Rémi Verschelde
9d84e3b395
Merge pull request #46151 from ellenhp/fix_spatial_player_play
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Fix a pop on play() in AudioStreamPlayer2D and 3D
2021-02-18 10:12:13 +01:00
Ellen Poe
5e1442ad55
Fix pops in play() of both spatial audio players
2021-02-17 19:09:42 -08:00
Rémi Verschelde
f91c4c0899
Merge pull request #46124 from angad-k/cpu-particles-3d-fix
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CPUParticles3D crash fix
2021-02-17 16:15:22 +01:00
Angad Kambli
c97fffdc59
add null check in _update_particle_data_buffer()
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add check to see if p_order is in range for CPUParticles3D::set_draw_order'
2021-02-17 20:29:14 +05:30
Jitesh
c3be0c2c04
Add animation_finished signal and fix frame_changed signal for AnimatedSprite3D
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Fixes #40301 .
Fixes #45947 .
2021-02-17 15:13:47 +01:00
Aaron Franke
7d9ad2b845
Use Vector3.UP as a default value for look_at's up vector
2021-02-16 18:33:23 -05:00
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
Rémi Verschelde
bab06c9d06
Merge pull request #46081 from YeldhamDev/popupmenu_fixes
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Fix various small issues with PopupMenu
2021-02-16 13:59:30 +01:00
Rémi Verschelde
c7444b033e
Merge pull request #46040 from ellenhp/fix_seek_playback_pos
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Return setseek position if one exists in get_playback_position.
2021-02-16 12:19:09 +01:00
Rémi Verschelde
ba8b95a2a1
Merge pull request #46088 from groud/fix_line_edit
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Fix minimum_character_width in LineEdit
2021-02-16 11:11:03 +01:00
Rémi Verschelde
584240b0d7
Merge pull request #45899 from nekomatata/richtextlabel-get-selection
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Expose RichTextLabel selection to script
2021-02-16 10:56:37 +01:00
Gilles Roudière
737dd5ee8c
Fix minimum_character_width in LineEdit
2021-02-16 10:51:17 +01:00
Michael Alexsander
ddf05a7c3c
Fix StyleBoxLine's incorrect style margin values
2021-02-16 01:36:51 -03:00
Michael Alexsander
96fa719026
Fix various small issues with PopupMenu
2021-02-16 01:12:08 -03:00
nc
0c968d603a
improve error message when travel() is called on an AnimationNodeStateMachine when the state machine is not playing
2021-02-15 19:43:43 -05:00
kobewi
282639d653
Select TreeItem if none is selected
2021-02-16 01:36:16 +01:00
PouleyKetchoupp
4586357dde
Expose RichTextLabel selection to script
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Expose existing get_selection_text and add methods to get the current
selection index from and index to.
2021-02-15 17:26:58 -07:00
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
Rémi Verschelde
3f6295a1ed
Merge pull request #45855 from hoontee/fix-45718
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Implement CollisionPolygon3D margin
2021-02-15 11:23:15 +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
Ellen Poe
15b8480b2c
Return setseek position if one exists in get_playback_position.
2021-02-14 20:41:59 -08:00
Rémi Verschelde
4302b506d2
Merge pull request #46021 from kleonc/visualshader_index_check
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VisualShader::_input_type_changed Fix index out of bounds crash.
2021-02-14 17:34:24 +01:00
kleonc
a4afdd4a77
RichTextLabel::add_image Fail if passed image has no area
2021-02-14 16:09:55 +01:00
kleonc
7d451c0040
VisualShader::_input_type_changed Fix index out of bounds crash.
2021-02-14 15:26:33 +01:00
Rémi Verschelde
cdfd3ffe15
Merge pull request #44747 from bruvzg/missing_outlines
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[CTL] Add missing theme properties for outlines, fix underline scaling, and RTL cell padding.
2021-02-14 13:49:14 +01:00
bruvzg
1f60ac1e08
[CTL] Fix RichTextLabel cell horizontal padding.
2021-02-14 14:11:49 +02:00
bruvzg
d78336c65e
[CTL] Add missing font outline drawing routines and theme constants.
2021-02-14 14:11:44 +02:00
Rémi Verschelde
6fb1ed2bca
Merge pull request #45942 from YeldhamDev/label_height_empty
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Keep Label's min height when empty
2021-02-14 13:10:54 +01:00
bruvzg
be14f065d1
Fix uninitialized `BaseMaterial3D::features` variable.
2021-02-14 01:12:30 +02:00
Rémi Verschelde
7128f09a5d
Merge pull request #45858 from nekomatata/text-edit-style-content-margins
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TextEdit respects content margin from StyleBox
2021-02-13 17:41:53 +01:00
Rémi Verschelde
48e7cced9f
Merge pull request #45881 from nekomatata/textedit-wrap-autoscroll
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Fix TextEdit autoscroll with wrapped lines
2021-02-13 17:41:20 +01:00
Michael Alexsander
85dc55a82c
Keep Label's min height when empty
2021-02-12 21:13:49 -03:00
Rémi Verschelde
e7ab3a4132
Merge pull request #34892 from KoBeWi/copy-pasta_v7
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Yet another node copy-paste PR
2021-02-12 23:16:31 +01:00
kobewi
36494e8526
Duplicate resources pasted to other scenes
2021-02-12 22:38:38 +01:00
PouleyKetchoupp
121030940c
Fix TextEdit autoscroll with wrapped lines
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Index to find the last line wrap index was off by one, which prevented the first wrapped line to trigger autoscroll.
2021-02-12 13:44:46 -07:00
PouleyKetchoupp
100fc26f39
TextEdit respects content margin from StyleBox
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Now TextEdit adjusts x & y offset according to the corresponding
StyleBox when in normal or read-only mode.
In order to handle bottom content margin, wrapped lines that are entirely outside the stylebox content area are not drawn.
2021-02-12 13:22:06 -07:00
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
bruvzg
6c9e608a34
Use get_char_size(' ') to calculate space width.
2021-02-12 15:06:50 +02:00
Rémi Verschelde
4912258839
Merge pull request #45903 from reduz/improve-resoucre-load-cache
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Improve resource load cache
2021-02-12 11:58:19 +01:00
Rémi Verschelde
e9a25b8552
Merge pull request #45859 from Kayomn/master
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Accomodate blend shape ranges of -1 to +1 for Vulkan
2021-02-12 09:26:14 +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
hoontee
fbb1ef759c
Implement CollisionPolygon3D margin
2021-02-11 11:58:37 -06:00
Rémi Verschelde
604188c411
Merge pull request #45870 from gongpha/graphedit-connection-update
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Update GraphEdit when GraphNode's slot is updated
2021-02-11 13:11:50 +01:00
MarvinFF
4c528e76e7
Fix `Node::rpc_config` return error
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Fix StringName type checks in other `_rpc*_bind` methods.
2021-02-11 11:52:52 +01:00
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
Kongfa Waroros
fe6c8d48e6
Update GraphEdit when GraphNode's slot is updated
2021-02-11 01:07:54 +07:00
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
Juan Linietsky
bad2998fea
Merge pull request #45811 from reduz/sdfgi-improve-feedback
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Improve SDFGI indirect light feedback loop
2021-02-10 07:32:32 -03:00
Rémi Verschelde
844caafa4b
Merge pull request #45861 from nekomatata/physics-3d-contact-points-debug
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Fix contact points debug for 3D Physics
2021-02-10 10:32:04 +01:00
PouleyKetchoupp
e5e9be8355
Fix contact points debug for 3D Physics
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Setting each point's position was missing for 3D. Now enabling collision
render debug will display contact points for 3D physics, the same way it
does for 2D physics.
Note: Multimesh rendering seems not to work in this scenario on master,
but it's working fine on 3.2.
2021-02-09 18:36:38 -07:00
Kayomn
ca945421a0
Accomodate blend shape ranges of -1 to +1
2021-02-09 23:09:54 +00:00
Pedro J. Estébanez
fbb37196fd
Fix animation reset-on-save on inactive scene tabs
2021-02-09 21:41:48 +01:00
Rafał Mikrut
7961a1dea3
Initialize class variables with default values in scene/ [2/2]
2021-02-09 18:24:36 +01:00
Rémi Verschelde
df9c98e107
Merge pull request #45812 from RandomShaper/keep_selected_visible
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Keep selected node visible after filter change
2021-02-09 10:43:21 +01:00
Rémi Verschelde
59924a09e8
Merge pull request #45806 from KoBeWi/forest_of_deselection
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Set selected Tree item to null when deselected
2021-02-08 22:22:52 +01:00
Rémi Verschelde
74be478895
Merge pull request #45774 from revilo/fix-45694
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Bugfix: Update transform of collision shape on NOTIFICATION_PARENTED …
2021-02-08 21:32:49 +01:00
Rémi Verschelde
68b7652098
Merge pull request #45836 from Kanabenki/update-color-picker
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Update ColorPicker controls when entering tree
2021-02-08 21:31:28 +01:00
Rémi Verschelde
6673c914bb
Merge pull request #45775 from RandomShaper/pause_aware_picking
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Implement pause-aware picking
2021-02-08 21:25:31 +01:00
Kanabenki
03d4ebf129
Update ColorPicker controls when entering tree
2021-02-08 19:25:50 +01:00
Pedro J. Estébanez
177b804f30
Expose Tree::scroll_to_item()
2021-02-08 02:19:13 +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
Rafał Mikrut
003bb8e1a8
Initialize class variables with default values in scene/ [1/2]
2021-02-07 22:29:31 +01:00
kobewi
ef8ec59f2f
Set selected Tree item to null when deselected
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Co-authored-by: Brody Eller <wviper3@gmail.com>
2021-02-07 22:12:52 +01:00
Rafał Mikrut
1b8cbcf946
Fix nan errors when using VehicleBody
2021-02-07 21:08:09 +01:00
Rémi Verschelde
59125d689b
Merge pull request #45784 from revilo/fix-45770
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Fix unnecessary scrolling in TextEdit
2021-02-07 20:35:03 +01:00
Pedro J. Estébanez
a63996ac95
Implement pause-aware picking
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This changes the way 2D & 3D physics picking behaves in relation to pause:
- When pause is set, every collision object that is hovered or captured (3D only) is released from that condition, getting the relevant mouse-exit callback., unless its pause mode makes it immune from pause.
- During the pause. picking only considers collision objects immune from pause, sending input events and enter/exit callbacks to them as expected.
- When pause is left, nothing happens. This is a big difference with the classic behavior, which at this point would process all the input events that have been queued against the current state of the 2D/3D world (in other words, checking them against the current position of the objects instead of those at the time of the events).
2021-02-07 00:50:16 +01:00
Oliver Dick
8d598693fc
TextEdit: When left mouse is pressed to place the cursor, do not immediately adjust the viewport when cursor_set_line is called, but afterwards on cursor_set_column (effectively when the cursor reached its final position)
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Fixes #45770
2021-02-07 00:28:57 +01:00
Oliver Dick
f1432f2788
Bugfix: Update transform of collision shape on NOTIFICATION_PARENTED (fixes invalid transform of collision shape in cases where the node is not supposed to enter the scene tree)
2021-02-06 20:17:01 +01:00
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
muiroc
01bd1b33c7
Use the blend parameter passed to blend_animation during graph processing
2021-02-04 11:25:00 +01:00
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
264504d76d
Merge pull request #45110 from fmazan/completion-panel-positioning
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Fixed completion and hint panel positioning in TextExit
2021-02-01 20:50:17 +01:00
Rémi Verschelde
c4811ab525
Merge pull request #45549 from flyingpimonster/graphnode-icon
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GraphNode: Add properties for custom icons
2021-02-01 20:49:19 +01:00
Rémi Verschelde
3375647818
Merge pull request #45564 from aaronfranke/physics-nodes-real_t
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Use real_t in physics nodes
2021-02-01 20:48:16 +01:00
Rémi Verschelde
0db77315fe
Merge pull request #45608 from bruvzg/font_int_coords
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Use integer coordinates for the font glyphs rendering.
2021-02-01 20:42:52 +01:00
nemerle
022c2952fc
Node::replace_by was not copying node properties - removed the dead code.
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The code to copy node properties to the new node never worked, so there is no reason to keep the useless bits in there
2021-02-01 16:47:27 +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
bruvzg
c75923498e
Use integer coordinates for the font glyphs rendering.
2021-01-31 20:10:50 +02:00
Rémi Verschelde
5525cd85c6
Merge pull request #45315 from RandomShaper/modernize_thread
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Modernize Thread
2021-01-31 15:24:56 +01:00
Aaron Franke
9199a681de
Use real_t in physics nodes
2021-01-29 19:59:58 -05:00
Pedro J. Estébanez
99fe462452
Modernize Thread
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- Based on C++11's `thread` and `thread_local`
- No more need to allocate-deallocate or check for null
- No pointer anymore, just a member variable
- Platform-specific implementations no longer needed (except for the few cases of non-portable functions)
- Simpler for `NO_THREADS`
- Thread ids are now the same across platforms (main is 1; others follow)
2021-01-29 12:02:13 +01:00
James Westman
08e1453d7f
GraphNode: Add properties for custom icons
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Add properties for the slots' icon textures, so they can be set easily
in the editor.
Fixes #45487 .
2021-01-28 21:22:25 -06:00
Rémi Verschelde
fb01d057af
doc: Sync classref with current source
2021-01-28 11:26:37 +01:00