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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>
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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>
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Partially revert #96780, remove warnings from project/editor settings `_get`.
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[GraphEdit] Only print warning for connection layer deletion when justified
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KoBeWi/visible_in_tree_was_a_billion_dollar_mistake
Fix ScrollContainer configuration warnings
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Print error on invalid `call_group()` calls
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Allow horizontal scrolling in Tree using Shift
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Make internal unique scene resource ID deterministic
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Changes the Resource::generate_scene_unique_id() to be deterministic and
seedable.
Fixes #97110
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Fix `atr_n()` behavior when auto translation is disabled
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Fix TabBar initialization issue and add tests
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Add `Auto width` behavior to ItemList
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Co-authored-by: Craig Hupin <althar93@hotmail.com>
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Added possibility to filter files and folders through a text entry.
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Fix error when stopping empty animation player.
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Check if animation exists before get section start time.
Signed-off-by: Ainsley Su <vhtmscyo@gmail.com>
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Add auto translate mode for items in `ItemList`
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KoBeWi/rich_text_label_inside_a_scroll_container_inside_a_bag_of_milk
Handle scroll events in RichtTextLabel
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Fix graph node stretch not taking titlebar into account
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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.
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Calinou/lightmapgi-check-rendering-device-availability
Check RenderingDevice availability to display LightmapGI configuration warnings
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We can now check whether RenderingDevice can be created (which is
not guaranteed when using the Compatibility rendering method),
so the warning can be displayed only when relevant.
This also disables the Bake Lightmaps button with a tooltip if baking
is not available.
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Fix ItemList text trimming
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- Updated list view with thumbnails, and separate file name.
- Added a grid view which has larger icons.
- Added toggle to filter out files from addons.
- Store history for each opened resource type.
New Editor settings for Quick Open:
- Startup display mode (grid or list):
- Determined by the requested resource type.
- Whatever was last used.
- Toggle to filter out files from addons (for persistence).
Notes
- The dialog is now created once in EditorNode, and globally available for other components.
- A fixed number of result scenes are instantiated, and reused based on query.
- Drop support for multiselect.
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Prevent crash after removing GraphEdit's connection layer
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warnings
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Add auto translate mode for cells in `Tree`
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GPU/CPU particle parameter list consistency changes
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compatibility.
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accross all particle types
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Optimize `StyleBoxFlat.draw()`
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Calinou/basematerial3d-refraction-use-depth-comparison
Fix BaseMaterial3D refracting objects located in front of the material
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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>
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String: Parse fragment from URL
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Add markers to Animation
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