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* Merge pull request #46593 from pycbouh/theme-editor-better-edit-uiRémi Verschelde2021-04-232-0/+52
|\ | | | | Refactor Edit Theme menu in Theme Editor
| * Refactor Edit Theme menu in Theme EditorYuri Sizov2021-04-182-0/+52
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* | Merge pull request #47485 from rafallus/fix/rigidbody-crashRémi Verschelde2021-04-233-18/+14
|\ \ | | | | | | Fix crash on RigidBody _direct_state_changed
| * | Unexpose _direct_state_changed in PhysicsBodyrafallus2021-04-223-18/+14
| | | | | | | | | | | | | | | | | | | | | Removed _direct_state_changed bindings Affects 2D and 3D nodes Callbacks now use Callable Tests were changed accordingly
* | | Merge pull request #43330 from KoBeWi/rngesusRémi Verschelde2021-04-231-0/+2
|\ \ \ | | | | | | | | Call randomize() automatically
| * | | Call randomize() automaticallyTomasz Chabora2021-04-221-0/+2
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* | | Merge pull request #48028 from smix8/issue_47337_broken_navagent3d_callbackRémi Verschelde2021-04-231-2/+7
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| * | | Fix broken NavigationAgent3D collision avoidance callbacksmix82021-04-191-2/+7
| | | | | | | | | | | | | | | | Fix broken NavigationAgent3D collision avoidance callback
* | | | Merge pull request #48030 from smix8/issue_47337_broken_navagent2d_callbackRémi Verschelde2021-04-231-3/+7
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| * | | Fix broken NavigationAgent2D collision avoidance callbackssmix82021-04-201-3/+7
| | | | | | | | | | | | | | | | Fix broken NavigationAgent2D collision avoidance callbacks
* | | | Merge pull request #42770 from madmiraal/fix-26680Rémi Verschelde2021-04-2012-311/+165
|\ \ \ \ | | | | | | | | | | Move collision layer and mask into CollisionObject.
| * | | | Move collision layer and mask into CollisionObject.Marcel Admiraal2021-04-2012-311/+165
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* | | | | Merge pull request #47345 from nekomatata/heightmap-draw-trianglesRémi Verschelde2021-04-201-1/+6
|\ \ \ \ \ | | | | | | | | | | | | Draw triangles for HeightMapShape debug collision
| * | | | | Draw triangles for HeightMapShape debug collisionPouleyKetchoupp2021-03-241-1/+6
| | | | | | | | | | | | | | | | | | | | | | | | Helps with ambiguous cases where it's not possible to tell which diagonal is used for collision in quads.
* | | | | | Merge pull request #47347 from nekomatata/heightmap-supportRémi Verschelde2021-04-202-8/+8
|\ \ \ \ \ \ | |_|/ / / / |/| | | | | Heightmap collision shape support in Godot Physics
| * | | | | Heightmap collision shape support in Godot PhysicsPouleyKetchoupp2021-03-252-8/+8
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* | | | | Merge pull request #47991 from LightningAA/regroup-area-inspector-4.0Rémi Verschelde2021-04-202-6/+14
|\ \ \ \ \ | |_|_|/ / |/| | | | `Area[X]D`: Put physics override parameters in their own group and document that areas can be used to influence audio
| * | | | Put physics override parameters in their own group and document that areas ↵Lightning_A2021-04-182-6/+14
| | | | | | | | | | | | | | | | | | | | can be used to influence audio
* | | | | Use multiple threads to import.Juan Linietsky2021-04-191-1/+1
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | - 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.
* | | | | doc: Sync classref with current sourceRémi Verschelde2021-04-191-0/+1
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* | | | Merge pull request #47448 from madmiraal/rename-lineedit-cursorRémi Verschelde2021-04-193-192/+192
|\ \ \ \ | | | | | | | | | | Rename LineEdit getters and setters to match property names
| * | | | Rename LineEdit caret_* properties getters and setters to match propertyMarcel Admiraal2021-04-173-192/+192
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* | | | Merge pull request #47980 from reduz/split-particle-shader-entry-pointsRémi Verschelde2021-04-181-125/+132
|\ \ \ \ | | | | | | | | | | Split particle shader entry points
| * | | | Split particle shader entry pointsreduz2021-04-171-125/+132
| |/ / / | | | | | | | | | | | | | | | | | | | | | | | | | | | | * 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.
* / / / Fix `sky` visual shader mode after last renameYuri Roubinsky2021-04-172-40/+40
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* | | Merge pull request #47728 from ray90514/bug#47562Rémi Verschelde2021-04-161-0/+1
|\ \ \ | | | | | | | | Fix LineEdit undo behaves strangely
| * | | Fix LineEdit undo behaves strangelyray905142021-04-081-0/+1
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* | | | Merge pull request #47950 from AndreaCatania/AndreaCatania-patch-4Rémi Verschelde2021-04-161-1/+1
|\ \ \ \ | | | | | | | | | | Lowers the navigation edge margin merge
| * | | | Lowers the navigation edge margin mergeAndrea Catania2021-04-161-1/+1
| | | | | | | | | | | | | | | Lowers the edge margin merge to avoid merge undesired edges.
* | | | | Merge pull request #47923 from smix8/issue_47850_4.xRémi Verschelde2021-04-161-0/+1
|\ \ \ \ \ | | | | | | | | | | | | Fix Skeleton3D.clear_bones_global_pose_override() not resetting global_bone_overrides properly
| * | | | | fix skeleton (ik) not resetting global_bone_overrides properlysmix82021-04-151-0/+1
| | | | | | | | | | | | | | | | | | | | | | | | fix skeleton (ik) not resetting global_bone_overrides properly
* | | | | | Merge pull request #47933 from ↵Rémi Verschelde2021-04-151-1/+3
|\ \ \ \ \ \ | |/ / / / / |/| | | | | | | | | | | | | | | | | TwistedTwigleg/skeletonik_changes_and_bug_fixes_regressionfix2 Changed SkeletonIK3D to clear bone overrides when stopping
| * | | | | Changed SkeletonIK3D to clear bone overrides when stoppingTwistedTwigleg2021-04-151-1/+3
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* | | | | | Merge pull request #47916 from akien-mga/stringnames-mesh_materials-unusedRémi Verschelde2021-04-152-8/+0
|\ \ \ \ \ \ | | | | | | | | | | | | | | Scene: Remove unused `mesh_materials` StringNames
| * | | | | | Scene: Remove unused `mesh_materials` StringNamesRémi Verschelde2021-04-152-8/+0
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | They were added in 8be2fabbe5cd846bac5e5a38e55f3fb70e73f2da (2.1 era) but were likely a first attempt that didn't get unused in the end.
* | | | | | | Fix forgotten rename on surface material overrideBastiaan Olij2021-04-151-2/+2
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* | | | | | Merge pull request #47878 from clayjohn/rename-get_surface_materialRémi Verschelde2021-04-155-30/+30
|\ \ \ \ \ \ | | | | | | | | | | | | | | Rename get_surface_material to get_surface_override_material
| * | | | | | Rename get_surface_material to get_surface_override_materialclayjohn2021-04-145-30/+30
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* | | | | | | Merge pull request #47889 from EricEzaM/PR/fix-autocomplete-accept-on-spaceRémi Verschelde2021-04-141-1/+1
|\ \ \ \ \ \ \ | | | | | | | | | | | | | | | | Fixed ui_accept (spacebar + return) accepting auto-completion options.
| * | | | | | | Fixed ui_accept (spacebar + return) accepting auto-completion options.Eric M2021-04-151-1/+1
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* | | | | | | | Refactor GLSL shader compilationreduz2021-04-142-4/+4
|/ / / / / / / | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | -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().
* | | | | | | Merge pull request #47689 from nekomatata/textedit-fix-cursor-updateRémi Verschelde2021-04-141-12/+12
|\ \ \ \ \ \ \ | |/ / / / / / |/| | | | | | Fix TextEdit cursor update when adding or deleting text
| * | | | | | Fix TextEdit cursor update when adding or deleting textPouleyKetchoupp2021-04-061-12/+12
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Updating the viewport while setting the line index before the column is set could wrongly cause the text to be scrolled down.
* | | | | | | Fix crashes with CollisionObject debug shapesPouleyKetchoupp2021-04-122-1/+28
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | 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.
* | | | | | | Use Array for node configuration warningsNathan Franke2021-04-1194-653/+405
| | | | | | | | | | | | | | | | | | | | | | | | | | | | Previously, the warnings were passed as a string and delimitation of which were hard coded at each implementation.
* | | | | | | Merge pull request #46340 from gongpha/various-color-pickerRémi Verschelde2021-04-105-78/+323
|\ \ \ \ \ \ \ | |_|_|/ / / / |/| | | | | | Add Various ColorPicker shapes
| * | | | | | Add Various ColorPicker shapesKongfa Waroros2021-04-065-78/+323
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* | | | | | | Merge pull request #43746 from CaptainProton42/masterRémi Verschelde2021-04-081-4/+14
|\ \ \ \ \ \ \ | |_|_|_|/ / / |/| | | | | | Vulkan: Implement triplanar mapping in world space
| * | | | | | Implement FLAG_UV*_USE_WORLD_TRIPLANARCaptainProton422021-03-191-4/+14
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Implements triplanar mapping in world space for UV1 and UV2 when the respective flags are enabled.
* | | | | | | Merge pull request #47697 from gongpha/color-picker-bars-fix-raw-modeRémi Verschelde2021-04-081-16/+15
|\ \ \ \ \ \ \ | | | | | | | | | | | | | | | | Fix ColorPicker's RGB bars are show in RAW mode and other