| Commit message (Collapse) | Author | Age | Files | Lines |
... | |
| |\ \ \ \ \ \ \ \ \
| | |/ / / / / / / /
| |/| | | | | | | |
| | | | | | | | | | |
Add support for external camera feed from external plugin on Android
|
| | | |_|_|_|_|/ /
| | |/| | | | | | |
|
| | |_|_|_|_|/ /
| |/| | | | | | |
|
|\| | | | | | | |
|
| |\ \ \ \ \ \ \
| | |_|_|_|/ / /
| |/| | | | | |
| | | | | | | | |
Fix debug line drawing with tiny convex hull mesh colliders
|
| | | | | | | | |
|
| |\ \ \ \ \ \ \
| | | | | | | | |
| | | | | | | | | |
Add alpha channel display to vec4 previews of visual shader nodes
|
| | | |_|_|/ / /
| | |/| | | | | |
|
| |\ \ \ \ \ \ \
| | |_|/ / / / /
| |/| | | | | | |
LOD: Remove "Raycast Normals" and associated "Normal Split Angle" settings
|
| | | | | | | |
| | | | | | | |
| | | | | | | |
| | | | | | | |
| | | | | | | |
| | | | | | | |
| | | | | | | |
| | | | | | | |
| | | | | | | |
| | | | | | | |
| | | | | | | |
| | | | | | | |
| | | | | | | |
| | | | | | | |
| | | | | | | |
| | | | | | | |
| | | | | | | |
| | | | | | | |
| | | | | | | |
| | | | | | | |
| | | | | | | |
| | | | | | | |
| | | | | | | |
| | | | | | | | |
"Raycast Normals" was introduced in 4.4 dev and defaulted to "false".
The limited testing results at the time suggested that raycasting
generally reduces normal quality compared to native simplifier results,
at the same time increasing vertex memory and import time.
To play it safe, we introduced a setting that defaulted to false, with
the goal of removing it later in 4.4 development cycle if no regressions
are noticed. Since we already had three dev snapshots and no reports,
this change removes the setting and associated code.
"Normal Split Angle" was only used when raycast normals were enabled;
this change removes it from the settings, but keeps it in the script
binding for compatibility.
Existing meshes import exactly the same after this change (unless they
chose to override raycasting which would be surprising).
split_normals helper was only used in this code path and is also removed
for simplicity; it is unlikely that this code will be useful as is, as
it can only regenerate normals without fixing tangents or updating
positions.
|
|\| | | | | | | |
|
| |\ \ \ \ \ \ \
| | |/ / / / / /
| |/| | | | | |
| | | | | | | | |
[Codestyle] Set clang-format `RemoveSemicolon` rule to `true`
|
| | | | | | | |
| | | | | | | |
| | | | | | | |
| | | | | | | | |
- Set clang-format `Standard` rule to `c++20`
|
| |\ \ \ \ \ \ \
| | |_|_|_|/ / /
| |/| | | | | | |
Update meshoptimizer to 0.22
|
| | | | | | | |
| | | | | | | |
| | | | | | | |
| | | | | | | |
| | | | | | | |
| | | | | | | |
| | | | | | | |
| | | | | | | |
| | | | | | | | |
The Godot-specific patch is just a single line now; removing this patch
will likely require adjusting Godot importer code to handle error limits
better.
This also adds new SIMPLIFY_ options; Godot is currently not using any
of these but might use SIMPLIFY_PRUNE and SIMPLIFY_SPARSE in the future.
|
|\ \ \ \ \ \ \ \
| | | | | | | | |
| | | | | | | | | |
Fix copyright headers referring to Godot
|
| | | | | | | | | |
|
|\ \ \ \ \ \ \ \ \
| |/ / / / / / / /
|/| / / / / / / /
| |/ / / / / / / |
|
| |\ \ \ \ \ \ \
| | |_|/ / / / /
| |/| | | | | |
| | | | | | | |
| | | | | | | |
| | | | | | | | |
Calinou/styleboxflat-corner-radius-increase-range-hint
Increase range hint for StyleBoxFlat `border_width`, `corner_radius` and `expand_margin`
|
| | | | | | | |
| | | | | | | |
| | | | | | | |
| | | | | | | | |
`expand_margin`
|
| |\ \ \ \ \ \ \
| | |_|/ / / / /
| |/| | | | | | |
Fix error when undo tile deletion in TileSetAtlasSourceEditor
|
| | | |/ / / /
| | |/| | | | |
|
|\| | | | | | |
|
| |\ \ \ \ \ \
| | |_|/ / / /
| |/| | | | |
| | | | | | | |
ExternalTexture: Avoid error when destroyed without having been used
|
| | |/ / / / |
|
|\| | | | | |
|
| |\ \ \ \ \
| | | | | | |
| | | | | | |
| | | | | | | |
Fix loss of gdextension on editor startup
|
| | | |/ / /
| | |/| | |
| | | | | |
| | | | | | |
Co-authored-by: NetroScript <noreply@enostrion.com>"
|
| |\ \ \ \ \
| | |_|/ / /
| |/| | | |
| | | | | | |
Add "Inspect Native Shader Code" to shader inspector and shader editor
|
| | | | | | |
|
|\| | | | | |
|
| |\ \ \ \ \
| | |_|_|/ /
| |/| | | |
| | | | | | |
Fix immediate mesh modifications that don't call set_mesh
|
| | | | | |
| | | | | |
| | | | | |
| | | | | |
| | | | | |
| | | | | |
| | | | | |
| | | | | |
| | | | | |
| | | | | | |
Mesh_instance_2d has no way to know when the mesh had been modified
unless you called set_mesh. This meant that you could modify the
underlying mesh without it knowing which could result in incorrect
result.
Modified mesh_instance_2d to be more similar to mesh_instance_3d which
connects to the changed signal of the mesh and reacts occordingly.
|
|\| | | | | |
|
| | |_|/ /
| |/| | | |
|
| | | | |
| | | | |
| | | | |
| | | | |
| | | | |
| | | | |
| | | | |
| | | | |
| | | | |
| | | | |
| | | | |
| | | | |
| | | | |
| | | | |
| | | | |
| | | | |
| | | | |
| | | | |
| | | | |
| | | | |
| | | | |
| | | | | |
Credits:
Co-authored-by: Skogi <skogi.b@gmail.com>
Co-authored-by: Spartan322 <Megacake1234@gmail.com>
Co-authored-by: swashberry <swashdev@pm.me>
Co-authored-by: Christoffer Sundbom <christoffer_karlsson@live.se>
Co-authored-by: Dubhghlas McLaughlin <103212704+mcdubhghlas@users.noreply.github.com>
Co-authored-by: McDubh <103212704+mcdubhghlas@users.noreply.github.com>
Co-authored-by: Dubhghlas McLaughlin <103212704+mcdubhghlas@users.noreply.github.com>
Co-authored-by: radenthefolf <radenthefolf@gmail.com>
Co-authored-by: John Knight <80524176+Tekisasu-JohnK@users.noreply.github.com>
Co-authored-by: Adam Vondersaar <adam.vondersaar@uphold.com>
Co-authored-by: decryptedchaos <nixgod@gmail.com>
Co-authored-by: zaftnotameni <122100803+zaftnotameni@users.noreply.github.com>
Co-authored-by: Aaron Benjamin <lifeartstudios@gmail.com>
Co-authored-by: wesam <108880473+wesamdev@users.noreply.github.com>
Co-authored-by: Mister Puma <MisterPuma80@gmail.com>
Co-authored-by: Aaron Benjamin <lifeartstudios@gmail.com>
Co-authored-by: SingleError <isaaconeoneone@gmail.com>
Co-authored-by: Bioblaze Payne <BioblazePayne@gmail.com>
|
|/ / / /
| | | |
| | | |
| | | |
| | | |
| | | |
| | | |
| | | |
| | | |
| | | |
| | | |
| | | |
| | | |
| | | |
| | | |
| | | |
| | | |
| | | |
| | | |
| | | |
| | | |
| | | |
| | | |
| | | |
| | | |
| | | |
| | | |
| | | |
| | | |
| | | |
| | | |
| | | |
| | | | |
Add Linux Editor tests workflow matrix
Add Windows Editor w/ Mono workflow matrix
Add Generate Glue Code job to Windows workflow
Add Build GodotSharp job to Windows workflow
Add godot compatibility version references
Add Godot author info
Add Godot version compatibility info
Add Godot donor info
Add Godot authors and donors to editor_about.cpp
Credits:
Co-authored-by: Skogi <skogi.b@gmail.com>
Co-authored-by: Spartan322 <Megacake1234@gmail.com>
Co-authored-by: swashberry <swashdev@pm.me>
Co-authored-by: Christoffer Sundbom <christoffer_karlsson@live.se>
Co-authored-by: Dubhghlas McLaughlin <103212704+mcdubhghlas@users.noreply.github.com>
Co-authored-by: McDubh <103212704+mcdubhghlas@users.noreply.github.com>
Co-authored-by: Dubhghlas McLaughlin <103212704+mcdubhghlas@users.noreply.github.com>
Co-authored-by: radenthefolf <radenthefolf@gmail.com>
Co-authored-by: John Knight <80524176+Tekisasu-JohnK@users.noreply.github.com>
Co-authored-by: Adam Vondersaar <adam.vondersaar@uphold.com>
Co-authored-by: decryptedchaos <nixgod@gmail.com>
Co-authored-by: zaftnotameni <122100803+zaftnotameni@users.noreply.github.com>
Co-authored-by: Aaron Benjamin <lifeartstudios@gmail.com>
Co-authored-by: wesam <108880473+wesamdev@users.noreply.github.com>
Co-authored-by: Mister Puma <MisterPuma80@gmail.com>
Co-authored-by: Aaron Benjamin <lifeartstudios@gmail.com>
Co-authored-by: SingleError <isaaconeoneone@gmail.com>
Co-authored-by: Bioblaze Payne <BioblazePayne@gmail.com>
|
| | | | |
|
|\ \ \ \
| | | | |
| | | | |
| | | | | |
Make internal unique scene resource ID deterministic
|
| | | | |
| | | | |
| | | | |
| | | | |
| | | | |
| | | | |
| | | | | |
Changes the Resource::generate_scene_unique_id() to be deterministic and
seedable.
Fixes #97110
|
| |/ / /
|/| | |
| | | |
| | | |
| | | |
| | | |
| | | |
| | | |
| | | |
| | | |
| | | | |
Add ubershaders and rework pipeline caches for Forward+ and Mobile.
- Implements asynchronous transfer queues from PR #87590.
- Adds ubershaders that can run with specialization constants specified as push constants.
- Pipelines with specialization constants can compile in the background.
- Added monitoring for pipeline compilations.
- Materials and shaders can now be created asynchronously on background threads.
- Meshes that are loaded on background threads can also compile pipelines as part of the loading process.
|
|\ \ \ \
| | | | |
| | | | |
| | | | | |
Optimize `StyleBoxFlat.draw()`
|
| | |/ /
| |/| | |
|
|\ \ \ \
| | | | |
| | | | |
| | | | |
| | | | |
| | | | | |
Calinou/basematerial3d-refraction-use-depth-comparison
Fix BaseMaterial3D refracting objects located in front of the material
|
| | | | |
| | | | |
| | | | |
| | | | |
| | | | |
| | | | |
| | | | |
| | | | |
| | | | |
| | | | |
| | | | |
| | | | | |
Depth comparison is now used to prevent refraction from occurring
if the pixel being refracted is located in front of the object.
For pixels slightly behind the object, a `smoothstep()` curve
is used to progressively increases refraction intensity
as the distance between the object and the refraction increases.
This avoids sudden discontinuities in the refraction.
Co-authored-by: GeneralLegendary <generallegendary456@gmail.com>
|
| | | | | |
|
|\ \ \ \ \
| | | | | |
| | | | | |
| | | | | | |
GDExtension: Mark virtual function as `is_required` in `extension_api.json`
|
| | | | | |
| | | | | |
| | | | | |
| | | | | | |
Co-authored-by: Jovan Gerodetti <jovan.gerodetti@titannano.de>
|
|\ \ \ \ \ \
| | | | | | |
| | | | | | |
| | | | | | | |
Fix editing of some properties in `CodeHighlighter`
|
| | |_|_|_|/
| |/| | | | |
|