Commit graph

8838 commits

Author SHA1 Message Date
Manuel Dun 0384474f83 Added error macro to ensure non null parameter 2021-10-25 19:44:22 -04:00
Hugo Locurcio f2c2ecb6e8
Fix properties being displayed when they shouldn't in DirectionalLight3D
The parent `_validate_property()` wasn't called, which led to shadow
properties being visible even if shadows were disabled on a
DirectionalLight3D node.
2021-10-25 22:04:30 +02:00
Rémi Verschelde d98a6363fa
Merge pull request #54084 from reduz/node3d-rotation-options 2021-10-25 20:42:45 +02:00
Rémi Verschelde 8911d6ecc8
Merge pull request #54147 from Calinou/editor-directionallight-3d-only-show-relevant-properties 2021-10-25 20:13:42 +02:00
Pawel Lampe fa26fb865f Improve NavigationObstacle3D usability
Fix NavigationObstacle3D to be attached to navigation map - without it
the NavigationObstacle3D is not working.

Replace radius approximation algorithm with simple "radius" property.
2021-10-25 19:57:33 +02:00
reduz d03b7fbe09 Refactored Node3D rotation modes
* Made the Basis euler orders indexed via enum.
* Node3D has a new rotation_order property to choose Euler rotation order.
* Node3D has also a rotation_mode property to choose between Euler, Quaternion and Basis

Exposing these modes as well as the order makes Godot a lot friendlier for animators, which can choose the best way to interpolate rotations.
The new *Basis* mode makes the (exposed) transform property obsolete, so it was removed (can still be accessed by code of course).
2021-10-25 14:34:00 -03:00
Hugo Locurcio c1de200757
Only show relevant properties in the DirectionalLight3D inspector
Some split distance properties are unused depending on the
current shadow mode. Also, Blend Splits can only be used if the shadow
mode is PSSM 2 Splits or PSSM 4 Splits.

This also moves the Fade Start property to be located after the
split properties. This avoids intertwining "conditional" properties
with a property that's always available.
2021-10-25 18:31:41 +02:00
Rémi Verschelde 5ff0624a07
Fix GCC 12 -Werror=type-limits in animation compression code
Fixup to #54050, CI's GCC builds didn't catch it.
2021-10-25 17:59:07 +02:00
Rémi Verschelde 24fdedfe94
Merge pull request #54050 from reduz/animation-compression 2021-10-25 14:27:58 +02:00
bruvzg ebbc25e89c Ignore empty Font resources as theme override.
Add range hint to font_size properties.
Remove excessive `base_size` Font property.
2021-10-25 14:05:37 +03:00
JFonS c571e4a7f4 Implement distance fade and transparency
The built-in ALPHA in spatial shaders comes pre-set with a per-instance
transparency value. Multiply by it if you want to keep it.

The transparency value of any given GeometryInstance3D is affected by:
   - Its new "transparency" property.
   - Its own visiblity range when the new "visibility_range_fade_mode"
     property is set to "Self".
   - Its parent visibility range when the parent's fade mode is
     set to "Dependencies".

The "Self" mode will fade-out the instance when reaching the visibility
range limits, while the "Dependencies" mode will fade-in its
dependencies.

Per-instance transparency is only implemented in the forward clustered
renderer, support for mobile should be added in the future.

Co-authored-by: reduz <reduzio@gmail.com>
2021-10-25 11:39:34 +02:00
Hristo Stamenov 3ec927cfef Setting the visible multimesh instance to -1 so that they are updated correctly on set_amount.
When emitting stops CPUParticles3D::_set_redraw(bool p_redraw) will set that value to 0 so when you change the amount after that it will actually not update correclty.

This fixes an issue where if it was not emitting when the scene loaded and it start after that the amount is not reflected correclty. This also happened when you checked out the box for emitting in the editor, changed the value of amount and then checked on the box for emitting. With this change if it is emitting during the change it does interrupt the previous particles when you change. The amount and the emit starts from beginning but that is to be expected on an amount of particles change.
2021-10-24 22:04:30 +03:00
Rémi Verschelde c7b78b9538
Merge pull request #53885 from TokageItLab/fix-bone-animation-insertion
Fixed Pos/Rot/Scl 3D Tracks insertion in `SkeletonEditor`
2021-10-24 10:05:00 +02:00
Rémi Verschelde b2ab5cb504
Merge pull request #54045 from ConteZero/primary_clipboard_linux_fix_warning 2021-10-23 19:13:34 +02:00
Rémi Verschelde e0f887accd
Merge pull request #54120 from zaevi/fix_null-ref_crashes 2021-10-23 19:00:12 +02:00
Rémi Verschelde e12fe670e6
Merge pull request #54145 from zedutch/Fix-tree-notification-crash 2021-10-23 18:33:12 +02:00
ConteZero 8c48b4a7e0 Fix primary clipboard warning 2021-10-23 15:50:01 +02:00
Robin Arys 5c25497aa2 Fix possible crash when calling Tree.notification from _ready 2021-10-23 12:02:09 +02:00
Silc 'Tokage' Renew 653e2a550c Fixed animation insertion in SkeletonEditor 2021-10-23 16:50:00 +09:00
Haoyu Qiu 4f8dfa1667 Make RichTextLabel's parse_bbcode and append_text return void 2021-10-23 14:25:39 +08:00
Zae 924c2078da Fix unexpected crashes in notification 2021-10-23 13:01:52 +08:00
Rémi Verschelde 9f7218eb69
Merge pull request #54088 from madmiraal/remove-unimplemented-methods 2021-10-22 12:59:32 +02:00
Sean Kim 497b00a937 Fix potential nullptr dereference in CanvasLayer
* Changed another instance of ERR_FAIL_COND in the same file to
  ERR_FAIL_NULL_MSG instead.
* Checked for potential access of the viewport pointer elsewhere in same
  file.

Fixes #54098
2021-10-21 19:41:13 -07:00
reduz a69541da4c Implement Animation Compression
Roughly based on https://github.com/godotengine/godot-proposals/issues/3375 (used format is slightly different).

* Implement bitwidth based animation compression (see animation.h for format).
* Can compress imported animations up to 10 times.
* Compression format opens the door to streaming.
* Works transparently (happens all inside animation.h)
2021-10-21 18:27:34 -03:00
Marcel Admiraal 87a4ba492e Remove unimplemented methods 2021-10-21 18:44:25 +01:00
Rémi Verschelde 133c1eb0af
Merge pull request #52367 from Duroxxigar/improve-nav-error-messages
Improve readability for failing errors in nav area
2021-10-21 19:36:16 +02:00
Rémi Verschelde 836f86688f
Merge pull request #54053 from nekomatata/fix-soft-body-disable-mode
Fix SoftDynamicBody3D crash when setting disable mode
2021-10-21 19:33:01 +02:00
Rémi Verschelde 0264efe895
Merge pull request #54035 from Calinou/ctl-context-dialog-use-title-case
Use TitleCase for CTL dialog menu options
2021-10-21 19:32:35 +02:00
Rémi Verschelde e06d264362
Merge pull request #53990 from Kemikal1/master
Change the unreacheable return value of shape_find_owner()
2021-10-21 19:24:08 +02:00
PouleyKetchoupp e6f7235ffb Fix SoftDynamicBody3D crash when setting disable mode
Proper logic for changing physics state when disabled and disabled mode
is changed (it was unnecessarily making calls to re-initialize physics).

Extra error handling in soft body implementations to avoid crashes with
invalid mesh.
2021-10-21 08:56:12 -07:00
Hugo Locurcio abbc8facc6
Use TitleCase for CTL dialog menu options
This is more consistent with other actions exposed in the dialog.
2021-10-21 17:47:39 +02:00
Gilles Roudière d1aef45072 Allow updating TileMap cells using surrounding terrains 2021-10-21 16:57:28 +02:00
kobewi 1a347e9cf3 Fix MeshInstance2D rect 2021-10-21 15:18:52 +02:00
Kemikal1 563d3dbf94 Change the unreacheable return value of shape_find_owner()
Update collision_object_3d.cpp

2d modified and UINT32 usage

Proper uINT32max usage

Change the unreacheable return value of shape_find_owner()

This reverts commit 5be98b81428169ba2dd5baecd00f1adfd9260e5c, reversing
changes made to efa3ff6b95.

Change the unreacheable return value of shape_find_owner()

changed from 0 to uint32_max"

This reverts commit c143bb099af2666454f82428a57f2721af60a84d.

Revert "changed from 0 to uint32_max""

This reverts commit 59e94edb9a32edff15f3cb881e6fc394d2aa7f65.

Revert "changed from 0 to uint32_max"

This reverts commit c143bb099af2666454f82428a57f2721af60a84d.

Revert "Revert "changed from 0 to uint32_max"""

This reverts commit c81d1073ec21b4cde4684a6dbd595f3359283bad.

Revert "changed from 0 to uint32_max"

This reverts commit c143bb099af2666454f82428a57f2721af60a84d.

Revert "changed from 0 to uint32_max""

This reverts commit 59e94edb9a32edff15f3cb881e6fc394d2aa7f65.

Revert "Revert "changed from 0 to uint32_max"""

This reverts commit 6dbd972aa5c4580d4f6270ead6c66eea18617f29.

Revert "changed from 0 to uint32_max""

This reverts commit 59e94edb9a32edff15f3cb881e6fc394d2aa7f65.

Revert "Revert "changed from 0 to uint32_max"""

This reverts commit b769ac2d11ad12f02a388d9dad17519f81d9c3b6.

Revert "Revert "Revert "changed from 0 to uint32_max""""

This reverts commit 1e8d84f7ec12da01c3153e08bb8609cf2c6fd58a.

Revert "Revert "Revert "Revert "changed from 0 to uint32_max"""""

This reverts commit 0dc17abefad6d540c18bba7b4df9d8c04e090d0c.

Change the unreacheable return value of shape_find_owner()
2021-10-21 15:02:28 +03:00
Rémi Verschelde 8688b97dda
Merge pull request #54036 from nekomatata/fix-soft-body-memory-corruption 2021-10-21 11:42:44 +02:00
Rémi Verschelde 351d378b03
Merge pull request #54032 from nekomatata/fix-collision-mouse-exit-error 2021-10-21 11:42:14 +02:00
Rémi Verschelde 8474bb0a3c
Merge pull request #54023 from zedutch/fix-empty-tabs-crash
Fix Tabs crashing on click input if there are no tabs
2021-10-20 21:12:57 +02:00
PouleyKetchoupp 1f816979f6 Fix SoftDynamicBody3D memory corruption when switching mesh at runtime
When switching the mesh at runtime, the physics server wasn't properly
updated with the new mesh. Now we keep track of the soft body mesh to
make sure everything is properly initialized on pre-draw.

Also cleaned a few things around private methods.
2021-10-20 10:57:08 -07:00
Robin Arys 2203670ccc Fix Tabs crash where it still tries to detect the clicked tab even if there are none 2021-10-20 18:26:10 +02:00
PouleyKetchoupp d5847f1cb4 Fix errors in mouse detection when removing collision object from tree
Now behaves the same way as ui elements, mouse exit is skipped when the
object is removed from the tree.
2021-10-20 09:10:59 -07:00
Rémi Verschelde da98357e6e
doctool: Fix differences between headless and Vulkan rendering backends
Fixes #53913.
2021-10-20 17:48:50 +02:00
Rémi Verschelde 8748247d6f
Merge pull request #53702 from ConteZero/primary_clipboard_linux 2021-10-20 16:35:04 +02:00
Rémi Verschelde c942d567eb
Merge pull request #53926 from YeldhamDev/i_am_tabbar_now 2021-10-20 15:42:41 +02:00
Rémi Verschelde 36fd7f213d
Merge pull request #53983 from Duroxxigar/navmesh-agent-default 2021-10-20 11:08:11 +02:00
Murilo Gonçalves 94cba835eb Fix: typo in TextParagraph class and docs 2021-10-19 16:38:58 -03:00
Duroxxigar 1de99820b8 Change default navmesh agent radius to match nav agent node's default radius 2021-10-19 11:43:39 -04:00
Michael Alexsander 67acb7de6e Rename Tabs to TabBar 2021-10-19 11:37:31 -03:00
Gilles Roudière 1a95f893c4 Implement TileMap patterns palette 2021-10-19 11:57:37 +02:00
Rémi Verschelde 483df71120
Merge pull request #53980 from nekomatata/rename-godot-physics-classes 2021-10-19 08:24:02 +02:00
Rémi Verschelde 723b988fde
Merge pull request #52210 from BastiaanOlij/enhance_xr_trackers 2021-10-19 08:11:32 +02:00
PouleyKetchoupp cc39dca9f7 Rename Godot Physics classes from *SW to Godot*
Also moved MT physics server wrappers to the main servers folder, since
they don't have to be implementation specific.
2021-10-18 17:01:10 -07:00
ConteZero 838c9d37b4 Added primary clipboard for Linux 2021-10-18 14:01:06 +02:00
Haoyu Qiu 0a381137bc Fix crash when executing CodeEdit._main_gutter_draw_callback 2021-10-18 19:26:47 +08:00
Rémi Verschelde 015e0c9fd8
Merge pull request #52773 from Calinou/audiostreamplayer3d-tweak-max-distance 2021-10-18 10:49:01 +02:00
Rémi Verschelde 523e0d80a8
Merge pull request #53925 from Anutrix/fix-unused-imports
Remove unused imports default_theme SCsub
2021-10-18 07:56:36 +02:00
Rémi Verschelde b6ee9ed8c5
Merge pull request #53889 from Klowner/surfacetool-generate-lod-assert-crash
Add check to SurfaceTool.generate_lod(); ensure target index count >=…
2021-10-18 07:51:43 +02:00
Anutrix a4b736658e Remove unused imports in .py, SCsub and SConstruct files 2021-10-18 01:50:34 +05:30
Yuri Roubinsky 468b987aa3
Merge pull request #53881 from Ev1lbl0w/fix_textedit_null_crash 2021-10-17 15:33:38 +03:00
Bastiaan Olij 5d1ea92daf Rework XR positional trackers 2021-10-17 12:12:20 +11:00
Mark Riedesel 5d96124af6 Add check to SurfaceTool.generate_lod(); ensure target index count between 0 and source index count. Fixes #53876 2021-10-16 20:31:20 -04:00
Rémi Verschelde c2a616f3ec
Merge pull request #53821 from TwistedTwigleg/Godot_Master_SkeletonModificationIK_FixPoseChange
Fix for SkeletonModification3Ds to work with the new bone pose changes.
2021-10-16 23:54:37 +02:00
TwistedTwigleg 0cedc04769 Fix for SkeletonModification3Ds to work with the new bone pose changes, fixed global_pose_to_local_pose function 2021-10-16 16:34:31 -04:00
Ricardo Subtil 88985cbf3a Fix null crash with TextEdit 2021-10-16 18:24:46 +01:00
Rémi Verschelde a4e1a07d83
Merge pull request #53865 from reduz/implement-blend-shape-tracks 2021-10-16 16:48:10 +02:00
reduz ae1c016547 Implement Animation Blend Shape Tracks
* New track type BLEND_SHAPE
* Blend shapes are imported via this new track type
* Processing is more optimized (no longer relies on variants)
* Modified the Blend Shape API in MeshInstance3D to use indices rather than StringNames (more optimizes)
* Promo: Fixed a small bug in gizmo updating in Node3D that affected performance

Dedicated BlendShape tracks are required for both optimization and eventually implementing them in animation compression.
2021-10-16 08:36:05 -03:00
mennomax b4eeeb315a
Swap args of Plane(point, normal) constructor
Now (normal, point)
2021-10-15 20:49:42 -05:00
Rémi Verschelde b5ece7c363
Merge pull request #53764 from Chaosus/vs_curve_input_port_default 2021-10-15 19:31:05 +02:00
Rémi Verschelde 1efe7093be
Merge pull request #53833 from akien-mga/remove-webm-support 2021-10-15 17:33:06 +02:00
reduz b3bf90b3ce Add scene Post-Import Plugin support.
* New plugin system to control the whole import workflow
* Can add options and run code at every import step (general, per node, mesh, animation, material etc.)

This constitutes a first version of these plugins. The ability to interact with the import preview dialog will likely be added later on.
2021-10-15 09:12:04 -03:00
Rémi Verschelde ae74e78909
Remove WebM support (and deps libvpx and opus)
We've had many issues with WebM support and specifically the libvpx library
over the years, mostly due to its poor integration in Godot's buildsystem,
but without anyone really interested in improving this state.

With the new GDExtensions in Godot 4.0, we intend to move video decoding to
first-party extensions, and this would likely be done using something like
libvlc to expose more codecs.

Removing the `webm` module means we can remove libsimplewebm, libvpx and
opus, which we were only used for that purpose. Both libvpx and opus were
fairly complex pieces of the buildsystem, so this is a nice cleanup.

This also removes the compile-time dependency on `yasm`.

Fixes lots of compilation or non-working WebM issues which will be linked
in the PR.
2021-10-15 12:09:11 +02:00
Camille Mohr-Daurat 342c1bf1e2
Merge pull request #53054 from MaxLap/doc_shape_signals
Improve area/body_shape_entered/exited signals parameter names and doc
2021-10-14 14:31:58 -07:00
Maxime Lapointe b66fdb8dd2 Improve area/body_shape_entered/exited signals parameter names and doc
Fix some typoed names from the doc
Add _index to "index" parameters of *_shape_* signals, this is both in doc and in the template. This makes the code, signature and doc easier to understand
Add method to get Node from the _index params of those signals. This was not as easy to find as one would expect. Putting this information where it is needed will help.
2021-10-14 15:41:26 -04:00
Rémi Verschelde f90047f158
Merge pull request #53786 from TokageItLab/fix-skeleton-editor-methods 2021-10-14 20:53:15 +02:00
Rémi Verschelde 668ceda9cb
Merge pull request #53810 from groud/fix_crash
Fixes crash in TileSetAtlasSource::get_tiles_to_be_removed_on_change
2021-10-14 20:26:40 +02:00
Rémi Verschelde 5747895002
Merge pull request #53795 from briansemrau/fix-height-fog
Fix the height fog effect
2021-10-14 20:24:53 +02:00
Silc 'Tokage' Renew 8e9897b6de get rid set_bone_pose and fix some function in SkeletonEditor 2021-10-15 02:41:17 +09:00
Gilles Roudière 3948f9cc83 Fixes crash in TileSetAtlasSource::get_tiles_to_be_removed_on_change 2021-10-14 16:49:59 +02:00
Brian Semrau a62e240260 Fix the height fog effect 2021-10-14 04:08:39 -04:00
Rémi Verschelde 569ea313ab
Merge pull request #53792 from floppyhammer/fix-bilinear-texture-progress-bar 2021-10-14 09:39:38 +02:00
floppyhammer a238816f0b Fix bilinear TextureProgressBar with nine patch enabled 2021-10-14 11:19:32 +08:00
reduz 2dc823273e Remove REST transform influence in skeleton bones
* Animations and Skeletons are now pose-only.
* Rest transform is kept as reference (when it exists) and for IK
* Improves 3D model compatibility (non uniform transforms will properly work, as well as all animations coming from Autodesk products).
2021-10-13 14:51:29 -03:00
Rémi Verschelde 004b44e915
Merge pull request #53767 from groud/improve_tile_set_change_performances 2021-10-13 16:03:31 +02:00
Rémi Verschelde 6eff4c1fee
Merge pull request #53703 from groud/prevent_tiles_outside_texture 2021-10-13 15:02:35 +02:00
Gilles Roudière 0de2fce3e1 Greatly improve editor performances by deferring tiles related updates
Solve few update problems
2021-10-13 14:49:47 +02:00
Yuri Roubinsky e270644b20 Add a default input parameter field to CurveTexture (in visual shaders) 2021-10-13 15:25:12 +03:00
Rémi Verschelde 8240a11ba0
Merge pull request #53761 from groud/fix_tilemap_memory_leak 2021-10-13 14:04:11 +02:00
Gilles Roudière b9151860f3 Prevent tiles outside atlas texture 2021-10-13 13:44:02 +02:00
Rémi Verschelde 3be18d3d37
Merge pull request #53578 from RedHeadphone/patch-1 2021-10-13 12:44:54 +02:00
Rémi Verschelde a564dd7c6d
Merge pull request #53747 from manueldun/trailSectionSubdivCrash 2021-10-13 12:43:48 +02:00
Rémi Verschelde 3e86ca5586
Merge pull request #53689 from reduz/remove-animation-transform3d-track 2021-10-13 12:40:33 +02:00
Gilles Roudière 48fb43035c Fix TileMap memory leak 2021-10-13 12:12:25 +02:00
Rémi Verschelde d742dcd3ce
Merge pull request #53745 from KoBeWi/layerzzzzz 2021-10-13 10:16:44 +02:00
Rémi Verschelde 74a87fe98b
Merge pull request #53683 from Chaosus/vs_previews 2021-10-13 10:03:44 +02:00
Manuel Dun 3905b4e67a fix so the error macro uses the incomming parameter p_subdivision instead of the class member 2021-10-12 20:22:33 -04:00
kobewi bf3eaa767b Use z_index for TileMap layer darkening 2021-10-13 01:34:34 +02:00
reduz ec19ed3723 Remove animation 3D transform track, replace by loc/rot/scale tracks.
* `Animation.TYPE_TRANSFORM3D` track is gone.
* Added POSITION_3D, ROTATION_3D, SCALE_3D tracks.
* GLTF2, Collada, FBX importers will only import the track types found.
* Skeleton3D bone poses are now Pos/Rot/Scale, pose matrix removed.
* AnimationPlayer and AnimationTree animate these tracks separately, only when found.
* Removed BakeReset code, is useless with these changes.

This is the first in a series of commits designed to make the animation system in Godot more useful, which includes:

* Better compatibility with Autodesk products
* Better reusability of animations across models (including retargeting).
* Proper animation compression.
* etc.

*Note* GLTF2 animation saving went broken with this PR, needs to be fixed in a subsequent one.
2021-10-12 20:08:42 -03:00
Rémi Verschelde d9667d9262
Merge pull request #53636 from KoBeWi/colorayer
Add modulate property to TileMap layers
2021-10-12 22:32:38 +02:00
Rémi Verschelde b372f79dd5
Merge pull request #53676 from Klowner/camera-get-pyramid-rid-shape-crash
Fix Camera3D::get_pyramid_shape_rid() crash when not in scene
2021-10-12 22:32:16 +02:00
Rémi Verschelde 88463c3eee
Merge pull request #53712 from CakHuri/nullptr
Replace NULL with nullptr
2021-10-12 22:30:43 +02:00
Hendrik Brucker cd37af4e4c Add GradientTexture2D
Co-authored-by: Mariano Javier Suligoy <marianognu.easyrpg@gmail.com>
Co-authored-by: Andrii Doroshenko <xrayez@gmail.com>
2021-10-12 16:22:30 +02:00
M. Huri 033dc4dbef Replaced NULL with nullptr 2021-10-12 20:20:19 +07:00
Aaron Franke 7e51e4cb84
Fix some LGTM errors of "Multiplication result converted to larger type" 2021-10-12 00:17:27 -05:00
Juan Linietsky 610de0974d
Revert "Implement reverse playback and ping-pong loop in AnimationPlayer and NodeAnimation" 2021-10-11 19:27:50 -03:00
Rémi Verschelde 9ed4f8367b
Merge pull request #48332 from TokageItLab/implement-ping-pong 2021-10-11 22:55:01 +02:00
Yuri Roubinsky c299c54023 Make port previews in visual shader visible in other shader modes 2021-10-11 22:19:08 +03:00
Mark Riedesel 49a4d2bc49 add failure condition for get_pyramid_shape_rid() when camera3d is not in tree. fixes #53564 2021-10-11 10:16:48 -04:00
Gilles Roudière 89a6c6cd84 Fixes set_source_id not updating the next automatic source id 2021-10-11 14:58:42 +02:00
Rémi Verschelde 56078cca90
Merge pull request #53630 from timothyqiu/viewport-recursion 2021-10-11 10:02:22 +02:00
Rémi Verschelde b47580a7a4
Merge pull request #53641 from DeeJayLSP/audio_pitch_fix 2021-10-11 09:22:49 +02:00
bruvzg 19a0982d60 Fix inline IME input not working in the empty LineEdit with the placeholder. 2021-10-11 08:21:34 +03:00
Douglas Leão 39a90751dc Allow AudioStreamPlayer(2D) to provide pitch_scale on playback 2021-10-10 18:52:29 -03:00
kobewi ec0d72a828 Add modulate property to TileMap layers 2021-10-10 20:28:57 +02:00
Haoyu Qiu 7ecb133b22 Fix Viewport::handle_input_locally related infinite recursion 2021-10-10 18:10:28 +08:00
mashumafi 80dc1cc412 Executing AcceptDialog.push_input no longer crashes 2021-10-09 20:33:29 +00:00
Joan Fons 8ab7ca4b32 Fix auto LOD generation for blendshapes. 2021-10-09 20:31:28 +02:00
Tokage 372ba76663 implement ping-pong loop in animation
Co-authored-by: Chaosus <chaosus89@gmail.com>
2021-10-09 18:08:43 +09:00
Hugo Locurcio 42d13e29e2
Add a warning for Timer nodes with very low wait times
Very low wait times behave in unpredictable ways depending on the
rendered frame rate. This is because the timeout signal is only emitted
once per rendered frame (or physics frame, depending on the timer's
process mode).
2021-10-09 08:57:48 +02:00
Rémi Verschelde 5ae569560d
Fix missing argument names in bindings
While at it, tweak some boolean setters to use `p_enabled` for the bool.

Also renames `draw_minimap()` to `set_draw_minimap()`.
2021-10-09 00:20:10 +02:00
Duroxxigar 54d305eebe Improved readability for failing error conditions 2021-10-08 17:29:25 -04:00
Red Headphone fff70a6427
no limit of negative value for engine_force (VehicleBody class) 2021-10-08 22:25:50 +05:30
Hugo Locurcio 73c6e19acc
Allow any floating-point value as a 3D rendering scale option
This allows for finer control over 3D rendering resolution.
Supersampling can also be performed by setting a 3D rendering
resolution above 1.0, which is useful for offline rendering or
for very high-end GPUs.
2021-10-08 18:22:10 +02:00
kleonc 23dac24789 Delete objects enqueued for deletion during SceneTree destruction 2021-10-08 16:45:55 +02:00
Fabio Alessandrelli 7c93931751 [Net] Add call_local argument to Node.rpc_config. 2021-10-08 12:49:20 +02:00
Michael Alexsander 3c5103ac1d Fix invisible tabs not being ignored in Tabs 2021-10-07 22:40:11 -03:00
Rémi Verschelde 3d05b94212
Merge pull request #53522 from groud/read_only_tile_layout 2021-10-07 22:51:46 +02:00
Rémi Verschelde a6c4de49e1
Merge pull request #53523 from Calinou/remove-occlusion-color 2021-10-07 22:26:10 +02:00
Rémi Verschelde 21b6aabb60
Merge pull request #53538 from Calinou/environment-ssr-fade-no-negative-values 2021-10-07 22:05:46 +02:00
Rémi Verschelde 82072c4010
Merge pull request #53539 from Calinou/sky-material-color-no-alpha 2021-10-07 22:05:31 +02:00
Rémi Verschelde 9bbed1fe86
Merge pull request #53543 from vnen/joint-waring-release
Joint2D: Use boolean instead of warning string for validity test
2021-10-07 21:06:06 +02:00
George Marques 70e1a50cd1
Joint2D: Use boolean instead of warning string for validity test
Those strings are stripped at release there's a false positive that the
bodies are valid, causing a crash.
2021-10-07 14:18:44 -03:00
Hugo Locurcio 01d1e9f576
Don't allow translucent colors in built-in sky material properties
The colors' alpha channel is ignored, so there's no point in
exposing it in the editor.
2021-10-07 18:12:16 +02:00
Hugo Locurcio 0269d8e871
Clamp Environment's SSR fade-in and fade-out to positive values
Negative values result in rendering glitches.
2021-10-07 17:59:55 +02:00
Hugo Locurcio 265bae824f
Remove unimplemented Environment.ambient_light_occlusion_color property
This property was intended to provide a way to have SSAO or VoxelGI
ambient occlusion with a color other than black. However, it was
dropped during the Vulkan renderer development due to the performance
overhead it caused when the feature wasn't used.
2021-10-07 17:47:52 +02:00
Rémi Verschelde f323d25dd3
Merge pull request #53525 from Calinou/comments-replace-visual-server
Replace references to VisualServer in code comments with RenderingServer
2021-10-07 17:06:27 +02:00
Hugo Locurcio bcf4a56c74
Replace references to VisualServer in code comments with RenderingServer
VisualServer no longer exists in the `master` branch.
2021-10-07 15:49:41 +02:00
Hugo Locurcio 9b5785f064
Remove debugging print from the VoxelGI baker 2021-10-07 15:45:54 +02:00
Gilles Roudière 9c1b1e9a7e Set TileSet layout and half-offset as read-only when using square shape 2021-10-07 15:29:48 +02:00
Haoyu Qiu 6072f38bb1 Use loop instead of recursion when clearing proximity groups 2021-10-07 16:31:47 +08:00
Camille Mohr-Daurat 69f80b6631
Merge pull request #53482 from timothyqiu/soft-body-ready
Re-prepare RenderingServer if SoftDynamicBody mesh changed
2021-10-06 14:57:53 -07:00
Rémi Verschelde 164dc11e04
Merge pull request #45699 from TokageItLab/implement-skeleton-editor-gizmo
Implement Skeleton Editor Gizmo
2021-10-06 21:11:20 +02:00
Silc Renew f2e9867e9f Implemented SkeletonEditorGizmo
Co-authored-by: Lyuma <xn.lyuma@gmail.com>
2021-10-07 01:07:46 +09:00
Haoyu Qiu d000ce9130 Re-prepare RenderingServer if SoftDynamicBody mesh changed 2021-10-06 23:25:11 +08:00
Rémi Verschelde 010e17b44f
Merge pull request #53476 from Paulb23/breakpoint-move-up-fix 2021-10-06 16:25:17 +02:00
Paulb23 0caab00d66 Fix breakpointed_lines out of sync when removing lines above 2021-10-06 14:23:37 +01:00
Rémi Verschelde 36de097577
Merge pull request #53460 from timothyqiu/tooltip-request-func 2021-10-06 10:11:46 +02:00
Haoyu Qiu 45e943f4fe Fix crash when tooltip_request_func object is freed 2021-10-06 15:00:31 +08:00
Rémi Verschelde aa02e0b151
Merge pull request #53450 from nekomatata/fix-editable-children-error 2021-10-06 08:27:15 +02:00
Rémi Verschelde 9962c59dc5
Merge pull request #53446 from nekomatata/container-pre-sort-children 2021-10-06 08:25:06 +02:00
PouleyKetchoupp 2f6cf3b8a8 Fix editable children errors when packing scene tree at runtime
When packing a scene node which is not the root, errors where caused
by internal checks in is_editable_instance method.

This check can be safely made outside instead.
2021-10-05 14:49:50 -07:00
PouleyKetchoupp 1c0ebc85dd Add pre-sort signal and notification in Container
Allows processing before children are sorted, useful for custom
containers inherited from existing ones like BoxContainer.
2021-10-05 13:09:01 -07:00