| Commit message (Collapse) | Author | Age | Files | Lines |
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Provide access to internal graphics handles for textures
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smosages/resolve-display-shader-settings-in-settings-editor
Define shader language project settings before creation of `TextShaderEditor` object.
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Add ValidatedCall to MethodBind
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* This should optimize GDScript function calling _enormously_.
* It also should simplify the GDScript VM considerably.
NOTE: GDExtension calling performance has most likely been affected until going via ptrcall is fixed.
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The texture's appearance is now similar to the texture that was displayed
on the TestCube node in Godot 2.x.
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default values from documentation.
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Users can still go down to 21 when using GL Compatibility.
This makes the default behavior match the default renderer, and thus avoids
a warning in the out of the box experience.
Also mark texture compression settings as basic, since out of the box users
who want to export to Android will need to enable ETC2/ASTC manually.
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This appears to have been missed in the refactor
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Replace Extents with Size in VoxelGI, ReflectionProbe, FogVolume, Decal and GPUParticles*3D
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GPUParticles*3D
- Extents are replaced by Size (Size is Extents * 2)
- The UI text displays 'Size'
- Snapping is adjusted to work with Size
- _set and _get handle extents for compatibility
Co-authored-by: ator-dev <dominic.codedeveloper@gmail.com>
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Remove viewport_set_disable_environment in favor of viewport_set_environment_mode
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viewport_set_environment_mode
This allows us to set a default value inherited by child viewports and have child viewports set the value themselves which is needed for disabling the environment in the editor
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* Only two texture import modes for low/high quality now:
* S3TC/BPTC
* ETC2/ASTC
* Makes sense given this is the general preferred and most compatible combination in most platforms.
* Removed lossy_quality from VRAM texture compression options. It was unused everywhere.
* Added a new "high_quality" option to texture import. When enabled, it uses BPTC/ASTC (BC7/ASTC4x4) instead of S3TC/ETC2 (DXT1-5/ETC2,ETCA).
* Changed MacOS export settings so required texture formats depend on the architecture selected.
This solves the following problems:
* Makes it simpler to import textures as high quality, without having to worry about the specific format used.
* As the editor can now run on platforms such as web, Mac OS with Apple Silicion and Android, it should no longer be assumed that S3TC/BPTC is available by default for it.
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Also clean up some names to make the overall organization more clear
Also remove cap on items per batch
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Clustered renderer
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`CanvasItem::draw_polyline` Support thin polylines drawn using line strip
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`ArrayMesh::add_surface_from_arrays`
Also clarify some related documentation and expose the misssing `ArrayFormat::ARRAY_FLAG_USES_EMPTY_VERTEX_ARRAY`
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This was missing in the conversion of bitflags to BitField<>.
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Add PropertyInfo overload for GLOBAL_DEF
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As many open source projects have started doing it, we're removing the
current year from the copyright notice, so that we don't need to bump
it every year.
It seems like only the first year of publication is technically
relevant for copyright notices, and even that seems to be something
that many companies stopped listing altogether (in a version controlled
codebase, the commits are a much better source of date of publication
than a hardcoded copyright statement).
We also now list Godot Engine contributors first as we're collectively
the current maintainers of the project, and we clarify that the
"exclusive" copyright of the co-founders covers the timespan before
opensourcing (their further contributions are included as part of Godot
Engine contributors).
Also fixed "cf." Frenchism - it's meant as "refer to / see".
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Added options for sorting transparent objects (port of PR #63040)
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dynamic font behavior.
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Co-authored-by: Clay John <claynjohn@gmail.com>
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Overhaul WebP packer and split compression options
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Expose texture_get_rd_texture for scripts
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Co-authored-by: Valentin Zagura <puthre@gmail.com>
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