| Commit message (Collapse) | Author | Age | Files | Lines |
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Refactor Edit Theme menu in Theme Editor
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Fix crash on RigidBody _direct_state_changed
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Removed _direct_state_changed bindings
Affects 2D and 3D nodes
Callbacks now use Callable
Tests were changed accordingly
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Call randomize() automatically
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Fix broken NavigationAgent3D collision avoidance callback
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Fix broken NavigationAgent2D collision avoidance callbacks
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Move collision layer and mask into CollisionObject.
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Draw triangles for HeightMapShape debug collision
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Helps with ambiguous cases where it's not possible to tell which diagonal is used for collision in quads.
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Heightmap collision shape support in Godot Physics
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`Area[X]D`: Put physics override parameters in their own group and document that areas can be used to influence audio
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can be used to influence audio
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- For now everything imports multithreaded by default (should work I guess, let's test).
- Controllable per importer
Early test benchmark. 64 large textures (importing as lossless, _not_ as vram) on a mobile i7, 12 threads:
Importing goes down from 46 to 7 seconds.
For VRAM I will change the logic to use a compressing thread in a subsequent PR, as well as implementing Betsy.
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Rename LineEdit getters and setters to match property names
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Split particle shader entry points
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* Particle shaders now have start() and process()
* Particle collision happens between them.
* The RESTART property is kept, so porting an old shader is still possible.
This fixes the problem of particle collisions not functioning on the first particle frame.
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Fix LineEdit undo behaves strangely
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Lowers the navigation edge margin merge
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Lowers the edge margin merge to avoid merge undesired edges.
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Fix Skeleton3D.clear_bones_global_pose_override() not resetting global_bone_overrides properly
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fix skeleton (ik) not resetting global_bone_overrides properly
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TwistedTwigleg/skeletonik_changes_and_bug_fixes_regressionfix2
Changed SkeletonIK3D to clear bone overrides when stopping
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Scene: Remove unused `mesh_materials` StringNames
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They were added in 8be2fabbe5cd846bac5e5a38e55f3fb70e73f2da (2.1 era) but
were likely a first attempt that didn't get unused in the end.
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Rename get_surface_material to get_surface_override_material
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Fixed ui_accept (spacebar + return) accepting auto-completion options.
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-Used a more consistent set of keywords for the shader
-Remove all harcoded entry points
-Re-wrote the GLSL shader parser, new system is more flexible. Allows any entry point organization.
-Entry point for sky shaders is now sky().
-Entry point for particle shaders is now process().
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Fix TextEdit cursor update when adding or deleting text
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Updating the viewport while setting the line index before the column is
set could wrongly cause the text to be scrolled down.
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MeshInstance added as child nodes for CollisionObject debug shapes can
be invalidated while deleting the collision object (child nodes are
deleted first), which caused accesses to invalid memory in
shape_owner_remove_shape that lead to random crashes.
Also optimized accesses to shapes to avoid copy-on-write on each
iteration.
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Previously, the warnings were passed as a string and delimitation of which were hard coded at each implementation.
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Add Various ColorPicker shapes
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Vulkan: Implement triplanar mapping in world space
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Implements triplanar mapping in world space for UV1 and UV2
when the respective flags are enabled.
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Fix ColorPicker's RGB bars are show in RAW mode and other
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