Commit Graph

1933 Commits

Author SHA1 Message Date
Rémi Verschelde c487f1e854
Merge pull request #46643 from YeldhamDev/hide_all_the_things
Hide more options of disabled properties
2021-03-07 15:12:15 +01:00
Rémi Verschelde 6b2577599f
Merge pull request #46665 from nekomatata/fix-crash-convex-shape-2d
Fix errors and crash with empty ConvexPolygonShape2D
2021-03-04 20:19:16 +01:00
PouleyKetchoupp 6fb6090748 Fix errors and crash with empty ConvexPolygonShape2D 2021-03-04 09:46:32 -07:00
Pedro Rodrigues 46218d8c37 Fix crash trying to destroy an ImageTexture object containing a null texture
The problem happened when `ImageTexture::create_from_image` was called
with an empty image. In this situation an RID was allocated despite the
texture being null. The destructor would then crash trying to acess this
null texture.

Fixes #46274
2021-03-03 23:54:27 +00:00
Michael Alexsander 4be282a269 Hide more options of disabled properties 2021-03-03 20:51:35 -03:00
sps1112 cf6bfea93f Add null check for NavigationMesh.create_from_mesh() 2021-03-03 15:59:30 +05:30
Rémi Verschelde 5895cd4c4f
Merge pull request #36202 from YeldhamDev/sprite_region_hide
Hide extra options from various nodes if they're not enabled
2021-03-02 14:15:25 +01:00
Michael Alexsander 70304f8633 Hide extra options from various nodes if they're not enabled 2021-03-02 09:25:09 -03:00
Rémi Verschelde f49433c91c Fix Animation tracks disabled by default
Was a regression from #45845.
2021-03-02 09:15:01 +01:00
Rémi Verschelde 1eaa89a008
Merge pull request #46539 from Chaosus/vs_fix_return
Removes redundant code from get_input/output_port_type (visual shaders)
2021-03-01 09:44:20 +01:00
Yuri Roubinsky 6f9bdaf656 Fix incorrect switching port type in VisualShaderNodeStep 2021-03-01 08:45:49 +03:00
Yuri Roubinsky 9aca12a1af Removes redundant code from get_input/output/_port_type (visual shaders) 2021-03-01 08:34:39 +03:00
Delf Neumärker 04a4828c5e
Fix crash when loading a scene containing an uncreatable type 2021-02-25 23:58:30 +01:00
PouleyKetchoupp c4b116cff7 Added option in project settings to draw Shape2D outlines
Disabling collision outlines can be useful for performance when the game
is running and many collision shapes are displayed.
2021-02-25 07:52:50 -07:00
Rémi Verschelde f3864ec89f
Merge pull request #46357 from kleonc/mesh_data_tool_crash_fix
MeshDataTool::create_from_surface Fail on invalid index data
2021-02-24 13:23:13 +01:00
Rémi Verschelde a527c6856b
Merge pull request #46045 from bruvzg/text_server_bmp_create
[TextServer] Restores bitmap font dynamic construction functions.
2021-02-24 12:55:36 +01:00
kleonc 8e82cf8174 MeshDataTool::create_from_surface Fail on invalid index data 2021-02-23 21:37:32 +01:00
Rémi Verschelde f6efa78173
Merge pull request #38565 from nekomatata/export-default-values
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
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
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
- 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
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
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
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
-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
-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
-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
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
-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
-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
-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
-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
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
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
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
-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
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