Allows specifying an expression as a condition for state machine transitions.
This gives much greater flexibility for creating complex state machines. By directly interfacing with the script code, it is possible to create complex animation advance condition for switching between states.
Ensure assigning AnimationTreeStateMachineTransition base expression node in editor is relative to current AnimationTree node.
Allow setting an expression base node on the AnimationTree itself.
Co-Authored-By: reduz <reduzio@gmail.com>
For this to work safely (user not call queue_free or something in the expression), a const call mode was added to Object and Variant (and optionally Script).
This mode ensures only const functions can be called, making it safe to use from the editor.
Co-Authored-By: reduz <reduzio@gmail.com>
- Rename audio mix rate setting as the suffix is now part of the
property hint. This is also more consistent with existing mix rate
project settings.
- Improve the MovieWriter class reference.
- Tweak warning message about audio possibly going out of sync.
This PR implements:
* A new hint: PROPERTY_HINT_NODE_TYPE for variant type OBJECT, which can take specific node types as hint string.
* The editor will show it as a node path, but will set it as a pointer to a node from the current scene if you select a path.
* When scene is saved, the node path is saved, then restored as a pointer.
NOTE: This is a proof of concept and this approach will most likely not work. The reason if that, if the node referenced is deleted, then when trying to edit this the node will become invalid.
Potential workarounds: Since this uses the Variant API, it should obtain the pointer from the Variant object ID. Yet, this would either only really work in GDScript or it would need to be implemented with workarounds in every language.
Alternative ways to make this work: Nodes could export an additional property with a node path (like for which_node, it could be which_node_path).
Another alternative: Path editing could happen as a hidden metadata (ignoring the pointer).
Recast (the library used for baking) has no concept of a geometry "inside" and this is intentional. ReCast will add navigation mesh to areas as soon as the area inside a source geometry mesh is large enough to fit a navigation mesh polygon with current baking parameters.
Adds map_force_update() function to NavigationServer. This function immediately flushes the Navigationserver command queue and recalculates all navigationmeshes and region connections for a specific map.
Added new function that returns all created navigation map RIDs from the NavigationServer. The function returns both 2D and 3D created navigation maps as technically there is no distinction between them.
* Allows running the game in "movie writer" mode.
* It ensures entirely stable framerate, so your run can be saved stable and with proper sound (which is impossible if your CPU/GPU can't sustain doing this in real-time).
* If disabling vsync, it can save movies faster than the game is run, but if you want to control the interaction it can get difficult.
* Implements a simple, default MJPEG writer.
This new features has two main use cases, which have high demand:
* Saving game videos in high quality and ensuring the frame rate is *completely* stable, always.
* Using Godot as a tool to make movies and animations (which is ideal if you want interaction, or creating them procedurally. No other software is as good for this).
**Note**: This feature **IS NOT** for capturing real-time footage. Use something like OBS, SimpleScreenRecorder or FRAPS to achieve that, as they do a much better job at intercepting the compositor than Godot can probably do using Vulkan or OpenGL natively. If your game runs near real-time when capturing, you can still use this feature but it will play no sound (sound will be saved directly).
Usage:
$ godot --write-movie movie.avi [scene_file.tscn]
Missing:
* Options for configuring video writing via GLOBAL_DEF
* UI Menu for launching with this mode from the editor.
* Add to list of command line options.
* Add a feature tag to override configurations when movie writing (fantastic for saving videos with highest quality settings).
The name was confusing as this signal is emitted around the same time as
`tree_exiting` and `NOTIFICATION_EXIT_TREE`, i.e. while the child node is
still in tree.
Fixes#59210.
Fix mistake making `set_custom_format` impossible to use.
Automatically forward custom flags in `SurfaceTool.commit`.
Add documentation in `SurfaceTool` and `Mesh` for custom channels.
Deprecate `SurfaceTool.generate_lod` and expose `ImporterMesh.generate_lods`.
Nearest-neighbor filtering of the heightmap results in a broken
appearance, with and without Deep Parallax enabled on the material.
Linear filtering results in a more expected appearance. This does
not affect other texture maps such as albedo, normal or roughness.
This is done to prevent reducing texture quality when it doesn't save
much video memory, especially for pixel art.
The size threshold can be adjusted in the project settings.
To get the previous behavior where textures detected to be used in 3D
had their compression mode always set to VRAM, set this to the lowest value
(16).