Yuri Roubinsky
3223747d0d
[3.2] Added extra warning to texture nodes in visual shader
2020-11-26 19:14:33 +03:00
Andrii Doroshenko (Xrayez)
2edd489f83
Describe ImageTexture
, Image
creation and usage
...
Ported from commit 0ee88d6705
.
2020-11-17 18:06:52 +02:00
Michael Alexsander
fc1f5e149f
Fix WAV resources ignoring the AudioServer's 'global_rate_scale' value
...
(cherry picked from commit 04ebe4e7a4
)
2020-11-17 12:07:01 +01:00
Hugo Locurcio
575dbd4bb2
Fix artifacts in DynamicFont when scaling with filtering enabled
2020-10-29 00:33:11 +01:00
Rémi Verschelde
150f9ce807
Merge pull request #42009 from Calinou/theme-node-type-3.2
...
Rename the `type` parameter to `node_type` in Theme and Control (3.2)
2020-10-20 15:58:41 +02:00
lolligerjoj
0586c856f6
Expose Animation::value_track_interpolate to GDscript
...
(cherry picked from commit ff4af94414
)
2020-10-04 20:50:34 +02:00
Yuri Roubinsky
ec7228a675
[3.2] Optimizations for Fresnel and Texture nodes in visual shaders
2020-10-02 08:42:06 +03:00
Rémi Verschelde
ef223f3aa7
Merge pull request #41185 from Chaosus/vs_uniform_ref_3.2
...
[3.2] Added UniformRef visual shader node
2020-10-01 13:50:08 +02:00
Danil Alexeev
ebb5821bce
Improve appearance of [connection] and [editable] sections in .tscn files
...
(cherry picked from commit 02c0edac60
)
2020-09-29 13:57:58 +02:00
D00T24
766b637ed0
changed max point limit to 1 instead of 2
...
(cherry picked from commit bcc0493a4a
)
2020-09-29 13:57:56 +02:00
Hugo Locurcio
a4651b59fb
Add a property hint to StyleBoxFlat shadow_size
for editor usability
...
This adds a visible range to the slider so it can be dragged more easily.
This closes #42309 .
(cherry picked from commit feb4002017
)
2020-09-29 08:54:45 +02:00
Ryan Roden-Corrent
c11edbdcb3
Fix hints on PhysicsMaterial bounce/friction.
...
These values are only meaningful in the range 0 to 1.
Make sure the editor enforces reasonable values.
Fixes #42202 .
(cherry picked from commit 6c18baee9c
)
2020-09-24 14:43:07 +02:00
Somnath Sarkar
1f7a3e0f8d
Sort points in a Gradient for color and offset updates.
...
(cherry picked from commit d5d832417e
)
2020-09-24 14:43:06 +02:00
Zak
d94323e37b
Adds automatic update for region_rect
...
When changing the texture region for a StyleBox, the regions was not updating automatically in the Texture editor.
(cherry picked from commit 7d7727bade
)
2020-09-24 12:05:34 +02:00
Rémi Verschelde
c8859f0463
Fix typos with codespell
...
Using codespell 1.17.1.
Method:
```
$ cat > ../godot-word-whitelist.txt << EOF
ang
curvelinear
dof
doubleclick
fave
findn
leapyear
lod
merchantibility
nd
numer
ois
ony
que
seeked
synching
te
uint
unselect
webp
EOF
$ codespell -w -q 3 -I ../godot-word-whitelist.txt --skip="./thirdparty,*.po"
$ git diff // undo unwanted changes
```
2020-09-18 14:09:51 +02:00
Hugo Locurcio
e36587751f
Rename the type
parameter to node_type
in Theme and Control
...
This makes it clearer that it expects a node type as a string (such as "Label")
instead of a type like "TYPE_ARRAY". This is backwards-compatible since only
the name of the parameter is changed, not its order.
See https://github.com/godotengine/godot-proposals/issues/1495#issuecomment-691507839
2020-09-12 18:42:45 +02:00
Rémi Verschelde
4a9264271d
doc: Sync classref with current source
2020-09-08 14:20:53 +02:00
Rémi Verschelde
3f276033c1
Merge pull request #41536 from Chaosus/vs_fix_specular_3.2
...
[3.2] Fix specular render_mode for visual shaders
2020-09-08 09:46:12 +02:00
Fredia Huya-Kouadio
0af5cded1e
Fix the update logic for user-added custom defines.
...
The previous logic was causing the (unintentional) removal of custom defines automatically added by the engine.
2020-09-06 21:31:09 -07:00
Andrii Doroshenko (Xrayez)
7493bc5530
Make AnimatedTexture.MAX_FRAMES
public
...
The constant is already exposed in GDScript, but not in C++.
This information is useful for implementing animated texture
resource importers via modules.
(cherry picked from commit 528056a3c5
)
2020-08-31 15:29:43 +02:00
Yuri Roubinsky
7facd00ace
[3.2] Fix specular render_mode for visual shaders
2020-08-28 13:06:55 +03:00
Yuri Roubinsky
d0c705781c
[3.2] Added UniformRef visual shader node
2020-08-11 15:04:06 +03:00
Tomasz Chabora
307bac0757
Keep transition value when replacing key
...
(cherry picked from commit e1a1bb0a6e
)
2020-07-24 10:31:57 +02:00
Pedro J. Estébanez
06904ac215
Add DynamicFont::get_available_chars()
2020-07-20 17:45:04 +02:00
Patrick Dawson
8218170b3c
Avoid overflow when calculating visible_cells
...
(cherry picked from commit 9e28df22a0
)
2020-07-15 12:11:31 +02:00
Rémi Verschelde
1f886d1f31
Merge pull request #39867 from clayjohn/Sprite3D-mesh
...
Use mesh instead of immediate for drawing Sprite3D
2020-07-06 16:36:27 +02:00
Rémi Verschelde
037571d08e
Merge pull request #40087 from akien-mga/3.2-cherrypicks
...
Cherry-picks for the 3.2 branch (future 3.2.3) - 1st batch
2020-07-04 01:37:52 +02:00
clayjohn
6c0ff26f35
Use mesh instead of immediate for drawing Sprite3D
2020-07-03 12:19:26 -06:00
Rémi Verschelde
d004188348
Environment: Fix glow hdr bleed scale being unused
...
The glow hdr bleed threshold was passed in its stead.
Fixed in master too with #40016 .
2020-07-03 14:27:42 +02:00
Hugo Locurcio
89421c58cd
Write "Aces" tonemapping in uppercase as it's an acronym
...
(cherry picked from commit a31fc59ff3
)
2020-07-03 13:17:57 +02:00
lordkettune
c68ef4d754
Fix issues with custom tracks on reimport
...
(cherry picked from commit 4313a7bdc8
)
2020-07-03 13:17:57 +02:00
Andrii Doroshenko (Xrayez)
5084043373
Bind Shape2D draw method
...
(cherry picked from commit 430d1fd795
)
2020-06-18 10:51:44 +02:00
Yuri Roubinsky
87ebc29d8e
Use path instead classname to prevent errors for exported visual shaders
2020-06-15 21:33:32 +03:00
Rémi Verschelde
7bf9787921
SCons: Format buildsystem files with psf/black
...
Configured for a max line length of 120 characters.
psf/black is very opinionated and purposely doesn't leave much room for
configuration. The output is mostly OK so that should be fine for us,
but some things worth noting:
- Manually wrapped strings will be reflowed, so by using a line length
of 120 for the sake of preserving readability for our long command
calls, it also means that some manually wrapped strings are back on
the same line and should be manually merged again.
- Code generators using string concatenation extensively look awful,
since black puts each operand on a single line. We need to refactor
these generators to use more pythonic string formatting, for which
many options are available (`%`, `format` or f-strings).
- CI checks and a pre-commit hook will be added to ensure that future
buildsystem changes are well-formatted.
(cherry picked from commit cd4e46ee65
)
2020-06-10 15:30:52 +02:00
Michael Alexsander
2652a2d184
Add generic file icon and its modulation to the 'FileDialog'
...
(cherry picked from commit 637927f803
)
2020-06-10 15:30:52 +02:00
Rémi Verschelde
f3fcdfbdd0
PackedScene: Prevent crash when root node has parent
attribute
...
The crash happens further down when setting an invalid owner in
`Node::_set_owner_nocheck` but I couldn't figure out how to fix it.
But here the proper fix is to catch the invalid scene file early on
and fail loading it.
Part of #17372 .
(cherry picked from commit c080ec5da2
)
2020-06-10 15:30:52 +02:00
Marcus Brummer
ae67ec3ece
Set "shader_param/" prefix in Shader::has_param()
...
(cherry picked from commit ffbb211bbe
)
2020-06-05 12:47:01 +02:00
Hugo Locurcio
d56b9d5ebf
Disable antialiasing on the DynamicFont outline as well when requested
...
This partially addresses
https://github.com/godotengine/godot-proposals/issues/943 .
(cherry picked from commit 2919fc7317
)
2020-06-04 12:09:40 +02:00
Maganty Rushyendra
25af738762
Expose get_char_size()
from Font instead of BitmapFont
...
`get_char_size()` is a public virtual function defined in the `Font`
class. Implementations exist for both `BitmapFont` and `Dynamic Font`.
However, it was only exposed to the GDScript API through the Bitmap
Font, and not for Dynamic Font.
This commit exposes the function through `Font` instead.
Fixes #23967
(cherry picked from commit a4413710f9
)
2020-06-04 12:09:39 +02:00
Fredia Huya-Kouadio
4db8ade565
Remove the custom_defines
section from the editor
2020-05-18 01:07:38 -07:00
Marcel Admiraal
4c9ccffad2
Prevent CapsuleShape2D height from being less than zero.
...
(cherry picked from commit 68eaaa6d6b
)
2020-05-11 11:01:13 +02:00
Yuri Roubinsky
1f89c3bfeb
(3.2) Some fixes for canvas item visual shader inputs
2020-05-05 12:21:25 +03:00
Pedro J. Estébanez
d8be5a9986
Add MODULATE builtin to canvas item shaders
2020-05-04 00:10:24 +02:00
Revan Ji
6a7d50403a
Add set_frame, pause, and oneshot to AnimatedTexture
...
Add API documentation for said changes.
(cherry picked from commit f5029e18ca
)
2020-05-01 11:00:10 +02:00
Bojidar Marinov
4b58d453d4
Expose the cell_size affecting VisibilityNotifier2D precision
...
Refs: #4803
(cherry picked from commit d49ff7aff7
)
2020-05-01 10:56:58 +02:00
Rémi Verschelde
a9def52225
Merge pull request #38156 from Calinou/tweak-ssao-property-hints-3.2
...
Tweak SSAO property hints to allow setting more precise values (3.2)
2020-04-25 12:55:33 +02:00
Hugo Locurcio
464fe67e96
Tweak SSAO property hints to allow setting more precise values
...
This was requested by an user on Twitter who was working on a game with a very small-scale world.
2020-04-23 21:59:53 +02:00
PouleyKetchoupp
18c5ef5473
Add style for highlighted Slider grab area
...
(cherry picked from commit 4c8173af0f
)
2020-04-16 12:47:17 +02:00
Rémi Verschelde
acd14e645a
Remove unused classes and stray headers
...
Found by reviewing headers with 1 or less matching includes:
```
find -name thirdparty -prune -o -name "*.h" -exec basename {} \; | sort -u > headers
for header in $(cat headers); do echo "$header: "; rg -l "#include \"(.*/)?$header\"" | wc -l; done > list-includes
```
(cherry picked from commit 9d24541597
)
2020-03-25 11:38:54 +01:00
Dominik 'dreamsComeTrue' Jasiński
e97d9c7bfc
Remove unreferenced & undocumented class Space2D
...
(cherry picked from commit f530c38174
)
2020-03-25 11:38:54 +01:00
Ev1lbl0w
b9b53966a3
Fix divison by zero issue
...
(cherry picked from commit 380b8039ec
)
2020-03-25 11:38:53 +01:00
lupoDharkael
536c2fc0c0
Loop over faces in create_trimesh_shape()
...
(cherry picked from commit ee0262977e
)
2020-03-25 11:38:53 +01:00
fhuya
30d738eda7
Add support for opengl external textures as defined by https://www.khronos.org/registry/OpenGL/extensions/OES/OES_EGL_image_external.txt
2020-03-05 13:09:49 -08:00
Juan Linietsky
03c8e12d54
Add support for named binds in Skin.
...
Helps better reutilization of skeletons from Maya exported files.
(cherry picked from commit 9a34f39d32
)
2020-03-04 12:40:14 +01:00
Hugo Locurcio
b80190721b
Allow using MeshLibrary.get_item_preview()
in non-editor builds again
...
This closes #36268 .
(cherry picked from commit 64fac9dd5d
)
2020-03-04 12:40:13 +01:00
Yuri Roubinsky
e10b0c9eaa
Added missing '\n' in visual shader expression node code generation
...
(cherry picked from commit 6e1187ad2f
)
2020-02-14 16:13:44 +01:00
Yuri Roubinsky
1930c79364
Added missing '\n' in visual shader fresnel node code generation
...
(cherry picked from commit c8639a0013
)
2020-02-14 16:13:44 +01:00
Yuri Roubinsky
5579eb823b
Few extra formatting fixes for visual shader node generation
...
For 'If' and 'Switch' nodes
(cherry picked from commit b0f166f0c5
)
2020-02-14 16:13:44 +01:00
Yuri Roubinsky
1f4885fe49
Added missing '\n' in visual shader custom node code generation
...
(cherry picked from commit 9d8b59e86a
)
2020-02-14 16:13:44 +01:00
Yuri Roubinsky
fb56d93163
Better visual shader code generation
...
(cherry picked from commit bfec48abf1
)
2020-02-14 16:13:44 +01:00
zxcvdev
6380943831
Fix GPU Particles
...
The special case atan(y,0) of the built-in shader function atan(y,x)
returns different results on different devices. So this commit will add
checks when the atan(y,x) function is used in ParticlesMaterial to set
the direction of GPU Particles to make sure the desired values are
returned (act as atan2(y,x)).
(cherry picked from commit 3580ad6005
)
2020-02-14 16:04:07 +01:00
Haoyu Qiu
7cfcf1824b
Completes doc for ItemList and Tree
...
(cherry picked from commit 7a41c44be2
)
2020-02-12 15:05:02 +01:00
Michael Alexsander
a779774c86
Hide TileSet's properties from the inspector
...
(cherry picked from commit 5452028d55
)
2020-02-06 13:02:07 +01:00
Yuri Roubinsky
72f7e4efe0
Fix canvas_item light alpha output in visual shaders
...
(cherry picked from commit b822da00f8
)
2020-02-06 13:02:07 +01:00
Rémi Verschelde
8d00dcb421
Merge pull request #35670 from clayjohn/material-flag-cache
...
Add an extra bit to material flag cache
2020-01-28 20:59:49 +01:00
clayjohn
ec4d606e07
Add an extra bit to material flag cache
2020-01-28 10:38:54 -08:00
Rémi Verschelde
50830632c9
Merge pull request #35620 from TrevorPeyton/bind-autotile-center
...
Added binding for Autotile Center
2020-01-28 10:50:09 +01:00
Yuri Roubinsky
9705d5587e
Hide "control" methods from VisualShaderNodeGroupBase
2020-01-28 10:24:59 +03:00
Yuri Roubinsky
274f1d8610
Hide "editable" property from VisualShaderNodeGroupBase public interface
2020-01-28 09:43:07 +03:00
Yuri Roubinsky
796484d761
Added missing property "size" to VisualShaderNodeGroupBase
2020-01-27 19:18:48 +03:00
Yuri Roubinsky
3479cf4b42
Removed unused method "build" from VisualShaderNodeExpression
2020-01-27 18:24:39 +03:00
TrevorPeyton
ae4fee52d5
Added binding for Autotile Center
2020-01-27 09:07:32 -05:00
Yuri Roubinsky
4912d4c6e4
Added missed bracket to VisualShaderNodeCubeMap
2020-01-27 13:09:15 +03:00
Yuri Roubinsky
4445f892d2
Fix VisualShaderNodeCubeMap generation
2020-01-27 12:17:06 +03:00
Rémi Verschelde
bb6c0d3e8b
doc: Complete documentation for VideoStreams
...
Also quick clean up of the matching C++ files.
2020-01-26 11:29:07 +01:00
Yuri Roubinsky
ce43c92208
Docs for some nodes in visual shader
...
Fix typo in `VisualShaderNodeCompare.ComparisonType` name.
2020-01-23 22:39:00 +01:00
Michael Alexsander
151f33111b
Fix TileSet shape data not updating when being set via code
2020-01-23 11:48:38 -03:00
Yuri Roubinsky
86cdccebe6
Hide "default_input_values" property in VisualShaderNode.
2020-01-23 11:18:51 +03:00
Rémi Verschelde
5127afa812
Merge pull request #35413 from akien-mga/if-0-means-couperet
...
Remove unused #if 0'ed code
2020-01-21 22:27:50 +01:00
Rémi Verschelde
4faaf6089a
Remove unused #if 0'ed code
2020-01-21 21:41:54 +01:00
Rémi Verschelde
0be64da008
Allow greater values for DynamicFont size property
...
See https://github.com/godotengine/godot/issues/22581#issuecomment-576836691 .
Not using `or_greater` as there *is* a max size value that the current
implementation can accept. If using e.g. size 6000 with
FiraSans-Regular.ttf, errors are printed due to failing asserts on a
glyph size that should be within 4096x4096 px.
2020-01-21 20:59:16 +01:00
Yuri Roubinsky
a8ab4e3357
Forbid recursive connections in visual shader
2020-01-20 18:15:45 +03:00
Haoyu Qiu
0eab15a5a9
Destroys FreeType library on load error
2020-01-20 11:00:51 +08:00
Rémi Verschelde
1de633205f
Validate input in (CPU)Particles set_emission_shape()
...
Fixes #29777 .
Co-authored-by: Cameron Reikes <cameronreikes@gmail.com>
2020-01-16 11:08:51 +01:00
Rémi Verschelde
40f0649e5b
Fix typos with codespell
...
Using codespell 1.16.0.
See ab3bccdb78
for procedure.
2020-01-15 00:49:52 +01:00
Yuri Roubinsky
ed22a4c454
Merge pull request #33817 from Chaosus/vs_fresnel
...
Make Fresnel node in visual shaders to use default NORMAL/VIEW
2020-01-08 12:15:46 +03:00
Michael Alexsander
8b5992f665
Make possible to edit the GraphEdit's selection rect colors
2020-01-07 23:20:48 -03:00
Haoyu Qiu
3df9d187a3
Fixes crash when using Mesh::create_outline and Mesh::create_convex_shape
...
Adds a size check to the array returned by `surface_get_arrays`.
During debugging, `create_outline` also crashes when the indices size is
one (not a multiple of three). For now, just reports the error and fail
the function.
2020-01-07 16:15:14 +08:00
Haoyu Qiu
d43ad46e42
Fixes import of models as PackedScene
2020-01-07 07:21:17 +08:00
Rémi Verschelde
24281cd9c9
Merge pull request #34865 from volzhs/oversampling-emoji
...
Update size and position for colored font with oversampling
2020-01-06 18:32:24 +01:00
volzhs
e03ac8c618
Update size and position for colored font with oversampling
2020-01-07 02:15:23 +09:00
Rémi Verschelde
ce75a2f33d
Merge pull request #33987 from nekomatata/own-world-environment
...
Viewport environment is updated properly when set to own world
2020-01-06 15:26:52 +01:00
Rémi Verschelde
f5d1177fcb
Merge pull request #34303 from Chaosus/fix_texture_crash
...
Fixed crash if passing invalid image ref to TextureLayered
2020-01-06 14:21:20 +01:00
Rémi Verschelde
8aea5decc6
Merge pull request #34020 from gytsen/unify-pack-version
...
PCK: Set VERSION_PATCH in header, factor out header magic
2020-01-06 14:04:55 +01:00
Rémi Verschelde
080e6e48ad
Merge pull request #34829 from timothyqiu/checks-bundle
...
Fixes crash for bad property of PackedScene
2020-01-06 13:43:38 +01:00
Joost Heitbrink
dc61323b2c
PCK: Set VERSION_PATCH in header, factor out header magic
...
Unify pack file version and magic to avoid hardcoded literals.
`version.py` now always includes `patch` even for the first release in
a new stable branch (e.g. 3.2). The public name stays without the patch
number, but `Engine.get_version_info()` already included `patch == 0`,
and we can remove some extra handling of undefined `VERSION_PATCH` this
way.
Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
2020-01-06 13:13:17 +01:00
PouleyKetchoupp
a7a025531b
Fixed StyleBoxFlat antialiasing with aa size of 1
...
Also made aa size consistent when computing uv coordinates and fixed a warning about aa_border_width not initialized in some cases.
fixes #34830
2020-01-05 10:54:24 +01:00
Haoyu Qiu
4b660a87d8
Fixes crash for bad property of PackedScene
2020-01-05 11:13:29 +08:00
Hugo Locurcio
ac3087eb4b
Don't connect ShaderMaterial's changed
signal when not in the editor
...
This closes #34741 .
2020-01-02 17:20:54 +01:00
Rémi Verschelde
a7f49ac9a1
Update copyright statements to 2020
...
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.
2020-01-01 11:16:22 +01:00