Aaron Franke
6c197cf259
Define GDNative sizes using sizeof(godot_real_t) and sizeof(int32_t)
2021-01-25 16:42:14 -05:00
Rémi Verschelde
38db12b45a
Merge pull request #45398 from Calinou/doc-resource-name-usage
...
Document a built-in use of `Resource.resource_name`
2021-01-25 21:40:12 +01:00
Rémi Verschelde
7f0b5a373a
Merge pull request #44989 from vnen/gdnative-new-api
...
New API for GDNative
2021-01-25 21:26:07 +01:00
Rémi Verschelde
babdffe174
Merge pull request #45394 from rcorre/timer-cleanup
...
Clarify that create_timer does not require cleanup.
2021-01-25 21:10:39 +01:00
Rémi Verschelde
26c9e86bc0
Merge pull request #45456 from Faless/js/4.x_styles
...
[HTML5] Better editor HTML, small refactor.
2021-01-25 20:55:58 +01:00
Rémi Verschelde
d7aea6ff6c
Merge pull request #45447 from pycbouh/graphedit-minimap-active-invisible
...
Fix minimap capturing events and improve its theme and editor settings
2021-01-25 20:32:46 +01:00
Fabio Alessandrelli
6f64d93664
[HTML5] Builtin HTTP server disable browsers cache
...
We don't want browsers to cache our temporary exports (since they will
always differ).
2021-01-25 20:15:57 +01:00
Fabio Alessandrelli
4e09453407
[HTML5] Better editor HTML, small refactor.
...
Side and GDNative libraries are now added by engine.js , the dynlink pre
js had been deleted.
2021-01-25 20:15:57 +01:00
Yuri Sizov
9d9d0f0bc9
Fix minimap capturing events and improve its theme
...
Add an editor setting for minimap opacity in visual editors
2021-01-25 21:49:07 +03:00
Juan Linietsky
f7b814f943
Merge pull request #45452 from reduz/implement-shadow-meshes
...
Implement shadow meshes
2021-01-25 15:30:04 -03:00
reduz
51d8e32c93
Implement shadow meshes
...
-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
Fabio Alessandrelli
c5c9517e1e
Merge pull request #45432 from Calinou/doc-multiplayer-api-non-godot
...
Document that the high-level multiplayer API is only for Godot servers
2021-01-25 18:11:32 +01:00
Fabio Alessandrelli
abb8d8e8ca
[HTML5] Fix "initial_memory" build option parsing
2021-01-25 17:47:52 +01:00
Fabio Alessandrelli
2ea7592ca1
DummyRasterizer Sync.
2021-01-25 15:58:38 +01:00
David Snopek
39e022e01c
Support mono devices in WebXR
2021-01-25 08:39:50 -06:00
Ryan Roden-Corrent
6e7e4f82ec
Clarify that create_timer does not require cleanup.
...
This is how I would expect it to work, but the docs didn't clarify, so I
had to check the source just to make sure I wasn't responsible for
freeing the timer:
d39f6386ce/scene/main/scene_tree.cpp (L473)
2021-01-25 08:05:09 -05:00
Rémi Verschelde
161c4be9d2
Merge pull request #45440 from bruvzg/ctl_span_breaks
...
[CTL] Do not break line on the span (e.g. RTL BBCode tag) edges.
2021-01-25 14:04:37 +01:00
George Marques
29e5dd06c7
GDNative: Remove print functions
...
Those are now utilities so the function pointer can be fetched when
needed.
2021-01-25 09:28:32 -03:00
George Marques
030d1d6a17
GDNative: New core API
...
This API now uses the discovery functions present in Variant instead of
wrapping every built-in function. Users now need to query for function
pointers and use those.
2021-01-25 09:28:02 -03:00
Rémi Verschelde
71f0b4f4b9
Merge pull request #45376 from reduz/gi-optimizations
...
Several GI related optimizations and fixes
2021-01-25 12:51:39 +01:00
bruvzg
eeced6d6f2
[CTL] Do not break line on the span (e.g. RTL BBCode tag) edges.
2021-01-25 09:45:29 +02:00
K. S. Ernest (iFire) Lee
294c2996e3
Restore gltf node animation export.
...
Misc style changes.
2021-01-24 19:02:57 -08:00
Hugo Locurcio
1b03f3f72b
Document that the high-level multiplayer API is only for Godot servers
2021-01-25 01:59:28 +01:00
reduz
a9beb7aa8c
Shadow map rendering optimization
...
-All shadow rendering is done with raster now (no compute)
-All shadow rendering is done by rendering directly to the shadow atlas
-Improved how buffer clearing is done to optimize the above.
-Ability to set shadows as 16 bits.
2021-01-24 20:17:28 -03:00
reduz
6fe342478b
Several GI related optimizations and fixes
...
-SDFGI direct light is done over many frames
-SDFGI Changed settings for rays/frame
-SDFGI Misc optimizations
-SDFGI Bug fix on probe scroll
-GIProbe was not working, got it to work again
-GIProbe dynamic objects were not working, fixed
-Added a half size GI option.
2021-01-24 19:29:07 -03:00
Rémi Verschelde
6ddfc8e718
Merge pull request #44797 from a-ivanov/marshall-core-unit-tests
...
Marshall core unit tests
2021-01-24 20:41:57 +01:00
Anton Ivanov
69b554e92d
Unit tests for encoding/decoding Variant
2021-01-24 17:15:07 +03:00
Anton Ivanov
8aed1ee8f7
Unit tests for encoding/decoding of base types
2021-01-24 17:15:07 +03:00
Marcel Admiraal
8eb39f4e8b
Change themes *_color_* to *_*_color
...
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
Hugo Locurcio
1a606b1a04
Document a built-in use of `Resource.resource_name`
2021-01-23 21:33:48 +01:00
Maganty Rushyendra
3a6c14e5c4
Ensures that export path is used when exporting PCK/ZIP
2021-01-23 17:33:36 +08:00
Aaron Franke
abd06567a7
Make GLTF not depend on CSG or GridMap
2021-01-22 17:20:07 -05:00
Nathan Franke
dbff957028
Improve Ambiguous StreamPeerTCP `set_no_delay` Documentation
2021-01-22 14:17:53 -06:00
Andrii Doroshenko (Xrayez)
0c2dbd01dc
Document shape metadata for `TileMap`
2021-01-22 20:03:09 +02:00
Rémi Verschelde
d39f6386ce
Merge pull request #45314 from RandomShaper/modernize_rwlock
...
Modernize RWLock
2021-01-22 14:51:05 +01:00
Rémi Verschelde
2a3e771f4c
Merge pull request #36355 from Dodoveloper/master
...
Fix remembering of an unsaved scene on exit
2021-01-21 23:54:31 +01:00
Dodoveloper
c3abda0b13
Fix #33326 by reopening scenes
2021-01-21 23:23:54 +01:00
clayjohn
561de937b1
Use Interleaved gradient noise for shadow samples
2021-01-21 07:47:01 -08:00
Rémi Verschelde
a9b151c664
Merge pull request #44668 from clayjohn/VULKAN-downsample
...
Use cubemap downsampler for reflection mipmaps
2021-01-20 20:41:47 +01:00
Rémi Verschelde
b23f1a8d3e
Merge pull request #45267 from HipsterPenguin/BugFixing
...
Fixed 6DOF set/get check for the path starting with joint_constraints
2021-01-20 17:51:08 +01:00
Rémi Verschelde
4a0abe749e
Merge pull request #45328 from YeldhamDev/clangd_cache
...
Ignore clangd 11+ cache folder
2021-01-20 15:05:44 +01:00
Michael Alexsander
ff1d636385
Ignore clangd 11+ cache folder
2021-01-20 10:14:02 -03:00
Rémi Verschelde
39cf47ff82
Merge pull request #43734 from Shatur95/detect-plugins-recursively
...
Detect plugins recursively
2021-01-20 10:39:02 +01:00
Rémi Verschelde
8a6d4dd5ed
Merge pull request #45023 from reduz/optimize-shader-vgpr1
...
Shader optimizations to reduce VGPR usage and increase occupancy
2021-01-20 00:10:21 +01:00
Rémi Verschelde
f768d86516
Merge pull request #45322 from akien-mga/cleanup-permissions
...
Cleanup: Remove executable bit from files which don't need it
2021-01-19 23:57:42 +01:00
Rémi Verschelde
5a9bd8e51c
Merge pull request #45321 from aaronfranke/vector-operators-equality
...
Remove useless "else" statements from vector3.h
2021-01-19 23:47:42 +01:00
Rémi Verschelde
76c6007aa6
Cleanup: Remove executable bit from files which don't need it
...
Drop unused xpmfix.sh script.
2021-01-19 23:36:42 +01:00
reduz
099dee35f4
Added GPU based cluster builder
...
Clustering is now GPU based, uses an implementation based on the Activision algorithm.
2021-01-19 23:31:06 +01:00
reduz
7008e3c6ea
Shader optimizations to reduce VGPR usage and increase occupancy
2021-01-19 23:31:02 +01:00
PouleyKetchoupp
356d0fccc2
Remove useless "else" statements from vector3.h
2021-01-19 16:36:29 -05:00