Commit Graph

2402 Commits

Author SHA1 Message Date
Yuri Sizov 12838bd99d Add focus font color to Button and derivatives 2021-10-26 17:42:40 +03:00
Rémi Verschelde 0409644afd
Merge pull request #54245 from manueldun/nullParamAddMod 2021-10-26 08:20:40 +02:00
Rémi Verschelde 01afa39d21
Merge pull request #54073 from groud/terrains_for_procgen 2021-10-26 08:15:07 +02:00
Manuel Dun 0384474f83 Added error macro to ensure non null parameter 2021-10-25 19:44:22 -04:00
Rémi Verschelde 5ff0624a07
Fix GCC 12 `-Werror=type-limits` in animation compression code
Fixup to #54050, CI's GCC builds didn't catch it.
2021-10-25 17:59:07 +02:00
Rémi Verschelde 24fdedfe94
Merge pull request #54050 from reduz/animation-compression 2021-10-25 14:27:58 +02:00
bruvzg ebbc25e89c Ignore empty Font resources as theme override.
Add range hint to font_size properties.
Remove excessive `base_size` Font property.
2021-10-25 14:05:37 +03:00
Silc 'Tokage' Renew 653e2a550c Fixed animation insertion in SkeletonEditor 2021-10-23 16:50:00 +09:00
reduz a69541da4c Implement Animation Compression
Roughly based on https://github.com/godotengine/godot-proposals/issues/3375 (used format is slightly different).

* Implement bitwidth based animation compression (see animation.h for format).
* Can compress imported animations up to 10 times.
* Compression format opens the door to streaming.
* Works transparently (happens all inside animation.h)
2021-10-21 18:27:34 -03:00
Marcel Admiraal 87a4ba492e Remove unimplemented methods 2021-10-21 18:44:25 +01:00
Gilles Roudière d1aef45072 Allow updating TileMap cells using surrounding terrains 2021-10-21 16:57:28 +02:00
Rémi Verschelde c942d567eb
Merge pull request #53926 from YeldhamDev/i_am_tabbar_now 2021-10-20 15:42:41 +02:00
Rémi Verschelde 36fd7f213d
Merge pull request #53983 from Duroxxigar/navmesh-agent-default 2021-10-20 11:08:11 +02:00
Murilo Gonçalves 94cba835eb Fix: typo in TextParagraph class and docs 2021-10-19 16:38:58 -03:00
Duroxxigar 1de99820b8 Change default navmesh agent radius to match nav agent node's default radius 2021-10-19 11:43:39 -04:00
Michael Alexsander 67acb7de6e Rename `Tabs` to `TabBar` 2021-10-19 11:37:31 -03:00
Gilles Roudière 1a95f893c4 Implement TileMap patterns palette 2021-10-19 11:57:37 +02:00
Rémi Verschelde 523e0d80a8
Merge pull request #53925 from Anutrix/fix-unused-imports
Remove unused imports default_theme SCsub
2021-10-18 07:56:36 +02:00
Rémi Verschelde b6ee9ed8c5
Merge pull request #53889 from Klowner/surfacetool-generate-lod-assert-crash
Add check to SurfaceTool.generate_lod(); ensure target index count >=…
2021-10-18 07:51:43 +02:00
Anutrix a4b736658e Remove unused imports in .py, SCsub and SConstruct files 2021-10-18 01:50:34 +05:30
Mark Riedesel 5d96124af6 Add check to SurfaceTool.generate_lod(); ensure target index count between 0 and source index count. Fixes #53876 2021-10-16 20:31:20 -04:00
Rémi Verschelde c2a616f3ec
Merge pull request #53821 from TwistedTwigleg/Godot_Master_SkeletonModificationIK_FixPoseChange
Fix for SkeletonModification3Ds to work with the new bone pose changes.
2021-10-16 23:54:37 +02:00
TwistedTwigleg 0cedc04769 Fix for SkeletonModification3Ds to work with the new bone pose changes, fixed global_pose_to_local_pose function 2021-10-16 16:34:31 -04:00
reduz ae1c016547 Implement Animation Blend Shape Tracks
* New track type BLEND_SHAPE
* Blend shapes are imported via this new track type
* Processing is more optimized (no longer relies on variants)
* Modified the Blend Shape API in MeshInstance3D to use indices rather than StringNames (more optimizes)
* Promo: Fixed a small bug in gizmo updating in Node3D that affected performance

Dedicated BlendShape tracks are required for both optimization and eventually implementing them in animation compression.
2021-10-16 08:36:05 -03:00
Rémi Verschelde b5ece7c363
Merge pull request #53764 from Chaosus/vs_curve_input_port_default 2021-10-15 19:31:05 +02:00
reduz b3bf90b3ce Add scene Post-Import Plugin support.
* New plugin system to control the whole import workflow
* Can add options and run code at every import step (general, per node, mesh, animation, material etc.)

This constitutes a first version of these plugins. The ability to interact with the import preview dialog will likely be added later on.
2021-10-15 09:12:04 -03:00
Rémi Verschelde 668ceda9cb
Merge pull request #53810 from groud/fix_crash
Fixes crash in TileSetAtlasSource::get_tiles_to_be_removed_on_change
2021-10-14 20:26:40 +02:00
Gilles Roudière 3948f9cc83 Fixes crash in TileSetAtlasSource::get_tiles_to_be_removed_on_change 2021-10-14 16:49:59 +02:00
Brian Semrau a62e240260 Fix the height fog effect 2021-10-14 04:08:39 -04:00
reduz 2dc823273e Remove REST transform influence in skeleton bones
* Animations and Skeletons are now pose-only.
* Rest transform is kept as reference (when it exists) and for IK
* Improves 3D model compatibility (non uniform transforms will properly work, as well as all animations coming from Autodesk products).
2021-10-13 14:51:29 -03:00
Yuri Roubinsky e270644b20 Add a default input parameter field to CurveTexture (in visual shaders) 2021-10-13 15:25:12 +03:00
Gilles Roudière b9151860f3 Prevent tiles outside atlas texture 2021-10-13 13:44:02 +02:00
Rémi Verschelde 3e86ca5586
Merge pull request #53689 from reduz/remove-animation-transform3d-track 2021-10-13 12:40:33 +02:00
Rémi Verschelde 74a87fe98b
Merge pull request #53683 from Chaosus/vs_previews 2021-10-13 10:03:44 +02:00
reduz ec19ed3723 Remove animation 3D transform track, replace by loc/rot/scale tracks.
* `Animation.TYPE_TRANSFORM3D` track is gone.
* Added POSITION_3D, ROTATION_3D, SCALE_3D tracks.
* GLTF2, Collada, FBX importers will only import the track types found.
* Skeleton3D bone poses are now Pos/Rot/Scale, pose matrix removed.
* AnimationPlayer and AnimationTree animate these tracks separately, only when found.
* Removed BakeReset code, is useless with these changes.

This is the first in a series of commits designed to make the animation system in Godot more useful, which includes:

* Better compatibility with Autodesk products
* Better reusability of animations across models (including retargeting).
* Proper animation compression.
* etc.

*Note* GLTF2 animation saving went broken with this PR, needs to be fixed in a subsequent one.
2021-10-12 20:08:42 -03:00
M. Huri 033dc4dbef Replaced NULL with nullptr 2021-10-12 20:20:19 +07:00
Juan Linietsky 610de0974d
Revert "Implement reverse playback and ping-pong loop in AnimationPlayer and NodeAnimation" 2021-10-11 19:27:50 -03:00
Rémi Verschelde 9ed4f8367b
Merge pull request #48332 from TokageItLab/implement-ping-pong 2021-10-11 22:55:01 +02:00
Yuri Roubinsky c299c54023 Make port previews in visual shader visible in other shader modes 2021-10-11 22:19:08 +03:00
Gilles Roudière 89a6c6cd84 Fixes set_source_id not updating the next automatic source id 2021-10-11 14:58:42 +02:00
Joan Fons 8ab7ca4b32 Fix auto LOD generation for blendshapes. 2021-10-09 20:31:28 +02:00
Tokage 372ba76663 implement ping-pong loop in animation
Co-authored-by: Chaosus <chaosus89@gmail.com>
2021-10-09 18:08:43 +09:00
Rémi Verschelde 5ae569560d
Fix missing argument names in bindings
While at it, tweak some boolean setters to use `p_enabled` for the bool.

Also renames `draw_minimap()` to `set_draw_minimap()`.
2021-10-09 00:20:10 +02:00
Rémi Verschelde 3d05b94212
Merge pull request #53522 from groud/read_only_tile_layout 2021-10-07 22:51:46 +02:00
Rémi Verschelde a6c4de49e1
Merge pull request #53523 from Calinou/remove-occlusion-color 2021-10-07 22:26:10 +02:00
Rémi Verschelde 21b6aabb60
Merge pull request #53538 from Calinou/environment-ssr-fade-no-negative-values 2021-10-07 22:05:46 +02:00
Hugo Locurcio 01d1e9f576
Don't allow translucent colors in built-in sky material properties
The colors' alpha channel is ignored, so there's no point in
exposing it in the editor.
2021-10-07 18:12:16 +02:00
Hugo Locurcio 0269d8e871
Clamp Environment's SSR fade-in and fade-out to positive values
Negative values result in rendering glitches.
2021-10-07 17:59:55 +02:00
Hugo Locurcio 265bae824f
Remove unimplemented `Environment.ambient_light_occlusion_color` property
This property was intended to provide a way to have SSAO or VoxelGI
ambient occlusion with a color other than black. However, it was
dropped during the Vulkan renderer development due to the performance
overhead it caused when the feature wasn't used.
2021-10-07 17:47:52 +02:00
Gilles Roudière 9c1b1e9a7e Set TileSet layout and half-offset as read-only when using square shape 2021-10-07 15:29:48 +02:00