| Commit message (Collapse) | Author | Age | Files | Lines |
| |
|
|\
| |
| | |
Implement Particle Trails
|
| |
| |
| |
| |
| |
| |
| |
| |
| | |
-Enable the trails and set the length in seconds
-Provide a mesh with a skeleton and a skin
-Or, alternatively use one of the built-in TubeTrailMesh/RibbonTrailMesh
-Works deterministically
-Fixed particle collisions (were broken)
-Not working in 2D yet (that will happen next)
|
|\ \
| | |
| | | |
Fix `url_decode` with mixed percent-encoding/Unicode strings.
|
| | |
| | |
| | |
| | | |
drive names as UTF-8 encoded.
|
|\ \ \
| |_|/
|/| | |
Fix autocompletion for `Control`'s `Theme` properties
|
| | | |
|
|\ \ \
| |/ /
|/| | |
Add WebSocketMultiplayerPeer _incoming_packets check bound
|
| | | |
|
|\ \ \
| |/ /
|/| | |
Prevent setting too big or too small Collision Mask and Layer
|
|/ / |
|
|\ \
| | |
| | | |
Document that `SceneTree.call_group()` is deferred
|
| |/ |
|
|\ \
| | |
| | | |
[iOS] Nonnegative start index for virtual keyboard range
|
| | | |
|
|\ \ \
| |_|/
|/| | |
[HTML5] Fix builds with recent emscripten versions
|
| | |
| | |
| | |
| | |
| | | |
Library suffix should be `.a`, the `EXTRA_` in
`EXTRA_EXPORTED_RUNTIME_METHODS` is deprecated.
|
|/ / |
|
|\ \
| | |
| | | |
Document that clearcoat/rim lighting is not visible on unshaded materials
|
| | | |
|
| | |
| | |
| | |
| | | |
And typo fix from https://github.com/godotengine/godot-docs/pull/4882.
|
|\ \ \
| | | |
| | | | |
Replace remaining uses of `NULL` with `nullptr`
|
|/ / /
| | |
| | |
| | | |
Follow-up to #38736 (these uses were likely added after this PR was merged).
|
|\ \ \
| | | |
| | | | |
[Android] fix generateDevTemplate
|
| | | | |
|
|\ \ \ \
| |/ / /
|/| | | |
Remove obsolete LargeTexture, it's no longer useful since 3.x
|
| | | |
| | | |
| | | |
| | | |
| | | |
| | | |
| | | |
| | | |
| | | |
| | | |
| | | |
| | | |
| | | | |
It existed in early Godot releases to allow working around hardware limitations
on max texture sizes (e.g. hardware limits of 1024x1024 pixels).
Nowadays the max texture size supported natively by Godot is 16384x16384, and
even low end mobile hardware should support at least 4096x4096.
The LargeTexture implementation is basically just an array with offsets, sizes
and textures and should be easy to replicate with a custom Texture resource if
needed - solving most of its bugs on the way as the implementation removed here
has various unimplemented or incomplete methods.
|
|\ \ \ \
| |_|/ /
|/| | | |
[Net] Implement NetworkedMultiplayerENet.get_local_port
|
| | | |
| | | |
| | | |
| | | | |
Allows retrieving the local port to which the peer is bound.
|
|\ \ \ \
| | | | |
| | | | | |
Fixed rotate_y property of particle shaders
|
| | | | | |
|
|\ \ \ \ \
| | | | | |
| | | | | | |
Add fill method to Arrays and PackedArrays
|
| | | | | | |
|
|\ \ \ \ \ \ |
|
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | | |
In attribute expressions (`a.b`) it's possible that the base has an
incorrect syntax and thus become a nullptr expression in the tree. This
commit add the check for this case to fail gracefully instead of
crashing.
|
| | | | | | | |
|
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | | |
- Lambdas are always callables (no specific signature match).
- Captures from the current context are evaluated.
|
| | |_|_|/ /
| |/| | | |
| | | | | |
| | | | | |
| | | | | |
| | | | | |
| | | | | |
| | | | | |
| | | | | |
| | | | | |
| | | | | | |
Lambda syntax is the same as a the function syntax (using the same
`func` keyword) except that the name is optional and it can be embedded
anywhere an expression is expected. E.g.:
func _ready():
var my_lambda = func(x):
print(x)
my_lambda.call("hello")
|
|\ \ \ \ \ \
| |/ / / / /
|/| | | | | |
Fixes #48178: WebXR broken when built with Emscripten 2.0.13 or later
|
|/ / / / / |
|
|\ \ \ \ \
| | | | | |
| | | | | | |
Fix area calculation of Face3
|
|/ / / / /
| | | | |
| | | | |
| | | | |
| | | | |
| | | | | |
There seemed to be a bug in area calculation in Face3::get_area()-function. It returned the area of "imaginary" parallelogram instead of the triangle. Therefore the area returned was twice the real area. This manifested itself when using a hydro module for godot ( https://gitlab.com/ringtechsolutions/godot-tools/hydro/hydro ) causing the buoyancy to be two times the expected value.
"Reference": http://www.maths.usyd.edu.au/u/MOW/vectors/vectors-11/v-11-7.html
|
| | | | | |
|
|\ \ \ \ \
| | | | | |
| | | | | | |
Core: Drop custom `copymem`/`zeromem` defines
|
| | |_|/ /
| |/| | |
| | | | |
| | | | |
| | | | |
| | | | |
| | | | |
| | | | | |
We've been using standard C library functions `memcpy`/`memset` for these since
2016 with 67f65f66391327b2967a20a89c3627e1dd6e84eb.
There was still the possibility for third-party platform ports to override the
definitions with a custom header, but this doesn't seem useful anymore.
|
|\ \ \ \ \
| | | | | |
| | | | | | |
Fixed issues with LineEdit Delete Word & Backspace Word.
|
| | | | | |
| | | | | |
| | | | | |
| | | | | | |
Backspace word was deleting all text before the cursor, and delete word was no updating until another action was performed on the LineEdit (in order to update it)
|
|\ \ \ \ \ \
| |/ / / / /
|/| | | | | |
Raise error if Resource is of wrong type as function argument
|
| | | | | | |
|
|\ \ \ \ \ \
| |/ / / / /
|/| | | | | |
Update CSGMesh3D's documentation to explain how vertex normals are used
|