K. S. Ernest (iFire) Lee
e3d1189916
Restore gltf animation export after split.
2021-10-13 15:18:27 -07:00
Rémi Verschelde
d956904091
Merge pull request #53597 from Xeadriel/patch-1
2021-10-13 21:04:32 +02:00
Rémi Verschelde
a801a2031d
Merge pull request #53773 from nathanfranke/fix-license-character-encoding
2021-10-13 21:04:13 +02:00
Rémi Verschelde
fd2dcba02c
Merge pull request #53772 from RandomShaper/fix_hash_map
2021-10-13 21:03:50 +02:00
Juan Linietsky
78cdfff0ec
Merge pull request #53765 from reduz/skeleton-remove-rest-influence
...
Remove REST transform influence in skeleton bones
2021-10-13 15:49:14 -03:00
Yuri Roubinsky
c515fdd0fb
Merge pull request #53759 from Chaosus/shader_new_builtins
2021-10-13 21:41:30 +03:00
reduz
2dc823273e
Remove REST transform influence in skeleton bones
...
* Animations and Skeletons are now pose-only.
* Rest transform is kept as reference (when it exists) and for IK
* Improves 3D model compatibility (non uniform transforms will properly work, as well as all animations coming from Autodesk products).
2021-10-13 14:51:29 -03:00
Yuri Roubinsky
e9b7ffd1fa
Added few more built-ins to shader language
2021-10-13 20:27:36 +03:00
Nathan Franke
28c163a432
Fix character encoding of Engine::get_copyright_info
2021-10-13 10:42:41 -05:00
Pedro J. Estébanez
f80e4e4f4c
Fix HashMap element copy leaving hash as zero
2021-10-13 17:25:31 +02:00
Xeadriel
bf5f5e159e
Add that elapsed_time in CharFXTransform resets when RichTextLabels text is changed
...
Update doc/classes/CharFXTransform.xml Grammar fix
Co-authored-by: Aaron Record <50304111+LightningAA@users.noreply.github.com>
2021-10-13 17:02:22 +02:00
Rémi Verschelde
004b44e915
Merge pull request #53767 from groud/improve_tile_set_change_performances
2021-10-13 16:03:31 +02:00
Rémi Verschelde
6eff4c1fee
Merge pull request #53703 from groud/prevent_tiles_outside_texture
2021-10-13 15:02:35 +02:00
Gilles Roudière
0de2fce3e1
Greatly improve editor performances by deferring tiles related updates
...
Solve few update problems
2021-10-13 14:49:47 +02:00
Yuri Roubinsky
e270644b20
Add a default input parameter field to CurveTexture (in visual shaders)
2021-10-13 15:25:12 +03:00
Rémi Verschelde
8240a11ba0
Merge pull request #53761 from groud/fix_tilemap_memory_leak
2021-10-13 14:04:11 +02:00
Gilles Roudière
b9151860f3
Prevent tiles outside atlas texture
2021-10-13 13:44:02 +02:00
Rémi Verschelde
f86fd80f30
Merge pull request #53750 from Klowner/dbus-error-leak
2021-10-13 13:30:34 +02:00
Rémi Verschelde
3be18d3d37
Merge pull request #53578 from RedHeadphone/patch-1
2021-10-13 12:44:54 +02:00
Rémi Verschelde
a564dd7c6d
Merge pull request #53747 from manueldun/trailSectionSubdivCrash
2021-10-13 12:43:48 +02:00
Rémi Verschelde
6569635ec0
Merge pull request #53757 from groud/fix_undo
2021-10-13 12:42:07 +02:00
Rémi Verschelde
3e86ca5586
Merge pull request #53689 from reduz/remove-animation-transform3d-track
2021-10-13 12:40:33 +02:00
Gilles Roudière
48fb43035c
Fix TileMap memory leak
2021-10-13 12:12:25 +02:00
K. S. Ernest (iFire) Lee
b7ceec9d7b
Error check GLTFDocumentExtensionConvertImporterMesh::import_post.
2021-10-13 02:55:09 -07:00
Rémi Verschelde
4d2c82ef77
Merge pull request #53727 from Calinou/3d-editor-tweak-object-snap-distances
2021-10-13 11:43:58 +02:00
Rémi Verschelde
9e05f80dae
Merge pull request #53744 from williamd67/GPULightmapper-prevent-endless-loop
2021-10-13 11:40:37 +02:00
Rémi Verschelde
2c46a1f327
Merge pull request #53743 from williamd67/GPULightmapper-process-rays-to-sky
2021-10-13 11:40:27 +02:00
Rémi Verschelde
2eeb9a8d0e
Merge pull request #53322 from williamd67/GPULightmapper-skip-smoothen-positions-flat-triangle
2021-10-13 11:40:14 +02:00
Gilles Roudière
cf7242dd8e
Fix undo in inspector not working
2021-10-13 10:45:21 +02:00
Rémi Verschelde
d742dcd3ce
Merge pull request #53745 from KoBeWi/layerzzzzz
2021-10-13 10:16:44 +02:00
Rémi Verschelde
74a87fe98b
Merge pull request #53683 from Chaosus/vs_previews
2021-10-13 10:03:44 +02:00
Mark Riedesel
f0dd693a08
free dbus errors when inhibiting freedesktop screensaver (prevents small memory leak)
2021-10-12 21:11:56 -04:00
Manuel Dun
3905b4e67a
fix so the error macro uses the incomming parameter p_subdivision instead of the class member
2021-10-12 20:22:33 -04:00
kobewi
bf3eaa767b
Use z_index for TileMap layer darkening
2021-10-13 01:34:34 +02:00
reduz
ec19ed3723
Remove animation 3D transform track, replace by loc/rot/scale tracks.
...
* `Animation.TYPE_TRANSFORM3D` track is gone.
* Added POSITION_3D, ROTATION_3D, SCALE_3D tracks.
* GLTF2, Collada, FBX importers will only import the track types found.
* Skeleton3D bone poses are now Pos/Rot/Scale, pose matrix removed.
* AnimationPlayer and AnimationTree animate these tracks separately, only when found.
* Removed BakeReset code, is useless with these changes.
This is the first in a series of commits designed to make the animation system in Godot more useful, which includes:
* Better compatibility with Autodesk products
* Better reusability of animations across models (including retargeting).
* Proper animation compression.
* etc.
*Note* GLTF2 animation saving went broken with this PR, needs to be fixed in a subsequent one.
2021-10-12 20:08:42 -03:00
William Deurwaarder
f3f64389ca
GPULightmapper: prevent loop with max iterations
...
In case the calculation of the delta contained infinity values (division by
zero), than later the calculation of the next cell failed as the infinity value
was multiplied by zero which resulted in a nan. The nan-value caused that the
next cell was equal to the current cell which resulted in an end-less loop,
which only terminates by the maximum iterations protection.
This is solved by replacing infinity with grid_size which acts as infinity.
2021-10-12 23:43:34 +02:00
William Deurwaarder
fbd95c3e53
GPULightmapper: process rays to sky in all bounces as active
...
Before this change only rays to the sky (RAY_MISS) in the first bounce were
processed as active rays. This caused artifacts, areas were too light, when
more than one bounce were processed.
Now rays to the sky are processed as active rays for all bounces.
2021-10-12 23:25:45 +02:00
Rémi Verschelde
6f1d2133bb
Merge pull request #52495 from kdiduk/issue-52491-fix-value-conversion-in-hashfuncs-header
...
#52491 Cosmetic: fix type cast so that it matches return value type
2021-10-12 22:38:39 +02:00
Rémi Verschelde
7494d54e04
Merge pull request #53471 from KoBeWi/ 🥞
...
Improve editor panning and remove RMB panning
2021-10-12 22:37:28 +02:00
Rémi Verschelde
b747063050
Merge pull request #53705 from e8newallm/53668
...
Fixed editor attempting to save a blank scene with save all scenes
2021-10-12 22:35:10 +02:00
Rémi Verschelde
b48c6418fe
Merge pull request #52293 from neikeq/class-db-api-type-bug
...
Fix ClassDB API type mismatch bug between --editor and player
2021-10-12 22:34:21 +02:00
Rémi Verschelde
d9667d9262
Merge pull request #53636 from KoBeWi/colorayer
...
Add modulate property to TileMap layers
2021-10-12 22:32:38 +02:00
Rémi Verschelde
b372f79dd5
Merge pull request #53676 from Klowner/camera-get-pyramid-rid-shape-crash
...
Fix Camera3D::get_pyramid_shape_rid() crash when not in scene
2021-10-12 22:32:16 +02:00
Rémi Verschelde
88463c3eee
Merge pull request #53712 from CakHuri/nullptr
...
Replace NULL with nullptr
2021-10-12 22:30:43 +02:00
Дмитрий Сальников
9b38e04fff
Exposed setters for sensor values in Input class
2021-10-12 23:26:03 +03:00
Rémi Verschelde
64ec08d70d
Merge pull request #53735 from Paulb23/text-file-drop-and-drag
...
Allow dragging TextFiles from the Filesystem dock
2021-10-12 22:21:02 +02:00
Rémi Verschelde
322d2b2373
Merge pull request #53732 from Paulb23/text-file-save
...
Fix TextFiles not saving when closing the tab
2021-10-12 22:12:44 +02:00
Rémi Verschelde
718ed15f06
Merge pull request #53728 from groud/fix_forgotten_print
...
Fix useless debug print
2021-10-12 22:12:31 +02:00
Paulb23
31c1215c25
Allow dragging TextFiles from the Filesystem dock
2021-10-12 18:16:08 +01:00
William Deurwaarder
9e58b02252
GPULightmapper: skip smoothen positions for flat triangles
...
Smoothening positions for flat, non-smoothened, triangles is unnecessary and
caused positions to move outside their triangle which caused side-effects as
rays from those positions intersected with triangles which could not be
reached from the original triangle.
This is solved by skipping smoothening of positions for flat triangles.
A triangle is determined to be flas as its vertex normals are equal.
2021-10-12 18:23:16 +02:00