Happy new year to the wonderful Godot community!
We're starting a new decade with a well-established, non-profit, free
and open source game engine, and tons of further improvements in the
pipeline from hundreds of contributors.
Godot will keep getting better, and we're looking forward to all the
games that the community will keep developing and releasing with it.
This makes height fog appear at the bottom of the scene
(instead of the top), which is generally the expected result.
This also tweaks the fog height setting hint to be more flexible.
This closes#30709.
This is a new singleton where camera sources such as webcams or cameras on a mobile phone can register themselves with the Server.
Other parts of Godot can interact with this to obtain images from the camera as textures.
This work includes additions to the Visual Server to use this functionality to present the camera image in the background. This is specifically targetted at AR applications.
- Cleaned up and improved the code determining when we need to use a depth
prepass (previously it wasn't executed in certain cases even if it was
needed)
- Added code to prepare and bind the depth texture even when no depth prepass
or MRTs (more precisely effect buffers) are used
Fixes#25870, #25535, and #25387.
It is not valid in C++ to store into shadow_matrix1[16] with shadow_matrix1[16 * j]
(for j > 0). Even though there's a valid space in a struct after shadow_matrix1.
Knowing that GCC performs aggressive optimizations that eventually lead
to a wrong code. Code has been changed into union where one can either
use shadow_matrix[4 * 16], or individual shadow_matrix1, shadow_matrix2, etc. GCC pragma
is not needed any longer.
Using `misc/scripts/fix_headers.py` on all Godot files.
Some missing header guards were added, and the header inclusion order
was fixed in the Bullet module.
-Fixes to unwrapper (remove degenerates), makes Thekla not crash
-Added optional cancel button in EditorProgress
-Added function to force processing of events (needed for cancel button)
-Added new 3D stream player node
-Added ability for Area to capture sound from streams
-Added small features in physics to be able to properly guess distance to areas for sound
-Fixed 3D CollisionObject so shapes are added the same as in 2D, directly from children
-Fixed KinematicBody API to make it the same as 2D.