Rémi Verschelde
c00303ff55
Merge pull request #47378 from aaronfranke/use-input-enums
...
Use key enum instead of plain integers for input code
2021-08-11 11:20:45 +02:00
Yuri Roubinsky
0f42a29864
Allow using more assignment operators on matrixes in shaders
2021-08-11 11:51:39 +03:00
Yuri Roubinsky
a902f76063
Merge pull request #51494 from Chaosus/shader_fix_varying_crashes
2021-08-11 11:23:10 +03:00
Rémi Verschelde
e81427e959
Merge pull request #51497 from Chaosus/vs_fix_addnode_zoomed
...
Fix incorrect position of the created VisualShader nodes on zoomed graph
2021-08-11 10:19:21 +02:00
Yuri Roubinsky
8249ae8085
Fix incorrect position of the created VisualShader nodes on zoomed graph
2021-08-11 10:53:26 +03:00
Yuri Roubinsky
fead1595f9
Fix shader crash when using varying array in fragment->light context
2021-08-11 09:44:00 +03:00
Rémi Verschelde
80dec1948a
Merge pull request #41956 from Calinou/rename-engine-iterations-per-second
...
Rename `iterations_per_second` to `physics_ticks_per_second`
2021-08-11 08:05:33 +02:00
Rémi Verschelde
7d43da928f
Merge pull request #51490 from nekomatata/clean-character-body
...
Remove infinite inertia and ray shapes from CharacterBody
2021-08-11 08:04:09 +02:00
Rémi Verschelde
2c88e1c15d
Merge pull request #51178 from Geometror/layout-options-textline-textparagraph
...
Various text layout improvements (TextLine, TextParagraph, Label, TextServer)
2021-08-11 07:51:57 +02:00
Rémi Verschelde
588883eb4a
Merge pull request #51442 from Geometror/styleboxflat-fake-aa-float
...
StyleBox fake AA improvements (make anti aliasing size a float property)
2021-08-11 07:35:53 +02:00
Rémi Verschelde
ee9bc47c15
Merge pull request #51492 from clayjohn/VULKAN-blinn-phong-f0
...
Use f0 instead of albedo in blinn and phong
2021-08-11 07:29:06 +02:00
clayjohn
a7c3e0dcd6
Use f0 instead of albedo in blinn and phong
2021-08-10 21:54:24 -07:00
reduz
ca117910da
Fixes and optimizations to mobile renderer
...
* Only apply final actions to attachments used in the last pass.
* Fixes to draw list final action (was using continue instead of read/drop).
* Profiling regions inside draw lists now properly throw errors.
* Ability to enable gpu profile printing from project settings. (used to debug).
2021-08-10 23:17:28 -03:00
Hugo Locurcio
937c1a716c
Rename `iterations_per_second` to `physics_ticks_per_second`
...
This makes it clearer that this property is only about physics FPS,
not rendering FPS.
The `physics_fps` project setting was also renamed to
`physics_ticks_per_second` for consistency.
2021-08-11 02:37:02 +02:00
Hendrik Brucker
403f4902d0
Various text layout improvements (TextLine, TextParagraph, Label, TextServer)
2021-08-11 00:09:48 +02:00
Hendrik Brucker
db2460f43c
StyleBox fake AA improvements (aa_size float property)
2021-08-10 23:37:06 +02:00
Aaron Franke
fa3a32a2d6
Use Key enum instead of plain integers
2021-08-10 16:26:55 -05:00
K. S. Ernest (iFire) Lee
18bd0fee5a
Merge pull request #49343 from theoway/node_auto_arrangement_graph_edit
...
Node Auto Arrangement in GraphEdit/VisualScript/VisualShader
2021-08-10 15:42:04 -04:00
Umang Kalra
12fc3f1eef
Automatic arrangement of nodes in VisualScript/VisualShaders editors
...
This PR and commit adds the functionality to arrange nodes in VisualScript/VisualShader editor. The layout generated by this
feature is compact, with minimum crossings between connections
& uniform horizontal & vertical gaps between the nodes.
This work has been sponsored by GSoC '21.
Full list of additions/changes:
• Added arrange_nodes() method in GraphEdit module.
• This method computes new positions for all the selected
nodes by forming blocks and compressing them.
The nodes are moved to these new positions.
• Adding this method to GraphEdit makes it available for
use in VisualScript/VisualShaders editors and its other
subclasses.
• Button with an icon has been added to call arrange_nodes() in GraphEdit.
• This button is inherited by VisualScript/VisualShaders editors
to invoke the method.
• Undo/redo is functional with this method.
• By using signals in arrange_nodes(), position changes are registered
in undo/redo stack of the subclass that is using the method.
• Metadata of the method has been updated in ClassDB
• Method description has been added to class reference of GraphEdit
2021-08-11 00:44:28 +05:30
Rémi Verschelde
afb40920fe
Merge pull request #51411 from clayjohn/VULKAN-blinn-phong
...
[4.0] Make Blinn and Phong specular modes take albedo into account
2021-08-10 21:11:48 +02:00
PouleyKetchoupp
4da3a87f7d
Remove infinite inertia and ray shapes from CharacterBody
...
Infinite inertia:
Not needed anymore, since it's now possible to set one-directional
collision layers in order for characters to ignore rigid bodies, while
rigid bodies still collide with characters.
Ray shapes:
They were introduced as a work around to allow constant speed on slopes,
which is now possible with the new property in CharacterBody instead.
2021-08-10 12:10:26 -07:00
Rémi Verschelde
ac1dab5062
Merge pull request #51027 from fabriceci/improve-move-and-slide
...
Add properties to CharacterBody for more move_and_slide options
2021-08-10 18:55:58 +02:00
Rémi Verschelde
dce488d8f7
Merge pull request #49417 from Bhu1-V/gsoc-cmd-plt
...
Command Palette For Godot
2021-08-10 18:55:22 +02:00
Rémi Verschelde
d915c187d0
Merge pull request #51474 from aaronfranke/organize-viewport
...
Organize methods in Viewport and explicitly name 3D methods with 3D
2021-08-10 18:55:08 +02:00
Rémi Verschelde
b205a20bb1
Merge pull request #51473 from KoBeWi/some_crash_fix_idk
...
Fix crash when parsing Dictionary
2021-08-10 18:54:45 +02:00
Rémi Verschelde
46beaacec3
Merge pull request #51017 from vnen/extension-fixes
2021-08-10 16:42:31 +02:00
Aaron Franke
339687e04f
Organize methods in Viewport and explicitly name 3D methods with 3D
2021-08-10 09:10:34 -05:00
kobewi
e0572f7ef7
Fix crash when parsing Dictionary
2021-08-10 15:57:56 +02:00
fabriceci
c6666cc051
Add properties to CharacterBody for more move_and_slide options
2021-08-10 15:57:33 +02:00
Rémi Verschelde
50d5569ad4
Merge pull request #51457 from nekomatata/moving-platforms-3d
...
Fix 3D moving platform logic
2021-08-10 14:12:01 +02:00
Rémi Verschelde
81956d42ca
Merge pull request #51470 from akien-mga/windows-share-denyno
...
FileAccessWindows: Add missing share.h include
2021-08-10 13:27:26 +02:00
Rémi Verschelde
cb52f2c9c0
FileAccessWindows: Add missing share.h include
...
Follow-up to #51430 .
2021-08-10 13:01:16 +02:00
Rémi Verschelde
16d73fefdb
Merge pull request #50682 from aaronfranke/basis-looking-at
...
Move code for looking_at to Basis
2021-08-10 11:28:12 +02:00
Rémi Verschelde
8b960a2d2b
Merge pull request #51467 from Chaosus/fix_aa
...
Fix incorrect border width of antialiased lines
2021-08-10 10:52:11 +02:00
Rémi Verschelde
483bbd6ecc
Merge pull request #51464 from hpnrep6/mesh-disable-deprecated
...
Enclose deprecated components with `DISABLE_DEPRECATED` in Mesh
2021-08-10 09:56:27 +02:00
Rémi Verschelde
51b4df72a7
Merge pull request #51436 from Calinou/tonemap-clamp-negative-colors
...
Clamp negative colors regardless of the tonemapper to avoid artifacts
2021-08-10 09:56:11 +02:00
Rémi Verschelde
56f17d925f
Merge pull request #51417 from clayjohn/Vulkan-horizon-so
...
Add horizon specular occlusion
2021-08-10 09:56:02 +02:00
Rémi Verschelde
4bfb49b8f6
Merge pull request #51430 from mhilbrunner/windows-files
2021-08-10 09:55:18 +02:00
Rémi Verschelde
d56da233c4
Merge pull request #51463 from SaracenOne/assign_path_fix
...
Assign embedded text resource path earlier to prevent error on embedded scripts
2021-08-10 08:13:14 +02:00
Yuri Roubinsky
59c137a99b
Fix incorrect border width of antialiased lines
2021-08-10 09:08:02 +03:00
Rémi Verschelde
536950f9f3
Merge pull request #21922 from aaronfranke/double
...
Some work on double-precision support
2021-08-10 07:41:46 +02:00
hpnrep6
0eca908e86
Enclose unused components in DISABLE_DEPRECATED
2021-08-10 00:54:24 -04:00
SaracenOne
d00c151db1
Assign embedded text resource path earlier to prevent error on embedded scripts.
2021-08-10 05:42:35 +01:00
PouleyKetchoupp
ec9fed69f4
Fix 3D moving platform logic
...
Same thing that was already done in 2D, applies moving platform motion
by using a call to move_and_collide that excludes the platform itself,
instead of making it part of the body motion.
Helps with handling walls and slopes correctly when the character walks
on the moving platform.
Also made some minor adjustments to the 2D version and documentation.
Co-authored-by: fabriceci <fabricecipolla@gmail.com>
2021-08-09 20:21:04 -07:00
clayjohn
fa962ff27d
Make Blinn and Phong specular modes PBR
2021-08-09 20:09:00 -07:00
Rémi Verschelde
f3ddc14d38
Merge pull request #51454 from nathanfranke/follow-up-snames
...
Follow-Up Add SNames to get theme icon
2021-08-10 01:07:28 +02:00
Nathan Franke
b57b8453b1
Follow-Up Add SNames to get theme icon
2021-08-09 17:50:26 -05:00
Aaron Franke
430ad75963
Some work on double support
2021-08-09 17:43:48 -05:00
Rémi Verschelde
c68b109f27
Merge pull request #51453 from Blackiris/fix-new-inherited-script
...
Fix infinite loop when creating a newly inherited GDScript file
2021-08-10 00:38:16 +02:00
George Marques
ee6e05ee68
Rename GDNative call error enum values to use GDNATIVE prefix
...
To make sure it does not clash with other libraries.
2021-08-09 19:21:37 -03:00