-09 18:24:36 +01:00
reduz
3e2281a347
Improve SDFGI indirect light feedback loop
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-Use occlusion for feedback, further reduces light leaking.
-More control on feedback, now its a slider.
2021-02-07 21:30:12 -03:00
reduz
8faf23b52b
Simplify Volumetric Fog
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-Always use temporal reproject, it just loos way better than any other filter.
-By always using termporal reproject, the shadowmap reduction can be done away with, massively improving performance.
-Disadvantage of temporal reproject is update latency so..
-Made sure a gaussian filter runs in XY after fog, this allows to keep stability and lower latency.
2021-02-06 15:08:21 -03:00
reduz
7997544af5
Added temporal reprojection to Volumetric Fog
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-It's an option, just enable it
-Just works, don't have to do anything else.
2021-02-05 10:52:54 -03:00
Rémi Verschelde
2ba66c1457
Merge pull request #45672 from reduz/barrier-optimization
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Rewrote how barriers work for faster rendering
2021-02-04 17:19:35 +01:00
Rémi Verschelde
69152af45d
doc: Don't bind argument names with p_ prefix
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This prefix is used in the C++ codebase, not in the scripting API.
2021-02-04 14:45:06 +01:00
George Marques
3f4d60616e
Make SyntaxHighligher::_clear_highlighting_cache virtual
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Since it's meant to be used as a virtual method.
2021-02-04 09:54:09 -03:00
reduz
f20999f6fe
Rewrote how barriers work for faster rendering
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-Added more finegrained control in RenderingDevice API
-Optimized barriers (use less ones for thee same)
-General optimizations
-Shadows render all together unbarriered
-GI can render together with shadows.
-SDFGI can render together with depth-preoass.
-General fixes
-Added GPU detection
2021-02-04 09:42:28 -03:00
George Marques
bcf1617755
Removed duplicated binding of two methods
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They are bound as both regular and virtual methods which makes ClassDB
report the methods twice when querying the API. The non-virtual binding
is removed since both methods only seem to be used as virtual.
2021-02-04 09:30:41 -03:00
Rémi Verschelde
7185a7c3c2
Merge pull request #45496 from Chaosus/fix_particles
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Fix particles not properly updated by their lifetime
2021-02-03 15:50:52 +01:00
clayjohn
814b41fef1
Add check for sun in PhysicalSky
2021-02-02 23:06:42 -08:00
Rémi Verschelde
b24c24f64b
Merge pull request #45594 from JFonS/improve_3d_grid
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3D editor grid improvements
2021-02-01 23:18:24 +01:00
jfons
73e62dffb9
3D editor grid improvements
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This commit adds a view-dependant fade to the 3D viewport grid. It fades out
at steep view angles to hide the solid regions that appear far from the camera.
I also included a fade to hide the grid borders.
I added some improvements to the dynamic grid when the camera is in orthogonal mode.
It properly handles zoom now, and the grid center is now set to the intersection point
between the grid plane and the camera forward ray, keeping the grid
always visible.
2021-02-01 22:19:54 +01:00
Rémi Verschelde
d2e1216504
Merge pull request #37547 from aaronfranke/tau
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Use Math_TAU and deg2rad/etc in more places and optimize code
2021-02-01 20:55:25 +01:00
Rémi Verschelde
d811f86102
Merge pull request #45281 from Chaosus/vs_unify
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Unified several visual shader nodes
2021-02-01 08:56:03 +01:00
Rémi Verschelde
fb01d057af
doc: Sync classref with current source
2021-01-28 11:26:37 +01:00
Yuri Roubinsky
aefce8000d
Fix particles not properly modified by their lifetime
2021-01-27 16:28:15 +03:00
Yuri Roubinsky
64971bcc8a
Added missed Button `font_hover_pressed_color` style
2021-01-27 10:44:53 +03:00
Yuri Roubinsky
6d82898470
Reveals Button "icon_color" style properties to the user
2021-01-26 22:05:59 +03:00
Rémi Verschelde
6cba658934
Merge pull request #44194 from madmiraal/fix-font_selected_color
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Change themes font_color_selected to font_selected_color
2021-01-26 00:03:40 +01:00
Rémi Verschelde
d7aea6ff6c
Merge pull request #45447 from pycbouh/graphedit-minimap-active-invisible
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Fix minimap capturing events and improve its theme and editor settings
2021-01-25 20:32:46 +01:00
Yuri Sizov
9d9d0f0bc9
Fix minimap capturing events and improve its theme
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Add an editor setting for minimap opacity in visual editors
2021-01-25 21:49:07 +03:00
reduz
51d8e32c93
Implement shadow meshes
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-When importing, a vertex-only version of the mesh is created.
-This version is used when rendering shadows, and improves performance by reducing bandwidth
-It's automatic, but can optionally be used by users, in case they want to make special versions of geometry for shadow casting.
2021-01-25 15:03:15 -03:00
Marcel Admiraal
8eb39f4e8b
Change themes *_color_* to *_*_color
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Changed:
font_color_accel -> font_accelerator_color
font_color_bg -> font_unselected_color
font_color_disabled -> font_disabled_color
font_color_fg -> font_selected_color
font_color_hover -> font_hover_color
font_color_hover_pressed -> font_hover_pressed_color
font_color_pressed -> font_pressed_color
font_color_readonly -> font_readonly_color
font_color_selected -> font_selected_color
font_color_shadow -> font_shadow_color
font_color_uneditable -> font_uneditable_color
icon_color_disabled -> icon_disabled_color
icon_color_hover -> icon_hover_color
icon_color_hover_pressed -> icon_hover_pressed_color
icon_color_normal -> icon_normal_color
icon_color_pressed -> icon_pressed_color
Also includes:
font_outline_modulate -> font_outline_color
tab_fg -> tab_selected
tab_bg -> tab_unselected
2021-01-24 06:28:49 +00:00
Rémi Verschelde
d39f6386ce
Merge pull request #45314 from RandomShaper/modernize_rwlock
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Modernize RWLock
2021-01-22 14:51:05 +01:00
Rémi Verschelde
76c6007aa6
Cleanup: Remove executable bit from files which don't need it
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Drop unused xpmfix.sh script.
2021-01-19 23:36:42 +01:00
Pedro J. Estébanez
8ed259b792
Modernize RWLock
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- Based on C++14's `shared_time_mutex`
- No more need to allocate-deallocate or check for null
- No pointer anymore, just a member variable
- Platform-specific implementations no longer needed
- Simpler for `NO_THREADS`
2021-01-19 11:53:10 +01:00
Yuri Roubinsky
4618e09f3b
Added SDF nodes to visual shader
2021-01-18 15:04:54 +01:00
Yuri Roubinsky
de5a8128d7
Unified several visual shader nodes
2021-01-18 13:32:12 +03:00
Hugo Locurcio
1f9cac1717
Fix typo in theming methods ("botton" -> "bottom")
2021-01-18 04:19:07 +01:00
Yuri Roubinsky
4a85f4cafe
Fix replaced visual shader nodes updating
2021-01-15 21:10:32 +03:00
Rémi Verschelde
c7fb7674c8
Merge pull request #44805 from Chaosus/vs_convert
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Add convert options between constants and uniforms in visual shaders
2021-01-15 16:58:26 +01:00
Yuri Roubinsky
ef941a6500
Renamed `emit_particle` to `emit_subparticle` shader function
2021-01-12 09:41:08 +03:00
K. S. Ernest (iFire) Lee
59b61a1f64
Scale error in mesh optimizer so it uses absolute scale.
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Switch to simplify sloppy for another try.
Update to meshoptimizer e3f53f66e7a35b9b8764bee478589d79e34fa698.
2021-01-11 06:07:54 -08:00
Aaron Franke
1d5042c9e2
Use Math_TAU and deg2rad/rad2deg in more places and optimize code
2021-01-09 03:47:14 -05:00
reduz
cdb216f4e4
Added ability to visualize native shaders
2021-01-06 09:40:09 -03:00
Rémi Verschelde
b5334d14f7
Update copyright statements to 2021
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Happy new year to the wonderful Godot community!
2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.
We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)
Here's to a great year 2021 for all Godot users 🎆
2021-01-01 20:19:21 +01:00
Yuri Roubinsky
c98c6eadbe
Add convert options between constants and uniforms in visual shaders
2020-12-30 13:07:08 +03:00
Rémi Verschelde
848f5ba05c
Merge pull request #44762 from KoBeWi/offset_is_now_point_not_offset_point
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Rename offset to point in remove_point()
2020-12-29 13:37:49 +01:00
Rémi Verschelde
2086acfacc
Merge pull request #44614 from madmiraal/rename-normalmap-normal_map
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Consistently use normal_map
2020-12-29 10:39:56 +01:00
Rémi Verschelde
09212fba1e
Fix missed renamings from empty() to is_empty()
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Those were missed in #44401 or added by later PRs.
2020-12-29 09:55:07 +01:00
Rémi Verschelde
652bdd573e
Merge pull request #43691 from bruvzg/ctl_dropcap
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[Complex Text Layouts] Add drop-cap support to RTL.
2020-12-29 09:14:46 +01:00
Marcel Admiraal
b4a190e0bc
Consistently use normal_map
2020-12-29 08:04:19 +00:00
kobewi
4f72a07eaa
Rename offset to point in remove_point()
2020-12-28 17:57:55 +01:00
Rémi Verschelde
4ca98c7a35
Merge pull request #44183 from madmiraal/box_shape-size
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Use a size Vector for adjusting the size of Rectangles and Boxes
2020-12-28 16:06:50 +01:00
Rémi Verschelde
058f3fe069
Merge pull request #44149 from madmiraal/rename-tangent-orthogonal
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Rename Vector2.tangent() to Vector2.orthogonal()
2020-12-28 16:00:12 +01:00
Marcel Admiraal
b628912af0
Rename Rect2 and Rect2i grow_margin() to grow_side()
2020-12-28 12:47:33 +00:00
Marcel Admiraal
5b937d493f
Rename empty() to is_empty()
2020-12-28 10:39:56 +00:00
Marcel Admiraal
4b8b803931
Rename Control margin to offset
2020-12-23 06:25:56 +00:00
clayjohn
44f8922305
Port ASSAO to Godot to replace SAO
2020-12-21 23:08:59 -08:00
Pedro J. Estébanez
b7367ac426
Add animation reset track feature
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As a bonus, to have consistency between use Beziers and create insert tracks, use Beziers also gets a default via editor settings that is used when the confirmation dialog is disabled, instead of just falling back to creating non-Bezier tracks.
2020-12-20 12:45:08 +01:00
Marcel Admiraal
2df9a8ccad
Rename Rect2 and Rect2i clip() to intersection()
2020-12-19 12:59:08 +00:00
reduz
d2302f53d6
Implement automatic LOD (Level of Detail)
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-Happens on import by default for all models
-Just works (tm)
-Biasing can be later adjusted per node or per viewport (as well as globally)
-Disabled AABB.get_support test because its broken
2020-12-18 15:48:03 +01:00
Rémi Verschelde
771b99b7f4
Merge pull request #44495 from godotengine/font-typo-44494
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Font: Fix typo in DynamicFontData compat code
2020-12-18 14:08:15 +01:00
Rémi Verschelde
a5c47dab5b
Font: Fix typo in DynamicFontData compat code
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Fixes #44494 .
2020-12-18 12:59:52 +01:00
Rémi Verschelde
c7b53c03ae
SCons: Add explicit dependencies on thirdparty code in cloned env
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Since we clone the environments to build thirdparty code, we don't get an
explicit dependency on the build objects produced by that environment.
So when we update thirdparty code, Godot code using it is not necessarily
rebuilt (I think it is for changed headers, but not for changed .c/.cpp files),
which can lead to an invalid compilation output (linking old Godot .o files
with a newer, potentially ABI breaking version of thirdparty code).
This was only seen as really problematic with bullet updates (leading to
crashes when rebuilding Godot after a bullet update without cleaning .o files),
but it's safer to fix it everywhere, even if it's a LOT of hacky boilerplate.
2020-12-18 10:29:34 +01:00
Rémi Verschelde
c83d1b2526
Merge pull request #43416 from pycbouh/graph-minimap
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Add a minimap to the GraphEdit
2020-12-17 17:34:36 +01:00
Yuri Sizov
8d608cdc40
Remove unused argument in Theme method and expose missing methods
2020-12-17 15:51:08 +03:00
reduz
bf77016c8a
Reimplement skeletons and blend shapes
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Uses compute shaders, which only once, on demand, and all in parallel.
2020-12-16 14:32:04 -03:00
Marcel Admiraal
f5a3cbda19
Rename Animation::track_remove_key_at_position to track_remove_key_at_time
2020-12-14 18:00:11 +00:00
reduz
77a045e902
Rework Mesh handling on scene importing.
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-Reworked how meshes are treated by importer by using EditorSceneImporterMesh and EditorSceneImporterMeshNode. Instead of Mesh and MeshInstance, this allows more efficient processing of meshes before they are actually registered in the RenderingServer.
-Integrated MeshOptimizer
-Reworked internals of SurfaceTool to use arrays, making it more performant and easy to run optimizatons on.
2020-12-13 21:29:51 -03:00
bruvzg
62927383ed
[Complex Text Layouts] Add drop-caps support to TextParagraph and RTL.
2020-12-13 22:20:02 +02:00
bruvzg
c1d261fdb0
[Complex Text Layouts] Add variable fonts support.
2020-12-13 18:43:39 +02:00
bruvzg
6b6f101983
[Complex Text Layouts] Refactor RichTextLabel.
2020-12-11 09:48:49 +02:00
Rémi Verschelde
67259d07db
Merge pull request #44070 from YeldhamDev/popupmenu_separator_font_color
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Add "font_color_separator" theme property to 'PopupMenu'
2020-12-10 11:13:07 +01:00
Rémi Verschelde
114f97ff11
Merge pull request #44128 from KoBeWi/ 🧹
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Cleanup unused engine code
2020-12-09 13:01:50 +01:00
Tomasz Chabora
2c048ea164
Cleanup unused engine code
2020-12-09 12:12:36 +01:00
Rémi Verschelde
92c001ef09
Merge pull request #43931 from bruvzg/ctl_comp_font
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[Complex Text Layouts] Add compatibility for legacy Font resources.
2020-12-09 11:28:11 +01:00
Rémi Verschelde
0c5d3b838c
Merge pull request #44199 from bruvzg/pvs_fixes_1
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PVS-Studio static analyzer fixes
2020-12-09 10:23:21 +01:00
bruvzg
644f739660
Static analyzer fixes:
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Removes unused code in OS.
Fixes return types.
Fixes few typos.
2020-12-09 10:17:53 +02:00
Hugo Locurcio
88f70b0c05
Increase dithering in the PhysicalSkyMaterial shader to combat banding
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Banding should now be much less visible when using the default
PhysicalSkyMaterial settings.
2020-12-09 01:40:58 +01:00
Marcel Admiraal
43c9106806
Use box size instead of extents for Shape dimensions
2020-12-08 11:58:21 +00:00
Marcel Admiraal
d5d99aaed6
Use rectangle size instead of extents for Shape dimensions
2020-12-08 11:57:46 +00:00
bruvzg
a458e90179
[Complex Text Layouts] Adds missing Font::SPACING_* to the Label, LineEdit, TextEdit, TextLine and TextParagraph.
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Fixes oversized editor control height (default editor spacing is negative) and control size changing when text is set.
2020-12-06 20:30:59 +02:00
Marcel Admiraal
a24c38d1a8
Rename Vector2.tangent() to Vector2.orthogonal()
2020-12-06 18:16:06 +00:00
Hugo Locurcio
44d0c74768
Tweak BaseMaterial3D heightmap property hints
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- Allow finer adjustments of the heightmap scale.
- Allow increasing the heightmap level detail (at the cost of performance).
2020-12-05 21:43:32 +01:00
Rémi Verschelde
c574b4d086
Merge pull request #44091 from madmiraal/rename-cubemesh-boxmesh
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Rename CubeMesh to BoxMesh
2020-12-05 16:48:15 +01:00
Marcel Admiraal
df6b061dbb
Rename CubeMesh BoxMesh
2020-12-05 11:48:26 +00:00
Aaron Franke
40b81339d0
Rebind Mesh/ArrayMesh enums
2020-12-04 19:34:50 -05:00
Aaron Franke
47f8ac7864
Rename Particles/ParticlesMaterial "Flags" enum to "ParticleFlags"
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"Flags" was a bit too ambiguous, and in 3D it hid GeometryInstance.Flags
2020-12-04 19:34:29 -05:00
Rémi Verschelde
1a001ad964
doc: Sync classref with current source
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And fixups:
- Add missing bindings in RenderingServer
- Remove duplicate ArrayMesh enum bindings (they're in Mesh already)
- Remove redundant _unhandled_key_input binding in Control (it's in Node
already)
2020-12-04 22:28:08 +01:00
Michael Alexsander
383e8919e0
Add "font_color_separator" theme property to 'PopupMenu'
2020-12-03 11:36:03 -03:00
bruvzg
3c3590522f
[Complex Text Layouts] Add compatibility for legacy Font resources.
2020-12-03 10:34:03 +02:00
reduz
70f5972905
Refactored Mesh internals and formats.
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-Changed how mesh data is organized, hoping to make it more efficient on Vulkan and GLES.
-Removed compression, it now always uses the most efficient format.
-Added support for custom arrays (up to 8 custom formats)
-Added support for 8 weights in skeleton data.
-Added a simple optional versioning system for imported assets, to reimport if binary is newer
-Fixes #43979 (I needed to test)
WARNING:
-NOT backwards compatible with previous 4.x-devel, will most likely never be, but it will force reimport scenes due to version change.
-NOT backwards compatible with 3.x scenes, this will be eventually re-added.
-Skeletons not working any longer, will fix in next PR.
2020-12-02 13:07:59 -03:00
Yuri Roubinsky
dd32d7b7ee
Fixed some errors when changing port name in visual shader expressions
2020-12-02 13:27:37 +03:00
Yuri Roubinsky
b74f1abd25
Fix few bugs in visual shader expressions
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Fixed few bugs in visual shader expressions
2020-12-01 16:55:52 +03:00
Yuri Sizov
999ce610a2
Add a minimap to the GraphEdit
2020-11-30 16:48:52 +03:00
Yuri Roubinsky
82d64ebd19
Fixed several visual shader inputs
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Fixed several inputs in visual shaders
2020-11-29 16:10:05 +03:00
Rémi Verschelde
ef2d1f6d19
Merge pull request #42761 from fire/color-grading-3d
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Environment brightness, contrast, saturation restore with 3d LUT.
2020-11-28 23:07:52 +01:00
Yuri Roubinsky
07e752585c
Fixed invalid visual shader outputs (TRANSMISSION, ALPHA_SCISSOR)
2020-11-28 20:42:59 +03:00
clayjohn
076908bed9
Environment brightness, contrast, saturation restore with color correction.
...
Allow gradients and 2d images.
Use shader versions for LUT in tonemap
Co-authored-by: alex-poe <3957610+CptPotato@users.noreply.github.com>
Co-authored-by: QbieShay <cislaghi.ilaria@gmail.com>
Co-authored-by: Clay John <claynjohn@gmail.com>
2020-11-28 07:37:49 -08:00
Rémi Verschelde
a6751e6c58
Merge pull request #41100 from bruvzg/ctl_text_server_interface
...
[Complex Text Layouts] Implement TextServer interface.
2020-11-28 09:03:15 +01:00
Rémi Verschelde
43f60c94e8
Merge pull request #39056 from rileylyman/tscn_newlines
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Skip extra newline in .tscn when renaming dependency
2020-11-27 15:35:15 +01:00
bruvzg
99666de00f
[Complex Text Layouts] Refactor Font class, default themes and controls to use Text Server interface.
...
Implement interface mirroring.
Add TextLine and TextParagraph classes.
Handle UTF-16 input on macOS and Windows.
2020-11-26 14:25:48 +02:00
Yuri Roubinsky
3e1e01b7ab
Added extra warning to VisualShaderNodeTexture + fix warning appearing
2020-11-26 14:53:47 +03:00
Andrii Doroshenko (Xrayez)
0ee88d6705
Describe `ImageTexture`, `Image` creation and usage
2020-11-17 16:00:41 +02:00
Rémi Verschelde
99d0df2e33
Merge pull request #38812 from aaronfranke/brace-no-empty-line
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Remove all empty lines from the start of blocks defined with braces
2020-11-17 08:59:50 +01:00
Rémi Verschelde
9de18cc946
Merge pull request #43547 from TokageItLab/lowering-s3d-and-camera-min-unit
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Lowering the Minimum Unit at Shape3D and Cameras
2020-11-17 07:55:44 +01:00
Aaron Franke
02161aad5a
Remove empty lines around braces with the formatting script
2020-11-16 23:38:11 -05:00
Tokage
4a2aaabf9f
Lowering the Minimum Unit at Shape3D and Cameras
2020-11-17 13:17:37 +09:00
Rémi Verschelde
d105c718fd
Merge pull request #43316 from YeldhamDev/rate_scale_wav_fix
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Fix WAV resources ignoring the AudioServer's 'global_rate_scale' value
2020-11-16 15:52:48 +01:00
Rémi Verschelde
fc70f986b9
Merge pull request #42008 from Calinou/theme-rename-node-type
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Rename the `type` parameter to `node_type` in Theme and Control
2020-11-16 13:20:24 +01:00
Nick Swoboda
bf8f763524
Improve error messages related to failing to open files
2020-11-12 17:30:56 -08:00
Rémi Verschelde
9d2e8f2f27
Variant: Rename Type::_RID to Type::RID
...
The underscore prefix was used to avoid the conflict between the `RID` class
name and the matching enum value in `Variant::Type`.
This can be fixed differently by prefixing uses of the `RID` class in `Variant`
with the scope resolution operator, as done already for `AABB`.
2020-11-09 16:29:04 +01:00
reduz
127458ed17
Reorganized core/ directory, it was too fatty already
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-Removed FuncRef, since Callable makes it obsolete
-Removed int_types.h as its obsolete in c++11+
-Changed color names code
2020-11-07 20:17:12 -03:00
bruvzg
061f65e410
Fix uninitialised variables in the BaseMaterial3D.
2020-11-06 10:17:11 +02:00
Michael Alexsander
04ebe4e7a4
Fix WAV resources ignoring the AudioServer's 'global_rate_scale' value
2020-11-04 17:03:54 -03:00
Marios Staikopoulos
e5d7c7d5fc
Alpha Hash and Alpha2Coverage Implementation
2020-11-02 20:11:20 -08:00
Juan Linietsky
a65481dd35
Update scene/resources/dynamic_font.cpp
...
Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro>
2020-10-28 22:09:37 -03:00
reduz
8ab9b39707
Implement CanvasGroup and CanvasItem clipping
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-Allows merging several 2D objects into a single draw operation
-Use current node to clip children nodes
-Further fixes to Vulkan barriers
-Changed font texture generation to white, fixes dark eges when blurred
-Other small misc fixes to backbuffer code.
2020-10-28 18:53:32 -03:00
Hugo Locurcio
c3b246e6af
Rename the `type` parameter to `node_type` in Theme and Control
...
This makes it clearer that it expects a node type as a string
(such as "Label") instead of a type like "TYPE_ARRAY".
This is backwards-compatible since only the name of the parameter
is changed, not its order.
2020-10-27 14:58:52 +01:00
Luke Costello
65eb02b236
Visual Shader Parenthesis fix
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missing parenthesis were added to prevent conditional statement from interacting with operations
2020-10-27 03:20:29 -04:00
Rémi Verschelde
8ee44cc60c
Merge pull request #43075 from Xrayez/color-ramp-to-gradient
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Fixup `ColorRamp` to `Gradient` renames
2020-10-26 08:44:27 +01:00
Andrii Doroshenko (Xrayez)
8ce2f401dd
Fixup `ColorRamp` to `Gradient` renames
2020-10-25 18:32:44 +02:00
reduz
84d734da0e
Refactored 2D shader and lighting system
...
-Removed normal/specular properties from nodes
-Create CanvasTexture, which can contain normal/specular channels
-Refactored, optimized and simplified 2D shaders
-Use atlas for light textures.
-Use a shadow atlas for shadow textures.
-Use both items aboves to make light rendering stateless (faster).
-Reorganized uniform sets for more efficiency.
2020-10-24 15:57:25 -03:00
Rémi Verschelde
6b20859984
Merge pull request #42558 from Chaosus/vs_curve
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Added visual shader node to easy gather data from a CurveTexture
2020-10-19 14:58:45 +02:00
Juan Linietsky
53d5a252bb
Revert "Replace SAO implementation with MSSAO"
2020-10-18 19:27:51 -03:00
Juan Linietsky
d98261ab8f
Merge pull request #42077 from clayjohn/MSSAO
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Replace SAO implementation with MSSAO
2020-10-18 18:34:43 -03:00
Juan Linietsky
e799a2ba45
Merge pull request #42201 from clayjohn/Vulkan-new-glow
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Optimize Glow with local memory
2020-10-18 18:32:36 -03:00
clayjohn
366ee46774
Replace SAO implementation with MSSAO
2020-10-18 13:15:51 -07:00
clayjohn
63a34b93aa
Optimize Glow with local memory
2020-10-18 11:37:12 -07:00
Rémi Verschelde
d9e5c355e5
Merge pull request #41418 from clayjohn/Vulkan-aerial
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Add aerial perspective to fixed fog
2020-10-18 17:32:19 +02:00
reduz
ee06a70ea6
Refactor MethodBind to use variadic templates
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Removed make_binders and the old style generated binders.
2020-10-18 12:28:44 +02:00
Yuri Roubinsky
f402e1e675
Added VisualShaderNodeCurve to easy gather data from a CurveTexture
2020-10-18 09:57:15 +03:00
clayjohn
8c21c26fb5
Add aerial perspective to fixed fog
2020-10-17 10:53:07 -07:00
Lyuma
d13568a8d1
Allow renaming bones and blendshapes.
2020-10-15 07:53:18 -07:00
Yuri Roubinsky
f4eef287f9
Adds Metallic to spatial light input of visual shaders
2020-10-10 16:55:36 +03:00
reduz
26f5bd245c
Implement GPU Particle Collisions
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-Sphere Attractor
-Box Attractor
-Vector Field
-Sphere Collider
-Box Collider
-Baked SDF Collider
-Heightmap Collider
2020-10-09 13:25:47 -03:00
Rémi Verschelde
2e99d0b26f
glTF: Fix parsing image data with `mimeType` undefined
...
The glTF 2.0 spec only makes `mimeType` mandatory for `bufferView` image data,
so the previous logic to handle URIs with base64-encoded images could fail if
`mimeType` is undefined.
The logic was documented and refactored to better handle the spec, notably:
- `uri` and `bufferView` are now mutually exclusive, and only the latter fails
if `mimeType` is undefined.
- `uri` with a file path will now respect the `mimeType` if defined, and thus
attempt loading the file with the specified format (even if its extension is
not the one expected for this format). So we can support bad extensions (PNG
data with `.jpg` extension) or custom ones (PNG data in `.img` file for
example).
- `uri` with base64 encoded data will infer MIME type from `data:image/png` or
`data:image/jpeg` if it was not documented in `mimeType` initially.
- `uri` with base64 encoded data, no `mimeType` and `application/octet-stream`
or `application/gltf-buffer` will fall back to trying both PNG and JPEG
loaders.
Fully fixes #33796 (and fixes up #42501 ).
2020-10-05 13:06:50 +02:00
Yuri Roubinsky
2d45f7ac87
Fix typo in VisualShaderNodeSample3D::generate_code
2020-10-04 10:34:58 +03:00
Yuri Roubinsky
e3006d4064
Fix def parameter in Texture visual shader nodes for sky/particles modes
2020-10-03 22:20:45 +03:00
Paulb23
ee4a1c99a7
Switch from recursion to iterative for backfilling colour regions
2020-10-03 14:58:55 +01:00
Yuri Roubinsky
dc713e149f
Fix VisualShaderNode::set_output_port_connected
2020-10-02 09:06:13 +03:00
lolligerjoj
ff4af94414
Expose Animation::value_track_interpolate to GDscript
2020-10-01 14:27:09 +02:00
Danil Alexeev
02c0edac60
Improve appearance of [connection] and [editable] sections in .tscn files
2020-09-29 14:01:01 +03:00
Rémi Verschelde
bebf424c80
Merge pull request #42078 from Chaosus/vs_rename_type
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Renames Type to OpType in VisualShaderNodeMultiplyAdd
2020-09-29 10:34:22 +02:00
Rémi Verschelde
5e9194086d
Merge pull request #35924 from doot24/fix_#35863
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Fixed Gradient.remove_point not allowing fewer than two points.
2020-09-27 09:51:24 +02:00
Hugo Locurcio
feb4002017
Add a property hint to StyleBoxFlat `shadow_size` for editor usability
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This adds a visible range to the slider so it can be dragged more easily.
This closes #42309 .
2020-09-24 17:41:40 +02:00
Rémi Verschelde
cadba267b5
Merge pull request #42203 from rcorre/physicsmat_hint
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Fix hints on PhysicsMaterial bounce/friction.
2020-09-23 09:06:59 +02:00
Yuri Roubinsky
81a44a4145
Fix expressions nodes in visual shaders
2020-09-22 23:07:55 +03:00
Yuri Roubinsky
07fb960a88
Fix some bugs in visual shader editor
2020-09-21 22:19:20 +03:00
Ryan Roden-Corrent
6c18baee9c
Fix hints on PhysicsMaterial bounce/friction.
...
These values are only meaningful in the range 0 to 1.
Make sure the editor enforces reasonable values.
Fixes #42202 .
2020-09-19 18:44:49 -04:00
Rémi Verschelde
3e78963bb9
Fix typos with codespell
...
Using codespell 1.17.1.
Method:
```
$ cat > ../godot-word-whitelist.txt << EOF
ang
curvelinear
dof
doubleclick
fave
findn
leapyear
lod
merchantibility
nd
numer
ois
ony
que
seeked
synching
te
uint
unselect
webp
EOF
$ codespell -w -q 3 -I ../godot-word-whitelist.txt --skip="./thirdparty,*.po"
$ git diff // undo unwanted changes
```
2020-09-18 13:44:25 +02:00
Yuri Roubinsky
f137f14e1c
Renames Type to OpType in VisualShaderNodeMultiplyAdd
...
To prevent possible conflicts with C# and other languages.
2020-09-15 11:06:18 +03:00
Yuri Roubinsky
ca9b3e929b
Fix triplanar texture code generation in visual shaders
2020-09-11 18:23:26 +03:00
Yuri Roubinsky
01191178bf
Merge pull request #41955 from Chaosus/vs_performance_fix3
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Improve performance of Add/Remove/Connect/Change nodes in visual shader
2020-09-11 16:24:11 +03:00
Yuri Roubinsky
8dbf3d7c44
Improve performance of Add/Remove/Connect/Change nodes in visual shader
2020-09-11 15:45:18 +03:00
Rémi Verschelde
a2a78a8066
doc: Sync classref with current source
...
Bind missing enums.
2020-09-11 12:22:10 +02:00
Paulb23
33ab9cd621
Move safe line color into editor
2020-09-10 20:35:28 +01:00
Paulb23
7829fdc1d0
Add folding gutter to code_edit
2020-09-10 20:35:28 +01:00
Paulb23
4d7df24d46
Add main_gutter (breakpoints, bookmarks, execution lines) to code_edit
2020-09-10 20:35:28 +01:00
Paulb23
907f9f2a84
Changed line_edited_from(from) to lines_edit_from(from, to)
2020-09-10 20:35:28 +01:00
Paulb23
1353ed5e44
Added Line numbers to CodeEdit
2020-09-10 20:35:28 +01:00
Paulb23
a0b409cb14
Add and convert editor to use CodeEdit
2020-09-10 20:35:27 +01:00
Yuri Roubinsky
5ba8246cfb
Added Texture3D to visual shaders
2020-09-10 07:40:06 +03:00
Juan Linietsky
1ce46f2a3f
Merge pull request #41918 from reduz/implement-3d-textures
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Implement 3D textures as import and resource format.
2020-09-09 14:40:22 -03:00
reduz
a674da4eec
Implement 3D textures as import and resource format.
2020-09-09 13:50:21 -03:00
Yuri Roubinsky
14a24fa19c
Improve performance for Show/Hide port preview in visual shaders
2020-09-09 19:24:55 +03:00
Yuri Roubinsky
ea49d8b9d5
Improve performance of Undo:change node position in visual shader
2020-09-09 11:29:40 +03:00
Yetizone
701493ab33
mesh_library.h: Update header guard to reflect file name
2020-09-08 15:12:31 +03:00
Yuri Roubinsky
e50b2e58b2
Added `active` boolean to particles mode output in visual shaders
2020-09-07 19:21:22 +03:00
Yuri Roubinsky
dc6685d28f
Remakes particles in visual shaders
2020-09-07 13:33:51 +03:00
Yuri Roubinsky
e2aca7e047
Fix some broken visual shader nodes
2020-09-07 12:39:20 +03:00
Rémi Verschelde
753b2bd010
Merge pull request #41767 from lolleko/patch-1
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Remove ArrayMesh::surface_remove declaration
2020-09-07 08:33:12 +02:00
reduz
d0bddf53c5
Implement manual particle emission and particle sub emitters.
2020-09-06 10:29:27 -03:00
Yuri Roubinsky
f188c41ffd
Cleanup constructor code in visual shader nodes
2020-09-05 16:13:38 +03:00
Lorenz Junglas
9367310e2b
Remove ArrayMesh::surface_remove declaration
...
Removal was omitted in 449df8f688
2020-09-04 16:27:59 +02:00
Rémi Verschelde
de284f931d
doc: Sync classref with current source
2020-09-04 10:43:11 +02:00
bruvzg
80b8eff6aa
[Complex Test Layouts] Change `String` to use UTF-32 encoding on all platforms.
2020-09-03 19:56:24 +03:00
Rémi Verschelde
d84954a281
Merge pull request #41459 from Paulb23/nested_color_regions
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Fix colour region end key seach and start key order
2020-09-03 11:32:04 +02:00
Yuri Roubinsky
58f0aa44d1
Merge pull request #41724 from Chaosus/vs_fix_particles
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Restore Particles functionality in visual shader
2020-09-03 11:18:09 +03:00
Yuri Roubinsky
c291b1d23c
Restore Particles functionality in visual shader
2020-09-03 10:22:00 +03:00
Rémi Verschelde
1956c7ad33
Merge pull request #41533 from Chaosus/vs_fix_specular
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Fix specular render_mode for visual shaders
2020-09-03 07:36:58 +02:00
Juan Linietsky
f5f27bacdb
Re-Implement GPU particles on master.
...
-No new features yet
-Unlike godot 3.x, sorting happens using GPU
2020-09-02 21:37:11 +02:00
Rémi Verschelde
74dbcf1e4d
Merge pull request #30148 from zaksnet/fix-texture-editor
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Adds automatic update for StyleBoxTexture > region_rect
2020-08-31 13:25:28 +02:00
Andrii Doroshenko (Xrayez)
528056a3c5
Make `AnimatedTexture.MAX_FRAMES` public
...
The constant is already exposed in GDScript, but not in C++.
This information is useful for implementing animated texture
resource importers via modules.
2020-08-30 23:44:41 +03:00
Zak
7d7727bade
Adds automatic update for region_rect
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When changing the texture region for a StyleBox, the regions was not updating automatically in the Texture editor.
2020-08-29 19:46:52 +02:00
Yuri Roubinsky
4e2d699745
Fix specular render_mode for visual shaders
2020-08-28 12:50:46 +03:00
Paulb23
6cdcdbc242
Fix color region end key seach and start key order
2020-08-22 19:55:44 +01:00
Juan Linietsky
4e52c75a98
Merge pull request #41345 from clayjohn/VULKAN-sky-fog
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Add fog to sky shaders
2020-08-20 09:50:52 -03:00
clayjohn
9d341acf2d
Add fog to sky shaders
2020-08-19 22:58:14 -07:00
jjjlalonde@gmail.com
94b09da9a1
Update ResourceLoaderText::load to not update progress if resources are 0
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Include check in other progress update statement
Update additional progress update statement
2020-08-16 13:12:21 -07:00
Juan Linietsky
6a5ecfdef1
Restored fog (non volumetric).
...
Uses a simpler and more intuitive implementation based on density.
Its less flexible than before, but its easier to get nice results.
2020-08-13 22:09:22 -03:00
Juan Linietsky
079ca220e1
Added volumetric fog effect.
2020-08-13 11:28:45 -03:00
Rémi Verschelde
dc90b17691
Merge pull request #41166 from somnathsarkar/gradient-fix
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Sort points in a Gradient for color and offset updates.
2020-08-12 12:38:46 +02:00
Somnath Sarkar
d5d832417e
Sort points in a Gradient for color and offset updates.
2020-08-12 01:55:41 -04:00
Rémi Verschelde
5ffbc7d678
Merge pull request #40964 from DrRevert/debug-mesh-lines-const
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Change Shape3D::get_debug_mesh_lines into const methods
2020-08-11 19:02:19 +02:00
Paulb23
5cf2cf8646
Fix colour region continuation over blank lines, issue 41120
2020-08-08 15:36:46 +01:00
Arkadiusz Marcin Kołek
8e1c9ff1c1
Shape3D::get_debug_mesh_lines const methods
2020-08-02 11:10:43 +02:00
Yuri Roubinsky
4d52456613
Fix small reconnection bug in visual shader
2020-07-31 10:40:05 +03:00
Brian Semrau
69d1c48b73
Fixed shader editor comment highlighting
2020-07-28 15:16:24 -04:00
Yuri Roubinsky
cf03f90fa8
Merge pull request #40785 from Chaosus/vs_uniform_ref
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Added UniformRef visual shader node
2020-07-28 16:17:37 +03:00
Yuri Roubinsky
7ddaff47a3
Added UniformRef visual shader node
2020-07-28 14:44:53 +03:00
Yuri Roubinsky
8fefdcf113
Added default value for uniforms in visual shaders
2020-07-27 15:44:22 +03:00
Yuri Roubinsky
167f033782
Optimize code generation for fresnel node in visual shaders
2020-07-27 11:35:53 +03:00
Yuri Roubinsky
5dfef9d8bc
Removes redundant code generation in VisualShaderNodeTextureUniform
2020-07-26 04:28:07 +03:00
Tomasz Chabora
e1a1bb0a6e
Keep transition value when replacing key
2020-07-23 22:59:04 +02:00
Rémi Verschelde
a5fb445121
Merge pull request #40450 from asmaloney/spelling
...
Fix spelling & grammar in comments, docs, and messages
2020-07-21 22:14:04 +02:00
Andy Maloney
4dda62f591
Fix spelling & grammar in comments, docs, and messages
2020-07-21 15:17:23 -04:00
Pedro J. Estébanez
80a5df4821
Add DynamicFont::get_available_chars()
2020-07-20 17:44:39 +02:00
Rémi Verschelde
2921827387
Merge pull request #40327 from pkdawson/patch-1
...
Avoid overflow when calculating visible_cells
2020-07-14 14:16:29 +02:00
Patrick Dawson
9e28df22a0
Avoid overflow when calculating visible_cells
2020-07-13 16:53:58 +02:00
Paulb23
bc4cee4458
Extract Syntax highlighting from TextEdit and add EditorSyntaxHighlighter
...
- Extacted all syntax highlighting code from text edit
- Removed enable syntax highlighting from text edit
- Added line_edited_from signal to text_edit
- Renamed get/set_syntax_highlighting to get/set_syntax_highlighter
- Added EditorSyntaxHighligher
2020-07-11 17:09:58 +01:00
Paulb23
156daddaaf
Expose Syntax highlighter for editor plugins
2020-07-11 15:40:00 +01:00
Paulb23
2f1080be9b
Convert syntax highlighters into a resource
2020-07-11 15:26:58 +01:00
Rémi Verschelde
9678a41b19
Merge pull request #40272 from clayjohn/VULKAN-time-slicing
...
Add incremental update mode to sky
2020-07-11 10:00:39 +02:00
clayjohn
a54f93c169
Add incremental update mode to sky
2020-07-11 00:10:15 -07:00
Marcel Admiraal
7517821950
Add missing overrides to visual_shader_nodes.h
2020-07-10 21:25:37 +01:00
Rémi Verschelde
dcd11faad3
Merge pull request #40253 from madmiraal/add-override-keywords
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Add override keywords.
2020-07-10 21:04:23 +02:00
Yuri Roubinsky
ecb5f7ea23
Added 'fma' function to shader language
2020-07-10 19:58:03 +03:00
Marcel Admiraal
26fcf2b04c
Add override keywords.
2020-07-10 13:56:54 +01:00
Juan Linietsky
110e650dc8
Change how default fonts are created, fixes #39235
...
Also fixes file dialog icons.
2020-07-03 21:29:12 -03:00
lordkettune
4313a7bdc8
Fix issues with custom tracks on reimport
2020-07-02 16:08:20 -07:00
Rémi Verschelde
67e4082b1e
Merge pull request #37350 from aaronfranke/force-impulse
...
Refactor physics force and impulse code to use (force, position) order
2020-07-02 18:39:16 +02:00
Rémi Verschelde
372136fe75
Environment: Refactor code for readability + more
...
- Makes all boolean setters/getters consistent.
- Fixes bug where `glow_hdr_bleed_scale` was not used.
- Split CameraEffects to their own source file.
- Reorder all Environment method and properties declarations,
definitions and bindings to be consistent with each other
and with the order of property bindings.
- Bind missing enum values added with SDFGI.
- Remove unused SDFGI enhance_ssr boolean.
- Sync doc changes after SDFGI merge and other misc changes.
2020-07-01 14:44:45 +02:00
Hugo Locurcio
a31fc59ff3
Write "Aces" tonemapping in uppercase as it's an acronym
2020-06-30 15:21:35 +02:00
Juan Linietsky
201d606b3d
Addition of SDFGI for open world global illumination
...
Move GI to a deferred pass
2020-06-26 11:06:48 -03:00
Hugo Locurcio
9bd2d7a617
Fix default editor/project Button styles after ToolButton removal
...
Before this fix, all Buttons made with the default project theme
looked flat until hovered.
2020-06-24 17:21:47 +02:00
Hugo Locurcio
31b7f02a29
Remove ToolButton in favor of Button
...
ToolButton has no redeeming differences with Button;
it's just a Button with the Flat property enabled by default.
Removing it avoids some confusion when creating GUIs.
Existing ToolButtons will be converted to Buttons, but the Flat
property won't be enabled automatically.
This closes https://github.com/godotengine/godot-proposals/issues/1081 .
2020-06-19 20:49:49 +02:00
Yuri Roubinsky
cb9cbf840d
Added Texture2DArray support to visual shaders
2020-06-19 18:02:05 +03:00
Rémi Verschelde
78d09a4163
Merge pull request #37903 from Xrayez/shape-2d-draw-bind
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Bind Shape2D draw method
2020-06-16 15:15:51 +02:00
Yuri Roubinsky
cc6ca5f1eb
Use path instead classname to prevent errors for exported visual shaders
2020-06-15 21:44:03 +03:00
Michael Alexsander
637927f803
Add generic file icon and its modulation to the 'FileDialog'
2020-06-08 10:31:45 -03:00
Rémi Verschelde
c080ec5da2
PackedScene: Prevent crash when root node has `parent` attribute
...
The crash happens further down when setting an invalid owner in
`Node::_set_owner_nocheck` but I couldn't figure out how to fix it.
But here the proper fix is to catch the invalid scene file early on
and fail loading it.
Part of #17372 .
2020-06-08 13:07:07 +02:00
Marcus Brummer
ffbb211bbe
Set "shader_param/" prefix in Shader::has_param()
2020-06-04 17:41:10 +02:00
Phischermen
2fc274d572
Made property hint consistent with other property hints
2020-06-03 13:01:27 -07:00