godot/scene
Hugo Locurcio b6caa0587a
Add compatibility class handlers for portal and room occlusion culling
Portal and room occlusion culling is replaced by raster occlusion
in 4.0, which undergoes an entirely different setup process. Therefore,
we can only convert those nodes to Node3Ds to allow loading `3.x` scenes
while keeping transforms valid.
2021-12-14 18:45:28 +01:00
..
2d Merge pull request #52998 from AnilBK/node2d-renames 2021-12-13 09:15:12 +01:00
3d GPULightMapper: convert colors of lights to linear 2021-12-11 13:01:07 +01:00
animation Merge pull request #55572 from aaronfranke/ci-double 2021-12-10 10:02:38 +01:00
audio Rename `remove()` to `remove_at()` when removing by index 2021-11-23 18:58:57 -07:00
debugger Replace String comparisons with "", String() to is_empty() 2021-12-09 04:48:38 -06:00
gui Merge pull request #55729 from cdemirer/fix-script-editor-unexpected-scroll-upon-resize 2021-12-12 20:54:53 +01:00
main Added check for SceneTree being null 2021-12-13 15:41:29 +05:30
resources Stop asuming a default value of NIL means there's no default 2021-12-11 14:03:48 +01:00
SCsub Disable Node3D when compiling without 3D and fix disable_3d option 2021-08-13 08:59:48 -05:00
property_utils.cpp Stop asuming a default value of NIL means there's no default 2021-12-11 14:03:48 +01:00
property_utils.h Stop asuming a default value of NIL means there's no default 2021-12-11 14:03:48 +01:00
register_scene_types.cpp Add compatibility class handlers for portal and room occlusion culling 2021-12-14 18:45:28 +01:00
register_scene_types.h Make default/project theme wait for modules before initializing 2021-11-30 19:09:29 +03:00
scene_string_names.cpp Add a constant StringName for RESET animation 2021-12-06 12:26:42 +01:00
scene_string_names.h Add a constant StringName for RESET animation 2021-12-06 12:26:42 +01:00