Commit Graph

35012 Commits

Author SHA1 Message Date
Rémi Verschelde
652a9debad
Merge pull request #49191 from pfertyk/issue-46020-pluginscript-instance-has-crashes-godot
Check for _language in PluginScript.instance_has
2021-05-31 12:46:07 +02:00
Rémi Verschelde
afe776c19e
Merge pull request #49222 from bruvzg/fix_unix_free_space
Fix `Directory::get_space_left()` result on macOS and Linux.
2021-05-31 12:42:04 +02:00
Rémi Verschelde
4a97424576
Merge pull request #49182 from timothyqiu/parent-cache
Check cache_parent_physical_bone when rebuilding parent cache
2021-05-31 12:30:10 +02:00
Rémi Verschelde
f0aa4e597a
Merge pull request #49178 from YeldhamDev/remove_dim_option 2021-05-31 12:27:01 +02:00
Rémi Verschelde
4e3d5148ff
Merge pull request #49157 from Chaosus/vs_billboard
Added Billboard Node to Visual Shaders
2021-05-31 12:23:01 +02:00
kobewi
bd50006aae Tweak arguments of list_dir_begin() 2021-05-31 12:16:26 +02:00
bruvzg
1d7a63fb8f
Fix Directory::get_space_left() result on macOS and Linux. 2021-05-31 12:57:18 +03:00
Rémi Verschelde
1d35a35d4f
Merge pull request #49175 from nobuyukinyuu/bind-zoom-on-position
Bind CanvasItemEditor::_zoom_on_position and CanvasItemEditor::get_st…
2021-05-31 11:45:59 +02:00
Rémi Verschelde
52ab531a56
Merge pull request #49161 from lawnjelly/fix_canvas_rect_bound4
[4.x] Fix canvas rect bound calculation
2021-05-31 11:34:46 +02:00
Rémi Verschelde
6ebe3bebae
Merge pull request #49192 from lawnjelly/bvh_current_tree4
BVH - fix stale current_tree in deactivate function [4.x]
2021-05-31 11:33:24 +02:00
Rémi Verschelde
0e678a2bad
Merge pull request #49144 from aemreaydin/editor-features-collapse-reset 2021-05-31 11:24:10 +02:00
Rémi Verschelde
a8c144f72e
Merge pull request #49121 from KoBeWi/dropreload
Add preload() to resource path when holding Ctrl
2021-05-31 11:10:37 +02:00
Rémi Verschelde
2f386ac100
Merge pull request #49162 from Paulb23/fix_find_text_change_signal
Fix FindReplaceBar text_change signal binding after replace all
2021-05-31 11:10:14 +02:00
Rémi Verschelde
04b85add38
Merge pull request #49130 from Calinou/editor-improve-audio-bus-theming
Improve the audio bus editor appearance
2021-05-31 11:04:05 +02:00
Rémi Verschelde
596eb783fe
Merge pull request #49050 from reduz/implement-spirv-cache
Implement shader caching
2021-05-31 11:02:19 +02:00
Rémi Verschelde
f7bcada709
Merge pull request #49137 from RandomShaper/ios_targeted_family
Add iOS export option for device family
2021-05-31 10:34:49 +02:00
Rémi Verschelde
544bbc9483
Merge pull request #49136 from Calinou/editor-light-theme-use-negative-contrast
Use a negative contrast setting for light editor themes
2021-05-31 10:33:19 +02:00
Rémi Verschelde
bc29826fd3
Merge pull request #49125 from Calinou/tweak-camera2d-editor-colors 2021-05-31 10:16:14 +02:00
reduz
0d2e02945b Implement shader caching
* Shader compilation is now cached. Subsequent loads take less than a millisecond.
* Improved game, editor and project manager startup time.
* Editor uses .godot/shader_cache to store shaders.
* Game uses user://shader_cache
* Project manager uses $config_dir/shader_cache
* Options to tweak shader caching in project settings.
* Editor path configuration moved from EditorSettings to new class, EditorPaths, so it can be available early on (before shaders are compiled).
* Reworked ShaderCompilerRD to ensure deterministic shader code creation (else shader may change and cache will be invalidated).
* Added shader compression with SMOLV: https://github.com/aras-p/smol-v
2021-05-31 10:13:09 +02:00
Rémi Verschelde
39df47b88f
Merge pull request #48915 from lyuma/gltf_mesh_nodes_bones
gltf: Fix mesh nodes which are also bones.
2021-05-31 09:55:05 +02:00
Hugo Locurcio
2ba893e3ce
Document Resource.duplicate() only copying exported variables' values 2021-05-31 00:11:38 +02:00
Paweł Fertyk
4b25892501 Check for _language in PluginScript.instance_has 2021-05-30 22:21:26 +02:00
Aaron Franke
dbb5c036c4
Disable loop with CompatibilityTileData when building with deprecated=no 2021-05-30 09:37:03 -04:00
K. S. Ernest (iFire) Lee
da12086ceb
Merge pull request #49197 from HaSa1002/sync-meshopt
Meshoptimizer: Sync with upstream commit f5d83e8
2021-05-29 17:35:03 -07:00
Johannes Witt
9f37456743
Meshoptimizer: Sync with upstream commit f5d83e8 2021-05-30 00:26:13 +02:00
Marcel Admiraal
3dc1a2951b Fix UV mapping on CSGSphere 2021-05-29 19:14:52 +01:00
lawnjelly
bd42de5fea BVH - fix stale current_tree in deactivate function [4.x]
Changes passing of current_tree from a member variable to a function argument, making bugs due to stale state less likely.

Fix a bug in deactivate where current_tree variable was stale. This may have resulted in visual anomalies.
2021-05-29 18:03:43 +01:00
Arkadiusz Marcin Kołek
e347baddf3 Avoid division by zero when calculating inertias for bodies with colliders without areas. 2021-05-29 14:11:59 +02:00
Haoyu Qiu
96fe795bdb Check cache_parent_physical_bone when rebuilding parent cache 2021-05-29 15:34:55 +08:00
Yuri Roubinsky
b63f9b5961
Merge pull request #48964 from DavidCambre/VisualScript_Missing_SequencePort_Seed 2021-05-29 07:27:38 +03:00
Michael Alexsander
38e635bb1d Remove dim_editor_on_dialog_popup from editor settings 2021-05-28 21:04:38 -03:00
nobuyuki_nyuu
a715887299 Bind CanvasItemEditor::_zoom_on_position and CanvasItemEditor::get_state to ClassDB 2021-05-28 13:34:30 -05:00
Paulb23
7860710d27 Fix FindReplaceBar text_change signal binding after replace all 2021-05-28 10:12:58 +01:00
lawnjelly
07ca9cd263 [4] Fix canvas rect bound calculation
It turns out the calculation of the bounding rect for canvas items has a nasty bug. When a transform is applied (especially in a custom draw), in the renderer this extra matrix is applied to all later commands in the canvas item. However in the calculation of the bound, the transform is only applied to the first command following the transform.

This PR fixes this inconsistency.
2021-05-28 09:04:24 +01:00
Yuri Roubinsky
f06db8b778 Added Billboard Node to Visual Shaders 2021-05-28 09:24:06 +03:00
Lyuma
e839a3291b gltf: Fix mesh nodes which are also bones.
Fix issue when two skeletons end up directly parented.
Prevent animating TRS for skinned Mesh node.
Fix animating weights on meshes with targets but no weights.
2021-05-27 19:33:01 -07:00
Yuri Roubinsky
4d569df95f Fixed possible crash in DynamicBVH::optimize_incremental 2021-05-27 18:38:06 +03:00
Emre Aydin
0f9913ce33 Fixed changing enabled classes resetting folding in manage editor features. 2021-05-27 17:19:40 +03:00
kobewi
4bee21bcc4 Add preload() to resource path when holding Ctrl 2021-05-27 12:22:32 +02:00
Pedro J. Estébanez
19ae8193ee Add iOS export option for device family 2021-05-27 11:46:22 +02:00
Hugo Locurcio
c8f2f29d81
Use a negative contrast setting for light editor themes
This makes light themes look more natural with regards to UI design
guidelines around "elevation".
2021-05-27 11:35:33 +02:00
Hugo Locurcio
534c990e41
Improve the audio bus editor appearance
- Use the editor font color for notch lines and text instead of a more
  contrasted color.
- Reuse the editor theme's tooltip styling and apply it on theme change.
- Make the preview label display an explicit `+` sign for positive values.
- Prevent a zero value from displaying as `-0.0 dB` instead of `0.0 dB`.
- Scale notch lines on hiDPI displays.
2021-05-27 10:00:49 +02:00
Hugo Locurcio
8e2a7fff1d
Tweak Camera2D editor line colors for better visibility
The new color for screen drawing was chosen to be easier to distinguish
from the 2D viewport limits.

This also makes lines less opaque when the Camera2D has the Current
property enabled. The increased line width is enough to spot the
camera easily, and the increased opacity on top of that felt obnoxious.
2021-05-27 07:14:49 +02:00
Rémi Verschelde
364ea7f280
Merge pull request #49114 from vnen/gdscript-fix-self-function-type-check
GDScript: Fix function signature check for self calls
2021-05-26 20:59:17 +02:00
Rémi Verschelde
bfcb1d2d41
Merge pull request #49109 from Chaosus/fix_console_errors
Fixed console error spam at editor startup (about invalid edited scene index)
2021-05-26 20:36:30 +02:00
Rémi Verschelde
78bbb2cae1
Merge pull request #49112 from vnen/gdscript-assign-type-check
GDScript: Use analyzer data to decide assignment conversion
2021-05-26 20:34:43 +02:00
George Marques
a23fc45727
GDScript: Fix function signature check for self calls 2021-05-26 15:33:18 -03:00
George Marques
c7459e3855
GDScript: Use analyzer data to decide assignment conversion
Since there might be tricky cases in the analyzer (in the case of unsafe
lines) which would need to be properly checked again. Instead, this
splits the code generator in two functions and use information set by
the analyzer to tell which function to use, without a need to re-check.
2021-05-26 14:09:00 -03:00
Yuri Roubinsky
af3f047f49 Fixed console error spam (about invalid edited scene index) 2021-05-26 19:28:38 +03:00
Rémi Verschelde
27baa12670
Merge pull request #49106 from Chaosus/fix_shader_builtin_constness
Makes few shader built-ins constant to prevent changing them
2021-05-26 16:25:30 +02:00