Rémi Verschelde
bf088da339
Merge pull request #43196 from Xrayez/property-list-changed-notify-protected
...
Make `property_list_changed_notify()` protected in `Object`
2020-12-20 21:16:14 +01:00
Rémi Verschelde
f3d1fceb16
Merge pull request #42136 from Xrayez/test-list-api
...
Add test cases for the `List` to cover public methods
2020-12-20 21:15:55 +01:00
Rémi Verschelde
fe93f6292f
Merge pull request #44549 from YeldhamDev/git_button_disable
...
Disable "Commit" button in VCS plugin if there's no commit message
2020-12-20 19:24:52 +01:00
Michael Alexsander
221738fb81
Disable "Commit" button in VCS plugin if there's no commit message
2020-12-20 14:52:26 -03:00
Rémi Verschelde
d3ff3dc6ce
Merge pull request #44543 from Exxion/GD3D-collisions
...
Fixes collisions in Godot 3D physics
2020-12-20 17:35:54 +01:00
Juan Linietsky
fc4d90e70d
Merge pull request #44531 from reduz/add-dynamic-bvh
...
Add a Dynamic BVH implementation.
2020-12-20 13:22:05 -03:00
Rémi Verschelde
bc2ac0bbd6
Merge pull request #43115 from RandomShaper/reset_track
...
Add animation reset track feature
2020-12-20 16:35:53 +01:00
Marcel Admiraal
ecf8ae5bcf
Rename Camera3D near and far getters and setters
...
Renames:
- get_znear() -> get_near()
- set_znear() -> set_near()
- get_zfar() -> get_far()
- set_zfar() -> set_far()
2020-12-20 13:46:57 +00:00
Pedro J. Estébanez
b7367ac426
Add animation reset track feature
...
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
Pedro J. Estébanez
1f52782bbb
Extend UndoRedo handling of Resource to every Reference
2020-12-20 10:59:23 +01:00
Exxion
583ab9ce7a
Fixes collisions in Godot 3D physics
2020-12-19 21:52:33 -05:00
reduz
5ff89931c7
Add a Dynamic BVH implementation.
...
-Based on Bullet Dbvh, has style and functional changes.
-Provides efficient pairing
-Needed to optimize rendering
-Needed to optimize physics
This PR is up for others to review the implementation.
2020-12-19 20:23:37 -03:00
Rémi Verschelde
e9d12f9e4e
Merge pull request #44521 from madmiraal/rename-rect2-clip
...
Rename Rect2 and Rect2i clip() to intersection()
2020-12-19 21:32:14 +01:00
Rémi Verschelde
93acaca8ca
Merge pull request #44528 from Janglee123/no-commit-msg-pre-fill
...
Removed default commit message
2020-12-19 21:29:29 +01:00
janglee
718227df6b
Removed default commit message
2020-12-20 00:09:18 +05:30
Hugo Locurcio
a86ed339a4
Document how to solve UV jittering when using large procedural meshes
2020-12-19 18:16:52 +01:00
Rémi Verschelde
2797c2a74c
Merge pull request #33207 from Calinou/increase-camera-default-zfar
...
Increase the default Camera Zfar to 4000
2020-12-19 15:32:32 +01:00
Juan Linietsky
86de8079fc
Merge pull request #44517 from reduz/fix-error-spam-on-wrong-attachment
...
Fix error spam on wrong attachment
2020-12-19 11:21:32 -03:00
Marcel Admiraal
e1128431de
Rename EditorInterface get_editor_viewport to get_editor_main_control
2020-12-19 14:17:42 +00:00
Hugo Locurcio
7ae487d2bb
Increase the default Camera Zfar to 4000
...
This makes it possible to view far away objects without
having to tweak any settings. This results in a more usable
editor when working on large-scale levels.
This change should have no impact on performance, but note that
Z-fighting will be visible at a distance. This can be made less
visible by increasing the Znear value (however, doing so will cause
nearby surfaces to disappear).
This change was also applied to the editor, but it will only
apply to newly created scenes.
This also changes the default camera settings in the glTF importer
to match the Camera node's defaults.
2020-12-19 14:52:44 +01:00
reduz
666d5f3431
Fix error spam on wrong attachment
...
-For now, disable reading from depth this was always broken, needs to be fixed later
-Give better error showing binding and set when this happens.
2020-12-19 10:18:08 -03:00
Marcel Admiraal
2df9a8ccad
Rename Rect2 and Rect2i clip() to intersection()
2020-12-19 12:59:08 +00:00
Rémi Verschelde
229fb888a3
Merge pull request #44505 from akien-mga/mbedtls-2.16.9
...
mbedtls: Update to upstream version 2.16.9
2020-12-19 13:11:02 +01:00
Rémi Verschelde
bb53e35ab8
Merge pull request #44326 from AndreaCatania/AndreaCatania-patch-5
...
Fixed EditorPropertyText change signal emission.
2020-12-19 13:10:05 +01:00
Eyad
be1c161b0b
Fixes #42149 and fixes indentation errors to pass clang-format
2020-12-19 13:47:16 +02:00
Rémi Verschelde
16524d4ae1
Merge pull request #44445 from theogen-ratkin/master
...
Add interpolation parameter to resize_to_po2()
2020-12-19 09:34:41 +01:00
Rémi Verschelde
33ad8c5048
Merge pull request #43898 from madmiraal/fix-43852
...
Remove any constraints connected to a Bullet body when removing it
2020-12-19 09:29:45 +01:00
Juan Linietsky
af2703c732
Merge pull request #44509 from reduz/disable-robust-buffer-access
...
Turn off robust buffer access by default.
2020-12-18 21:51:11 -03:00
reduz
985892bfec
Turn off robust buffer access by default.
...
It can be a performance bottleneck in some hardware.
2020-12-18 21:12:55 -03:00
Rémi Verschelde
bd0dc4d4dd
Merge pull request #44506 from reduz/improve-shadow-rendering
...
Improved shadow rendering efficiency
2020-12-19 00:13:29 +01:00
reduz
7bf90c7888
Improved shadow rendering efficiency
...
-Do not bind attributes that are not needed
-Improve a bit more how meshoptimizer interacts with Godot
2020-12-18 19:47:32 -03:00
bruvzg
bf5ca85d61
ICU: Update to upstream release 68.2
2020-12-18 23:03:46 +02:00
Rémi Verschelde
2872006039
mbedtls: Update to upstream version 2.16.9
2020-12-18 21:43:21 +01:00
Theogen Ratkin
46ea6750b4
Add interpolation parameter to resize_to_po2()
...
Image::resize_to_po2() now takes an optional p_interpolation parameter
that it passes directly to resize() with default value INTERPOLATE_BILINEAR.
2020-12-18 14:05:07 -04:00
Rémi Verschelde
7ad29ed64e
Merge pull request #44468 from reduz/implement-lod
...
Implement automatic LOD (Level of Detail)
2020-12-18 16:19:12 +01:00
reduz
d2302f53d6
Implement automatic LOD (Level of Detail)
...
-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
36b4e035dc
Merge pull request #44496 from Chaosus/graph_edit_lines
...
Added GraphEdit properties to control lines thickness and antialiasing
2020-12-18 15:03:06 +01:00
Yuri Roubinsky
52e44ed3ef
Added GraphEdit properties to control lines thickness and antialiasing
2020-12-18 16:41:45 +03:00
Rémi Verschelde
771b99b7f4
Merge pull request #44495 from godotengine/font-typo-44494
...
Font: Fix typo in DynamicFontData compat code
2020-12-18 14:08:15 +01:00
Rémi Verschelde
8180b607b8
Merge pull request #44455 from akien-mga/bullet-3.07
...
bullet: Sync with upstream 3.07
2020-12-18 14:06:40 +01:00
Rémi Verschelde
d54d958a3e
Merge pull request #44493 from Chaosus/vs_fix_init
...
Fix broken members panel in visual script editor
2020-12-18 13:42:57 +01:00
Rémi Verschelde
3cbf8bde84
bullet: Sync with upstream 3.07
2020-12-18 13:41:11 +01:00
Rémi Verschelde
214a22b98e
Merge pull request #44457 from akien-mga/scons-thirdparty-lib-depends
...
SCons: Add explicit dependencies on thirdparty code in cloned env
2020-12-18 13:40:33 +01:00
Rémi Verschelde
a5c47dab5b
Font: Fix typo in DynamicFontData compat code
...
Fixes #44494 .
2020-12-18 12:59:52 +01:00
Yuri Roubinsky
d6bdd042bc
Fix broken members panel in visual script editor
2020-12-18 14:16:12 +03:00
Rémi Verschelde
126d88bce4
Merge pull request #44490 from madmiraal/add-override-keywords
...
Add missing override keywords in os_windows.h
2020-12-18 12:11:49 +01:00
Rémi Verschelde
94bbcac945
Merge pull request #44486 from Chaosus/search_help_enchance
...
Show only one constructor for each type in Search Help panel
2020-12-18 11:42:23 +01:00
Marcel Admiraal
b56a2f34ce
Add missing override keywords in os_windows.h
2020-12-18 09:38:09 +00:00
Rémi Verschelde
c7b53c03ae
SCons: Add explicit dependencies on thirdparty code in cloned env
...
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
Yuri Roubinsky
89ed0323b9
Show constructor arguments in Search Help panel (for basic types)
2020-12-18 12:21:41 +03:00