Commit graph

8481 commits

Author SHA1 Message Date
Haoyu Qiu eba7265a1c Fix misspelled "overriden"
In recent GDVIRTUAL PR and SkeletonModification3DJiggle doc.
2021-08-26 01:44:01 +08:00
PouleyKetchoupp 6a9ed72185 Clean physics direct body state usage in 2D and 3D physics
Use a C++ callback instead of Callable for synchronizing physics nodes' state with physics servers.

Remove usage of PhysicsDirectBodyState in physics nodes when not
necessary.

Store PhysicsDirectBodyState for bodies individually instead of a
singleton to avoid issues when accessing direct body state for multiple
bodies.

PhysicsDirectBodyState is initialized only when needed, so it doesn't
have to be created when using the physics server directly.

Move PhysicsDirectBodyState2D and PhysicsDirectBodyState3D to separate
cpp files.
2021-08-25 08:57:42 -07:00
JFonS 353bb45e21
Merge pull request #51995 from drcd1/sphere-mesh-normals-fix
Fixes the normals of SphereMesh when the sphere/hemisphere is oblong
2021-08-25 16:22:20 +02:00
kleonc d35ef5fab0 Tree Fix line rendering when drag and dropping TreeItem 2021-08-25 13:29:54 +02:00
JFonS c334989e00
Merge pull request #51821 from Calinou/builtin-shaders-add-comments
Add comments at the top of each built-in shader to ease debugging
2021-08-25 11:37:57 +02:00
Hugo Locurcio bb0122c933
Merge pull request #48374 from Calinou/gradienttexture-add-hdr-property
Add an `use_hdr` property to GradientTexture to allow storing HDR colors
2021-08-25 08:03:34 +02:00
Hugo Locurcio 7192852da3
Remove 16× MSAA support due to driver bugs and low performance
In the `master` branch, 16× MSAA caused the entire system to freeze
on NVIDIA GPUs. This is likely caused by graphics drivers not actually
implementing 16× MSAA, but combining 8× MSAA with 2× SSAA instead.

On top of that, modern shader complexity makes 16× MSAA very difficult
to use while keeping a good framerate. 8× MSAA is hard enough to use
as it is.
2021-08-25 07:56:27 +02:00
K. S. Ernest (iFire) Lee 24f562bd1e
Merge pull request #52024 from V-Sekai/anim-length
Calculate proper animation length.
2021-08-24 19:29:02 -07:00
K. S. Ernest (iFire) Lee ffe54af0db Calculate proper animation length. 2021-08-24 18:50:22 -07:00
PouleyKetchoupp 3d5dc80348 Rename RayShape to SeparationRayShape
Makes it clearer that it's used for special cases when picking a
collision shape.
2021-08-24 17:34:55 -07:00
PouleyKetchoupp aa4791735d Rename slips_on_slope to slide_on_slope
Also added some precision to the documentation.
2021-08-24 17:34:55 -07:00
PouleyKetchoupp d9720d4395 Fix CharacterBody motion with RayShape
Make separation ray shapes work properly in move_and_slide, wihtout the
specific code in CharacterBody like before.

Now most of the logic is handled inside the physics server. The only
thing that's needed is to use ray shapes only for recovery and ignore
them when performing the motion itself (unless we're snapping or slips
on slope is on).
2021-08-24 17:34:55 -07:00
PouleyKetchoupp 45c7af9862 Restore RayShape as a regular shape type
Partial revert from previously removing ray shapes completely, added
back as a shape type but without the specific character controller code.
2021-08-24 16:03:05 -07:00
Camille Mohr-Daurat c89a5fb8be
Merge pull request #51904 from nekomatata/move-and-slide-fixes-3d
Port recent move_and_slide fixes to 3D
2021-08-24 16:01:12 -07:00
William Deurwaarder d875706e01 RichTextLabel returns member (Array) for custom effects for Editor
As RichTextLabel returned a copy of the member (Vector) the editor was notified
that the value had changed which caused the dropdown menu to be immediately
closed after opening.

The fix is to return the member (Array) in stead of a copy which is the same
instance and thereby does not notify the editor that the value has changed.
2021-08-24 22:02:24 +02:00
PouleyKetchoupp bae06008c8 Port recent move_and_slide fixes to 3D
Improves stop on slopes, sliding on walls and gravity handling by
porting existing changes from CharacterBody2D to CharacterBody3D.

Co-authored-by: fabriceci <fabricecipolla@gmail.com>
2021-08-24 11:30:01 -07:00
Haoyu Qiu d12cceadd2 Make RichTextLabel honour default cursor shape property 2021-08-24 22:07:42 +08:00
Juan Linietsky 6609ce1944
Merge pull request #52000 from lyuma/set_editable_instance
Make Node editable_instance methods available to GDScript
2021-08-24 08:31:34 -03:00
Lyuma 7eb6ae2798 Make Node editable_instance methods available to GDScript 2021-08-23 21:45:18 -07:00
Camille Mohr-Daurat 770a1d00a3
Merge pull request #51751 from jeffrey-cochran/windforce
Created an area-specific wind force that interacts with soft bodies
2021-08-23 16:48:19 -07:00
reduz 44d62a9f4b Implement NativeExtension pointer arguments
* Allows calling into native extensions directly with a pointer
* Makes it easier to implement some APIs more efficiently
* Appears with a "*" in the documentation for the argument.
* Implementing the pointer handling is entirely up to the implementation, although the extension API provides some hint.
* AudioStream has been implemented as an example, allowing to create NativeExtension based AudioStreams.
2021-08-23 19:58:40 -03:00
Jeffrey Cochran e806397196 Enabled area-specific wind forces 2021-08-23 17:00:50 -04:00
Hugo Locurcio 0af213a4e0
Merge pull request #51259 from nekomatata/fix-tilemap-one-way-collision
Fix one-way collision in Tilemap
2021-08-23 18:54:01 +02:00
kobewi 7939ad5b8c Restore syntax highlighting 2021-08-23 18:08:17 +02:00
Michael Alexsander 88db541705
Merge pull request #51947 from AnilBK/redundant-assignments
[cppcheck] Remove some redundant assignments.
2021-08-23 13:23:45 +00:00
bruvzg 54345f11fb Fix label outline overlaps. 2021-08-23 14:13:13 +03:00
reduz 5cecdfa8af Entirely removes BIND_VMETHOD in favor of GDVIRTUAL
* `_gui_input`, `_input`, `_unhandled_input` and `_unhandled_key_input` are now regular C++ virutal functions.
* Everything else converted to GDVIRTUAL
* BIND_VMETHOD is gone, always use the new syntax from now on.

Creating `_gui_input` method and using the binder to register events will no longer work, simply override the virtual function now.
2021-08-23 08:10:13 -03:00
K. S. Ernest (iFire) Lee bb1c930a41
Merge pull request #51991 from requizm/fix/51990
Fix 3d animations doesn't play
2021-08-22 17:12:08 -07:00
Duarte David f4ac08a182 Fixes the normals of SphereMesh when the sphere/hemisphere is oblong 2021-08-22 21:45:39 +01:00
requizm e4b29cb6be Fix 3d animations doesn't play
Add comment


Fix


ff
2021-08-22 23:19:26 +03:00
Jummit 856d0b52e5 Fix GraphEdit connection colors 2021-08-22 21:09:16 +02:00
K. S. Ernest (iFire) Lee fb176d5f6e
Merge pull request #50434 from QbieShay/particle-minmax
Particle params are expressed as min-max rather than value+range AND separate axes scaling
2021-08-22 10:07:08 -07:00
Michael Alexsander 2f8a58ad46
Merge pull request #51886 from Geometror/fix-layout-editor-file-dialog
Fix ItemList layout (+EditorFileDialog)
2021-08-22 16:47:11 +00:00
QbieShay d6672096fc moved particle parameters to minmax and split scale axis
This commit adds quite a chunk of modifications to particles
- particle (value + randomness) now use min and max instead
- passing a curveXYZtexture is now possible and will scale particles per-axis
- CPUParticle3D have an optional parameter to split the scale curve per-axis
2021-08-22 18:42:17 +02:00
K. S. Ernest (iFire) Lee 7cbf5a547f
Merge pull request #51700 from Geometror/fix-color-picker
Reimplement ColorPicker presets
2021-08-22 08:23:09 -07:00
K. S. Ernest (iFire) Lee f303c2dfb5
Merge pull request #51945 from yjh0502/fix-bazier-error
Curve2D/Curve3D: exact linear interpolation
2021-08-22 07:55:21 -07:00
K. S. Ernest (iFire) Lee 51ec46e10f
Merge pull request #51975 from Jummit/consistent-graphedit-connections
Make GraphEdit connections consistent on zoom
2021-08-22 07:37:26 -07:00
reduz 3682978aee Replace BIND_VMETHOD by new GDVIRTUAL syntax
* New syntax is type safe.
* New syntax allows for type safe virtuals in native extensions.
* New syntax permits extremely fast calling.

Note: Everything was replaced where possible except for `_gui_input` `_input` and `_unhandled_input`.
These will require API rework on a separate PR as they work different than the rest of the functions.

Added a new method flag METHOD_FLAG_OBJECT_CORE, used internally. Allows to not dump the core virtuals like `_notification` to the json API, since each language will implement those as it is best fits.
2021-08-22 08:23:58 -03:00
Juan Linietsky 1990721d1b
Revert "Add Node processing and physics processing cumulative (as opposed to delta) time" 2021-08-22 08:21:34 -03:00
Jummit 7c1181116f Make GraphEdit connections consistent on zoom 2021-08-22 11:08:37 +02:00
K. S. Ernest (iFire) Lee 51800eebc6
Merge pull request #51965 from theoway/fix_node_arranger_origin_bug
Fixes position offset of node groups set by arrange_nodes() in GraphEdit
2021-08-22 01:52:30 -07:00
K. S. Ernest (iFire) Lee 8cae1294b8
Merge pull request #51952 from Jummit/refactor-graphedit-connections
Refactor GraphEdit connections
2021-08-22 01:33:58 -07:00
Hugo Locurcio fb94b2e656
Merge pull request #41850 from MohammadKhashashneh/cumulative-time_issue_6999
Add Node processing and physics processing cumulative (as opposed to delta) time
2021-08-22 10:33:20 +02:00
Umang Kalra aee3de7b79 Fixes position offset of node groups set by arrange_nodes() in GraphEdit 2021-08-22 03:57:58 +05:30
Hugo Locurcio b43a1691ee
Merge pull request #51958 from requizm/fix/37772
Fix camera override not working
2021-08-21 22:22:10 +02:00
Jummit e9ef6f9815 Refactor GraphEdit connections
Remove duplicate bezier code and use Curve instead.
Add an overridable method for retrieving the points of a connection line, which
makes it posible to create custom connections lines.
2021-08-21 22:15:26 +02:00
requizm 3d3f64f949 Fix camera override not working 2021-08-21 21:24:09 +03:00
Anilforextra c86db8b710 Remove redundant assignments.
Use used_in_transfer instead of used_in_compute twice.
2021-08-21 19:20:07 +05:45
Jihyun Yu 8a6fc54ccd Curve2D/Curve3D: exact linear interpolation
While calculating interpolated points, intervals between two baked
points has been assummed to be `baked_interval`. The assumption could
cause significant error in some extreme cases (for example #7088).

To improve accuracy, `baked_dist_cache` is introduced, which stores
distance from starting point for each baked points. `interpolate_baked`
now returns exact linear-interpolated position along baked points.
2021-08-21 16:57:59 +09:00
Hendrik Brucker 72e49eadec Fix ItemList layout (+EditorFileDialog) 2021-08-21 00:22:09 +02:00
Menderes 31face36e7 Fix line_separation working incorrectly in find_click of RichTextLabel
Apply suggestions from code review

Co-authored-by: bruvzg <7645683+bruvzg@users.noreply.github.com>
2021-08-21 00:59:44 +03:00
Hugo Locurcio 2daef0400a
Merge pull request #51866 from requizm/fix/49455
Fix `line_separation` working incorrectly in `RichTextLabel`
2021-08-20 23:24:42 +02:00
requizm 6f3d8fa228 Fix tooltip message working incorrectly in PopupMenu
fix
2021-08-20 23:06:00 +03:00
requizm 39b90802d0 Fix line_separation constant working incorrectly in RichTextLabel 2021-08-20 23:03:13 +03:00
fabriceci 68f0cf97bc add motion mode to handle TPS 2021-08-20 17:32:33 +02:00
jmb462 54de7114c5 Add missing SNAME macro optimization for StringName in some functions 2021-08-20 14:50:24 +02:00
Rémi Verschelde 4f640762f7
Merge pull request #51881 from KoBeWi/zz__iinnddeexx
Fix z_index applied twice for TileMap layers
2021-08-19 21:30:10 +02:00
PouleyKetchoupp 645bc94bfc Fix capsule height/radius setters with linked properties
Capsule height and radius setters can modify each other, rather than
using clamping, to avoid cases where values are not set correctly when
loading a scene (depending on the order of properties).

Inspector undo/redo:
Added the possibility to link properties together in the editor, so
they can be undone together, for cases where a property can modify
another one.

Gizmo undo/redo:
Capsule handles pass both radius and height values so they can be undone
together.
2021-08-19 10:31:19 -07:00
Rémi Verschelde 93dac1c7db
Merge pull request #51804 from ThreeRhinosInAnElephantCostume/fixundoredo 2021-08-19 17:49:01 +02:00
JFonS 276d1e4844
Merge pull request #51335 from JFonS/fix-omni-shadow-bias
Improvements to SpotLight3D and OmniLight3D's shadows
2021-08-19 16:33:24 +02:00
ThreeRhinosInAnElephantCostume 0aa13ecd30 fixed popup_menu buttons getting triggered by lmb press instead of release. 2021-08-19 15:56:33 +02:00
ThreeRhinosInAnElephantCostume 78e2d35a7e fixed camera2d's "current" property getting reset when switching scenes 2021-08-19 15:19:19 +02:00
jfons 55e7832d7b Improvements to SpotLight3D and OmniLight3D's shadows
OmniLight3D:
* Fixed lack of precision in cube map mode by scaling the projection's
  znear.
* Fixed aliasing issues by making the paraboloids use two square regions instead of two half
  squares.
* Fixed shadowmap atlas bleeding by adding padding.
* Fixed sihadow blur's inconsistent radius and unclamped sampling.

SpotLight3D:
* Fixed lack of precision by scaling the projection's znear.
* Fixed normal biasing.

Both:
* Tweaked biasing to make sure it works out of the box in most situations.
2021-08-19 13:46:51 +02:00
kobewi a7ace9fec1 Fix z_index applied twice for TileMap layers 2021-08-19 12:40:09 +02:00
Rémi Verschelde 5ccf797c9c
Merge pull request #51703 from YeldhamDev/compal_tweaks
Minor tweaks/fixes for the Command Palette
2021-08-19 07:12:38 +02:00
Paulb23 c13c738c88 Hide TextFile from the API 2021-08-18 17:56:23 +01:00
Michael Alexsander 9819be7562 Minor tweaks/fixes for the Command Palette 2021-08-18 13:12:14 -03:00
Yuri Sizov b88a41a161 Adjust the material key bit size for ParticlesMaterial 2021-08-18 17:53:46 +03:00
Fabio Alessandrelli d4dd859991 [Net] MultiplayerReplicator with initial state.
Move the former "spawnables" functions to a dedicated
MultiplayerReplicator class.
Support custom overrides in replicator.
Spawn/despawn messages can now contain a state.
The state can be automatically encoded/decoded by passing the desired
object properties to `spawnable_config`.
You can use script properties to optimize the state representation.
2 Callables can be also specified to completely override the default
implementation for sending and receiving the spawn/despawn event.
(9 bytes overhead, and there's room for improvement here).
When using a custom implementation `spawn` and `despawn` can be called
with any Object, `send_spawn`/`send_despawn` can receive any Variant as
a state, and the path is not required.

Two new functions, `spawn` and `despawn`, convey the implementation
independent method for requesting a spawn/despawn of an Object, while
`send_spawn` and `send_despawn` represent the more low-level send event
for a Variant to be used by the custom implementations.
2021-08-18 10:21:29 +01:00
Rémi Verschelde a031579286
Merge pull request #50752 from Phischermen/indeterminate_checkmark_api
Added icons and API for indeterminate checkmarks for the Tree class.
2021-08-18 10:31:06 +02:00
Hugo Locurcio a139e58f8c
Add comments at the top of each built-in shader to ease debugging
When a shader error is printed about a built-in shader, the origin
of the shader will now be recognizable immediately by looking at
the top of the printed shader code.
2021-08-18 03:09:22 +02:00
TwistedTwigleg 2562a7d1df Fixed magnet vector not working correctly in SkeletonModification2DFABRIK 2021-08-17 20:56:07 -04:00
Hendrik Brucker ff9901f51e Reimplement ColorPicker presets 2021-08-18 02:09:48 +02:00
Rémi Verschelde b463ac747a
Merge pull request #51798 from nekomatata/fix-skeleton-child-bones 2021-08-18 00:56:06 +02:00
skysphr e27ab2708f Added increment_pressed and decrement_pressed icons to scrollbars 2021-08-17 22:09:29 +03:00
Mohammad Khashashneh 0c027ef0f1 Add Node processing and physics processing cumulative (as opposed to delta) time. 2021-08-17 21:34:50 +03:00
Rémi Verschelde 273d1ca932
Merge pull request #51775 from timothyqiu/disable-undo-redo
Improve Undo/Redo menu items
2021-08-17 19:09:56 +02:00
PouleyKetchoupp 91fdf7c15b Fix Skeleton3D regression when bones are not sorted from root to leaves
Tentative fix for missing bones when bones are not sorted as expected.
For example, if the root comes last, all child bones are removed and
the skeleton ends up with just the root.
2021-08-17 08:31:38 -07:00
PouleyKetchoupp 2084bb5eb9 Fix 3D character snap on moving platforms
Applying the platform velocity when leaving the platform floor should be
done after snapping to keep things consistent, like it's done in 2D.
2021-08-17 07:18:22 -07:00
Haoyu Qiu 16c2d4ef22 Improve Undo/Redo menu items
* Make Undo/Redo menu items disabled when clicking it does nothing.
    * Context menu of `TextEdit`
    * Context menu of `LineEdit`
    * Editor's Scene menu
    * Script editor's Edit menu and context menu (for Script and Text)
* Make editor undo/redo log messages translatable.
* Mark `UndoRedo`'s `has_{un,re}do()` methods as `const`.
* Expose `TextEdit`'s `has_{un,re}do()` to scripts since `{un,re}do()` are already available.
2021-08-17 21:11:10 +08:00
Rémi Verschelde 45344c6a02
Merge pull request #51651 from pycbouh/editor-merge-custom-theme
Add support for partial custom editor themes
2021-08-17 13:13:08 +02:00
Rémi Verschelde e60a1559c9
Merge pull request #51742 from fabriceci/jitter-fix-and-cleaning
Correct jitter in move and slide 2D
2021-08-17 11:36:31 +02:00
Rémi Verschelde c4e03672e8
Merge pull request #51760 from requizm/fix/deleteallselection
Deletion occurs when all text is selected
2021-08-17 09:58:57 +02:00
Jihyun Yu d40b7e2cfb fix bug on window notification propagation 2021-08-17 14:07:53 +09:00
requizm 37ad82a7f7 We can delete all text on TextEdit
While all text of TextEdit was selected, deletion with backspace did not occur. It can now be deleted.
2021-08-17 02:30:14 +03:00
Kevin Fischer 75866c81e7 Added icons and API for indeterminate checkmarks for the Tree class. 2021-08-16 10:13:06 -07:00
Rémi Verschelde cfdac0973c
Merge pull request #51698 from Paulb23/text-editor-settings
Reorganise text editor settings
2021-08-16 18:48:58 +02:00
Paulb23 bcfc591f86 Reorganise text editor settings 2021-08-16 17:18:49 +01:00
fabriceci 0cfb7de052 Correct jitter and clean code 2021-08-16 17:17:24 +02:00
Rémi Verschelde 43440228db
Merge pull request #51645 from fabriceci/improve-physics-api
API improvement on the physics (CharacterBody and related classes)
2021-08-16 17:05:08 +02:00
Rémi Verschelde 5d5e7418f9
Merge pull request #51731 from timothyqiu/menu-button-signal
Fix `MenuButton` not emitting `about_to_popup` signal
2021-08-16 15:38:27 +02:00
Rémi Verschelde fff9a451a1
Merge pull request #51368 from TwistedTwigleg/GSOC_2020_Working_Branch_IK_SQUASHED
New and improved IK system for Skeleton3D - Squashed!
2021-08-16 15:37:17 +02:00
Haoyu Qiu 6ca476b406 Fix MenuButton not emitting about_to_popup signal 2021-08-16 20:53:10 +08:00
Rémi Verschelde 1ee61a501f
Merge pull request #51673 from Vignesh1-art/master
Fixed crash executing TextEdit.new().set_draw_control_chars(true)
2021-08-16 14:27:47 +02:00
Yuri Roubinsky 1e60fcc53c Fix incorrect inheritance of VisualShaderNodeParticleAccelerator 2021-08-16 14:17:31 +03:00
Rémi Verschelde 3ce53e458e
Merge pull request #50159 from Calinou/standardmaterial3d-add-shader-comment
Add a comment at the top of generated shaders
2021-08-16 13:00:55 +02:00
Rémi Verschelde 55d26af588
Merge pull request #51608 from clayjohn/Vulkan-Panorama-sky-hint
Use hint_albedo in SkyMaterials
2021-08-16 12:41:12 +02:00
Vignesh1-art eb5b0d013f
Fixed crash executing TextEdit.new().set_draw_control_chars(true)
Fixes #51613.
2021-08-16 12:36:14 +02:00
Rémi Verschelde 832b045296
Merge pull request #51701 from theoway/updates_node_arranger_icon
Changes the icon of node arranger in GraphEdit & editor
2021-08-16 12:31:16 +02:00
Rémi Verschelde 2edc47caea
Merge pull request #51249 from kleonc/tab_container-fix-disconnecting-errors
TabContainer: Fix error on removing top-level Control child, Remove _get_tab method
2021-08-16 10:35:20 +02:00
Umang Kalra c2f8c94b15 Changes the icon of node arranger in GraphEdit/VisualScript/VisualShader 2021-08-16 12:30:15 +05:30
Hugo Locurcio c9a491b671
Add a comment at the top of generated shaders
This comment is useful to determine the origin of ShaderMaterials
converted from built-in material types (such as CanvasItemMaterial
or StandardMaterial3D).

The Godot version is also included in case the shader needs to be
regenerated with a newer engine version.
2021-08-16 05:19:39 +02:00
Yuri Roubinsky e537a1f10e Added missed limiters for Visual Shader node enums 2021-08-15 19:10:51 +03:00
Rémi Verschelde 966559c3bd
Merge pull request #51512 from Bhu1-V/PR/cmd-fix
command palette improvements
2021-08-15 16:01:49 +02:00
fabriceci d776b6c154 API improvement on physics, mainly CharacterBody
Changes:

- Rename few methods/property and group them in the editor when it's possible
- Make MotionResult API consistency with KinematicCollision
- Return a boolean in move_and_slide if there was a collision
- New methods:
  - get_floor_angle on CharacterBody to get the floor angle.
  - get_angle on KinematicCollision to get the collision angle.
  - get_last_slide_collision to quickly get the latest collision of move_and_slide.
2021-08-15 12:53:29 +02:00
Bhuvan Vemula a0205e4f34 command palette improvements 2021-08-15 11:40:44 +05:30
TwistedTwigleg 5ffed49907 New and improved IK system for Skeleton3D
This PR and commit adds a new IK system for 3D with the Skeleton3D node
that adds several new IK solvers, as well as additional changes and functionality
for making bone manipulation in Godot easier.

This work was sponsored by GSoC 2020 and TwistedTwigleg

Full list of changes:
* Adds a SkeletonModification3D resource
  * This resource is the base where all IK code is written and executed
* Adds a SkeletonModificationStack3D resource
  * This node oversees the execution of the modifications and acts as a bridge of sorts for the modifications to the Skeleton3D node
* Adds SkeletonModification3D resources for LookAt, CCDIK, FABRIK, Jiggle, and TwoBoneIK
  * Each modification is in it's own file
* Several changes to Skeletons, listed below:
  * Added local_pose_override, which acts just like global_pose_override but keeps bone-child relationships intract
    * So if you move a bone using local_pose_override, all of the bones that are children will also be moved. This is different than global_pose_override, which only affects the individual bone
  * Internally bones keep track of their children. This removes the need of a processing list, makes it possible to update just a few select bones at a time, and makes it easier to traverse down the bone chain
  * Additional functions added for converting from world transform to global poses, global poses to local poses, and all the same changes but backwards (local to global, global to world). This makes it much easier to work with bone transforms without needing to think too much about how to convert them.
  * New signal added, bone_pose_changed, that can be used to tell if a specific bone changed its transform. Needed for BoneAttachment3D
  * Added functions for getting the forward position of a bone
* BoneAttachment3D node refactored heavily
  * BoneAttachment3D node is now completely standalone in its functionality.
    * This makes the code easier and less interconnected, as well as allowing them to function properly without being direct children of Skeleton3D nodes
  * BoneAttachment3D now can be set either using the index or the bone name.
  * BoneAttachment3D nodes can now set the bone transform instead of just following it. This is disabled by default for compatibility
  * BoneAttachment3D now shows a warning when not configured correctly
* Added rotate_to_align function in Basis
* Added class reference documentation for all changes
2021-08-14 15:57:00 -04:00
Rémi Verschelde b9b6102b91
Merge pull request #51660 from AnilBK/use-short-functions
Use get_global_* functions instead of using transforms.
2021-08-14 12:17:53 +02:00
Rémi Verschelde a96c96ca72
Merge pull request #50147 from aaronfranke/disable-node3d
Disable Node3D when compiling without 3D and fix disable_3d option
2021-08-14 11:59:06 +02:00
Anilforextra c390f0515d Use get_global_* functions instead of using transforms. 2021-08-14 14:01:57 +05:45
Rémi Verschelde 59879447a3
Merge pull request #51636 from Calinou/rename-lineshape2d
Rename LineShape2D to WorldMarginShape2D
2021-08-14 09:36:16 +02:00
Hugo Locurcio 8e3f71d750
Rename LineShape2D to WorldMarginShape2D
The new name makes it more obvious that it acts as an infinite plane,
and is consistent with its 3D counterpart (WorldMarginShape3D).
2021-08-14 03:12:13 +02:00
Yuri Sizov 855cfe1559 Add support for partial custom editor themes 2021-08-14 02:03:07 +03:00
Hugo Locurcio 1d257d02db
Add an use_hdr property to GradientTexture to allow storing HDR colors
This is disabled by default to save some memory and preserve the existing
behavior of clamping colors.
2021-08-13 23:16:24 +02:00
Rémi Verschelde 14a2e59875
Merge pull request #51642 from akien-mga/cleanup-use_single_quotes 2021-08-13 21:49:06 +02:00
Rémi Verschelde 761eb7e06a
Merge pull request #51585 from Paulb23/theme-update-optimisation 2021-08-13 21:33:36 +02:00
Rémi Verschelde 84461a5c91
Merge pull request #50609 from bruvzg/te_block_caret
[TextEdit] Improve block/insert caret drawing.
2021-08-13 21:33:02 +02:00
Rémi Verschelde 81512a3732
Style: Cleanup code using text_editor/completion/use_single_quotes 2021-08-13 21:27:57 +02:00
Yuri Roubinsky 7ab604b677
Merge pull request #51630 from Chaosus/fix_completion_popup_size 2021-08-13 20:38:16 +03:00
Paulb23 273374957b Only update TextEdit text cache when dirty 2021-08-13 17:47:53 +01:00
Paulb23 b6f5912174 Move CodeEdit theme overrides into EditorTheme 2021-08-13 17:47:53 +01:00
Yuri Roubinsky 6e87ff28ed Fix incorrect completion popup size of CodeEdit 2021-08-13 19:34:18 +03:00
bruvzg 00381db2e7 [TextEdit] Improve block/insert caret drawing. 2021-08-13 19:28:47 +03:00
Paulb23 b73983340d Add bulk theme overrides to Control 2021-08-13 16:41:36 +01:00
Rémi Verschelde e499758a77
Merge pull request #51025 from reduz/fix-directional-shadow-bias
Fix directional shadow bias
2021-08-13 16:45:49 +02:00
Aaron Franke 7094ccfbe9
Disable Node3D when compiling without 3D and fix disable_3d option 2021-08-13 08:59:48 -05:00
Rémi Verschelde 24ec20414a
Merge pull request #50114 from Chaosus/vs_constants
Few improvements for constants in visual shader
2021-08-13 14:45:13 +02:00
Rémi Verschelde f0e420e981
Merge pull request #51519 from Chaosus/vs_transform_operator
Changed `TransformMult` node to `TransformOp` in visual shaders
2021-08-13 14:44:14 +02:00
Rémi Verschelde 85e315d6e8
Merge pull request #51607 from aaronfranke/includes
Fix some unnecessary includes
2021-08-13 14:38:56 +02:00
Rémi Verschelde 1833c8b233
Merge pull request #51587 from Calinou/use-unicode-multiplication-symbol
Use the Unicode multiplication symbol where relevant
2021-08-13 14:27:48 +02:00
bruvzg 8f70232a15 Add placeholder textures to ensure CameraTexture / CameraFeed always have valid RIDs. 2021-08-13 12:32:01 +03:00
clayjohn 5fce0b3cb5 Use hint_albedo in SkyMaterials 2021-08-12 23:00:50 -07:00
Aaron Franke eb4902a455
Fix some unnecessary includes 2021-08-13 00:27:38 -05:00
Hugo Locurcio 7612cff432
Use the Unicode multiplication symbol where relevant 2021-08-12 21:45:33 +02:00
Rémi Verschelde 56ac302dc4
Merge pull request #51580 from aaronfranke/particles-real-double
Use real_t and double where appropriate in Particles
2021-08-12 20:51:21 +02:00
Rémi Verschelde 1a9c8aaba9
Merge pull request #51558 from fabriceci/fix-move-and-slide-regression-multiple-collision-4
Fix move and slide regression by allowing multiple collision direction
2021-08-12 20:37:30 +02:00
Rémi Verschelde 5e0838c58e
Merge pull request #50372 from Paulb23/code_edit_breakpoint_fixes
Fix breakpoint toggle signal not firing when expected
2021-08-12 20:33:56 +02:00
Yuri Roubinsky b2b33ce4f6
Merge pull request #51572 from Chaosus/vs_fix_transform_instance
Fix printing error about unsupported modifier on `TransformUniform`
2021-08-12 21:23:18 +03:00
Yuri Roubinsky c43b7c113f Fix printing error about unsupported modifier on TransformUniform 2021-08-12 19:40:45 +03:00
Aaron Franke 03e2544d50
Use real_t and double where appropriate in Particles 2021-08-12 11:35:31 -05:00
Rémi Verschelde c89ad92c96
Merge pull request #51532 from nekomatata/layer-mask-accessors
Uniformize layer names, script methods and documentation
2021-08-12 17:55:11 +02:00
PouleyKetchoupp 989acbbe81 Uniformize layer names, script methods and documentation
- Back to 1-based layer names to make it clearer in editor UI
- Layer bit accessors are renamed to layer value and 1-based too
- Uniform errors and documentation in render and physics
- Fix a few remaining collision_layer used in place of collision_mask
2021-08-12 08:06:42 -07:00
Rémi Verschelde 78c8b7ffec
Merge pull request #51568 from AnilBK/remove-swap
Remove unused swap template.
2021-08-12 15:52:05 +02:00
Paulb23 a736fb8ce9 Fix breakpoint toggle signal not firing when expected 2021-08-12 14:47:10 +01:00
Rémi Verschelde fdddfa02fd
Merge pull request #51567 from mortarroad/master-fix-cpu-particles-spread
Fix CPU Particles spread
2021-08-12 15:44:55 +02:00
Rémi Verschelde f54c5707b5
Merge pull request #50363 from JestemStefan/node2D_zero_scale_det_error
Limit scale of `Node2D` to EPSILON (0.00001) to prevent `det==0` error
2021-08-12 15:40:11 +02:00
Rémi Verschelde a695a6764e
Merge pull request #50371 from Paulb23/text_edit_cleanup 2021-08-12 15:30:12 +02:00
Morris Tabor d7e059ff84 Fix CPU Particles spread
Same as https://github.com/godotengine/godot/pull/51565 but ported to master.
2021-08-12 14:36:30 +02:00
Anilforextra e3872a244d Remove unused swap template. 2021-08-12 16:58:03 +05:45
Paulb23 a4606c2806 Cleanup and complete TextEdit inspector and docs 2021-08-12 11:43:35 +01:00
Paulb23 ae4dcb8918 Cleanup and bind remaing methods in TextEdit 2021-08-12 11:43:35 +01:00
fabriceci ce52d3e7b5 Fix move and slide regression by allowing multiple collision direction 2021-08-12 12:42:17 +02:00
Morris Tabor 0e4468cbec Fix regressions caused by recent particle spread refactor
Caused by https://github.com/godotengine/godot/pull/47228
Same as https://github.com/godotengine/godot/pull/51553 but for master.
2021-08-12 12:08:37 +02:00
Yuri Roubinsky 810c30dc09
Merge pull request #51517 from Chaosus/precise_graphedit_port_handling
Better port handling connection for `GraphEdit`
2021-08-12 11:40:52 +03:00
Paulb23 0a32a6907b Cleanup and expose viewport / scrolling methods 2021-08-12 09:29:58 +01:00
Paulb23 7dbb0f3233 Rename readonly to editable 2021-08-12 09:29:58 +01:00
Paulb23 b799e5583a Rename insert mode to overtype mode 2021-08-12 09:29:58 +01:00
Paulb23 b700011314 Protect internal CodeEdit --> TextEdit API 2021-08-12 09:29:58 +01:00
Paulb23 9ec3e7f3d7 Cleanup TextEdit selection methods 2021-08-12 09:29:56 +01:00
Paulb23 7e70f9e0b9 Expose and cleanup TextEdit line wrap API 2021-08-12 09:29:16 +01:00
Paulb23 d5dcaee4c5 Cleanup and rename caret operations 2021-08-12 09:29:13 +01:00
Paulb23 e60900a353 Make TextEdit cut, copy and paste overridable 2021-08-12 09:27:10 +01:00
Paulb23 abbf14e7f5 Remove dead code from TextEdit 2021-08-12 09:27:10 +01:00
Rémi Verschelde fba0c8e2e2
Merge pull request #51502 from codecat/fix-caret-selection
Move cursor to edge of selection when moving caret left/right
2021-08-12 10:07:12 +02:00
Yuri Roubinsky 61904d56ea Better port handling connection for GraphEdit 2021-08-12 09:09:24 +03:00
PouleyKetchoupp f9176a39ce Make radius & height in CapsuleShape3D independent
Also changed CapsuleMesh to make settings consistent between render and
physics.
2021-08-11 14:54:53 -07:00
Rémi Verschelde 7188cb6012
Merge pull request #51498 from codecat/fix-triple-click
Triple click in text editor now uses last mouse position for validity
2021-08-11 23:44:55 +02:00
Melissa Geels 408401a642 Triple click in text editor now uses last mouse position for validity
Previously, you would be able to double click a word, followed by
single-clicking another word on the same line, which would select the
entire line. Now, it will only select the whole line if the mouse
position has remained the same after the double click. This mimicks the
behavior in most third party text editors.

Fixes #51312.
2021-08-11 21:49:26 +02:00
kobewi b35a2516a0 Improve CapsuleShape2D size clamping 2021-08-11 21:39:18 +02:00
Yuri Roubinsky 9cf158019d Changed TransformMult node to TransformOp in visual shaders 2021-08-11 22:05:04 +03:00
Rémi Verschelde e30be92ce8
Merge pull request #41634 from KoBeWi/the_independence 2021-08-11 18:16:24 +02:00
Tomasz Chabora f12f5b36b5 Make radius & height in CapsuleShape2D independent 2021-08-11 17:34:27 +02:00
Rémi Verschelde a57d420224
Merge pull request #51500 from timothyqiu/navmesh-doc 2021-08-11 14:12:56 +02:00
Melissa Geels ed4c3eb7b3 Move cursor to edge of selection when moving caret left/right
This is to mimic the behavior of many third party text editors. The
reason it's not doing it when moving by word is due to that behavior
being mostly the same on other editors.
2021-08-11 13:27:12 +02:00
Haoyu Qiu 60298328ca Improve NavigationMesh typing, parameter validation and documentation 2021-08-11 18:18:10 +08:00
Yuri Roubinsky 0eb97c11cf Few improvements for constants in visual shader 2021-08-11 13:14:16 +03:00
Rémi Verschelde c00303ff55
Merge pull request #47378 from aaronfranke/use-input-enums
Use key enum instead of plain integers for input code
2021-08-11 11:20:45 +02:00
Rémi Verschelde 80dec1948a
Merge pull request #41956 from Calinou/rename-engine-iterations-per-second
Rename `iterations_per_second` to `physics_ticks_per_second`
2021-08-11 08:05:33 +02:00
Rémi Verschelde 7d43da928f
Merge pull request #51490 from nekomatata/clean-character-body
Remove infinite inertia and ray shapes from CharacterBody
2021-08-11 08:04:09 +02:00
Rémi Verschelde 2c88e1c15d
Merge pull request #51178 from Geometror/layout-options-textline-textparagraph
Various text layout improvements (TextLine, TextParagraph, Label, TextServer)
2021-08-11 07:51:57 +02:00
Rémi Verschelde 588883eb4a
Merge pull request #51442 from Geometror/styleboxflat-fake-aa-float
StyleBox fake AA improvements (make anti aliasing size a float property)
2021-08-11 07:35:53 +02:00
Hugo Locurcio 937c1a716c
Rename iterations_per_second to physics_ticks_per_second
This makes it clearer that this property is only about physics FPS,
not rendering FPS.

The `physics_fps` project setting was also renamed to
`physics_ticks_per_second` for consistency.
2021-08-11 02:37:02 +02:00
Hendrik Brucker 403f4902d0 Various text layout improvements (TextLine, TextParagraph, Label, TextServer) 2021-08-11 00:09:48 +02:00
Hendrik Brucker db2460f43c StyleBox fake AA improvements (aa_size float property) 2021-08-10 23:37:06 +02:00
Aaron Franke fa3a32a2d6
Use Key enum instead of plain integers 2021-08-10 16:26:55 -05:00
K. S. Ernest (iFire) Lee 18bd0fee5a
Merge pull request #49343 from theoway/node_auto_arrangement_graph_edit
Node Auto Arrangement in GraphEdit/VisualScript/VisualShader
2021-08-10 15:42:04 -04:00
Umang Kalra 12fc3f1eef Automatic arrangement of nodes in VisualScript/VisualShaders editors
This PR and commit adds the functionality to arrange nodes in VisualScript/VisualShader editor. The layout generated by this 
feature is compact, with minimum crossings between connections
& uniform horizontal & vertical gaps between the nodes. 

This work has been sponsored by GSoC '21.

Full list of additions/changes:
• Added arrange_nodes() method in GraphEdit module.
    • This method computes new positions for all the selected
      nodes by forming blocks and compressing them.
      The nodes are moved to these new positions. 
    • Adding this method to GraphEdit makes it available for 
      use in VisualScript/VisualShaders editors and its other
      subclasses. 
• Button with an icon has been added to call arrange_nodes() in GraphEdit. 
    • This button is inherited by VisualScript/VisualShaders editors
       to invoke the method.
• Undo/redo is functional with this method.
    • By using signals in arrange_nodes(), position changes are registered 
       in undo/redo stack of the subclass that is using the method. 
• Metadata of the method has been updated in ClassDB
• Method description has been added to class reference of GraphEdit
2021-08-11 00:44:28 +05:30
PouleyKetchoupp 4da3a87f7d Remove infinite inertia and ray shapes from CharacterBody
Infinite inertia:
Not needed anymore, since it's now possible to set one-directional
collision layers in order for characters to ignore rigid bodies, while
rigid bodies still collide with characters.

Ray shapes:
They were introduced as a work around to allow constant speed on slopes,
which is now possible with the new property in CharacterBody instead.
2021-08-10 12:10:26 -07:00
Rémi Verschelde ac1dab5062
Merge pull request #51027 from fabriceci/improve-move-and-slide
Add properties to CharacterBody for more move_and_slide options
2021-08-10 18:55:58 +02:00
Rémi Verschelde dce488d8f7
Merge pull request #49417 from Bhu1-V/gsoc-cmd-plt
Command Palette For Godot
2021-08-10 18:55:22 +02:00
Aaron Franke 339687e04f
Organize methods in Viewport and explicitly name 3D methods with 3D 2021-08-10 09:10:34 -05:00
fabriceci c6666cc051 Add properties to CharacterBody for more move_and_slide options 2021-08-10 15:57:33 +02:00
Rémi Verschelde 50d5569ad4
Merge pull request #51457 from nekomatata/moving-platforms-3d
Fix 3D moving platform logic
2021-08-10 14:12:01 +02:00
Rémi Verschelde 16d73fefdb
Merge pull request #50682 from aaronfranke/basis-looking-at
Move code for looking_at to Basis
2021-08-10 11:28:12 +02:00
Rémi Verschelde 483bbd6ecc
Merge pull request #51464 from hpnrep6/mesh-disable-deprecated
Enclose deprecated components with `DISABLE_DEPRECATED` in Mesh
2021-08-10 09:56:27 +02:00
Rémi Verschelde d56da233c4
Merge pull request #51463 from SaracenOne/assign_path_fix
Assign embedded text resource path earlier to prevent error on embedded scripts
2021-08-10 08:13:14 +02:00
Rémi Verschelde 536950f9f3
Merge pull request #21922 from aaronfranke/double
Some work on double-precision support
2021-08-10 07:41:46 +02:00
hpnrep6 0eca908e86
Enclose unused components in DISABLE_DEPRECATED 2021-08-10 00:54:24 -04:00
SaracenOne d00c151db1 Assign embedded text resource path earlier to prevent error on embedded scripts. 2021-08-10 05:42:35 +01:00
PouleyKetchoupp ec9fed69f4 Fix 3D moving platform logic
Same thing that was already done in 2D, applies moving platform motion
by using a call to move_and_collide that excludes the platform itself,
instead of making it part of the body motion.

Helps with handling walls and slopes correctly when the character walks
on the moving platform.

Also made some minor adjustments to the 2D version and documentation.

Co-authored-by: fabriceci <fabricecipolla@gmail.com>
2021-08-09 20:21:04 -07:00
Nathan Franke b57b8453b1
Follow-Up Add SNames to get theme icon 2021-08-09 17:50:26 -05:00
Aaron Franke 430ad75963
Some work on double support 2021-08-09 17:43:48 -05:00
Rémi Verschelde 2de5d2361a
Merge pull request #51446 from nekomatata/fix-moving-platform-rotation
Fix applied rotation from moving platforms in move_and_slide
2021-08-09 23:20:44 +02:00
PouleyKetchoupp 5650c83e4b Fix applied rotation from moving platforms in move_and_slide
When synchronizing CharacterBody motion with moving the platform using
direct body state, only the linear velocity was taken into account.

This change exposes velocity at local point in direct body state and
uses it in move_and_slide to get the proper velocity that includes
rotations.
2021-08-09 12:30:17 -07:00
Aaron Franke 84f720966c
Use doubles for time in many other places 2021-08-09 14:05:42 -05:00
Aaron Franke 78d33a6e24
Use doubles for time in animation code 2021-08-09 14:04:25 -05:00
Rémi Verschelde dc20830348
Merge pull request #45568 from aaronfranke/node3d-real_t
Use real_t in 3D nodes
2021-08-09 21:01:29 +02:00
Fabio Alessandrelli 511f961973
Merge pull request #51097 from Faless/mp/4.x_spawnable
[Net] MultiplayerAPI remote scene spawning/despawning.
2021-08-09 19:45:31 +02:00
Rémi Verschelde 0a38d5c8f7
Merge pull request #43158 from nathanfranke/fix-gradient-and-draw-tile
Fix Gradient and Color Picker checkerboard, Fix tile parameter for CanvasItem.draw_texture_rect
2021-08-09 16:47:58 +02:00
Fabio Alessandrelli 9fcf3b5a9c [Net] Basic extensible MultiplayerAPI spawn/despawn.
`PackedScene`s can be configured to be spawnable via a new
`MultiplayerAPI.spawnable_config` method.
They can be configured either to be spawned automatically when coming
from the server or to always require verification.
Another method, `MultiplayerAPI.send_spawn` lets you request a spawn on
the remote peers.
When a peer receive a spawn request:
- If it comes from the server and the scene is configured as
  `SPAWN_MODE_SERVER`:
  - Spawn the scene (instantiate it, add it to tree).
  - Emit signal `network_spawn`.
- Else:
  - Emit signal `network_spawn_request`.

In a similar way, `despawn`s are handled automatically in
`SPAWN_MODE_SERVER`.

In `SPAWN_MODE_SERVER`, when a new client connects it will also receive,
from the server all the spawned (and not yet despawned) instances.
2021-08-09 16:34:40 +02:00
Hugo Locurcio e47d0e021a
Improve the appearance of simple parallax in StandardMaterial3D
This uses offset limiting to avoid distortion in the distance,
and makes simple (non-deep) parallax more usable overall.
2021-08-09 15:10:39 +02:00
Bhuvan Vemula a0a019a998 Added EditorCommandPalette 2021-08-09 17:41:50 +05:30
Rémi Verschelde 85399a9170
Merge pull request #51155 from Chaosus/shader_fix_specular_mode
Fix a default shader specular render mode to `SCHLICK_GGX`
2021-08-09 08:13:47 +02:00
bruvzg 7c3c5603d0 [Text Server] Improve object (image/table) inline alignment. 2021-08-08 22:35:47 +03:00
Nathan Franke 051234e84e
Fix Gradient, Color Picker BG, Fix CanvasItem::draw_texture_rect p_tile 2021-08-07 16:40:50 -05:00
Michael Alexsander 4bef900399 Invert how global_rate_scale value works, and rename it to playback_speed_scale 2021-08-07 12:32:42 -03:00
Rémi Verschelde 3177da1d05
Merge pull request #51360 from Paulb23/item-list-bg-colour-update 2021-08-07 14:14:08 +02:00
Paulb23 738b0fdae5 Redraw on item list custom bg/fg colour change 2021-08-07 12:08:46 +01:00
Raul Santos 18f7acf611 Fix Path3D initial forward calculation 2021-08-07 12:39:34 +02:00
Yuri Roubinsky 47a6bb2f28 Fix a default shader specular render mode to (SCHLICK_GGX/BLINN) 2021-08-06 16:01:58 +03:00
kobewi e092a132fe Various fixes to Tween code 2021-08-06 13:07:34 +02:00
Aaron Franke 136dd887ad
Preserve original name in shader params cache 2021-08-05 18:31:08 -05:00
PouleyKetchoupp b9e68c8155 Fix one-way collision in Tilemap
In a given quadrant there can be one or more bodies used, and the
process iterated over cells to add the shapes, so the shape index
doesn't necessarily correspond to the polygon shape index.

Instead body shape indices need to be tracked separately.
2021-08-05 12:10:35 -07:00
kobewi 665dc7805b Fix get_used_rect() calculation 2021-08-05 20:40:21 +02:00
Rémi Verschelde de2c2be19b
Shortcut: Rename shortcut property to event
Having a property which has the same name as its class leads to confusing
situations (e.g. `BaseButton` has a `shortcut` property of type `Shortcut`
which has a `shortcut` property of type `InputEvent`).

Also renames `is_event` to `matches_event`, and `is_valid` to `has_valid_event`
to better reflect what the methods check.
2021-08-05 13:48:43 +02:00
kleonc fd483c729f TabContainer: Fix error on removing top-level Control child, Remove _get_tab method 2021-08-04 21:13:10 +02:00
PouleyKetchoupp 7d0a28f875 Fix inverted condition in CharacterBody2D/3D set_max_slides 2021-08-03 19:24:46 -07:00
Aaron Franke 7cec3c2b95
Use real_t in 3D nodes 2021-08-03 11:16:51 -05:00
Rémi Verschelde 57a5186b08
Merge pull request #51006 from foxydevloper/drag-drop-naming
Name nodes added when drag & dropping an image by `name_casing`
2021-08-03 09:38:03 +02:00
Rémi Verschelde e0b560fb6f
Merge pull request #51177 from kleonc/tab_container-drop-tab-index-fix
TabContainer Fix moving dropped tab to incorrect child index
2021-08-03 09:34:51 +02:00
Rémi Verschelde 0f8cba285b
Merge pull request #50986 from raulsntos/fix-path-3d-end 2021-08-03 09:31:22 +02:00
Yuri Roubinsky a34a91a30b Added more input/output built-ins to visual shaders 2021-08-03 09:32:40 +03:00
Rémi Verschelde 26481cff95
Merge pull request #51198 from Calinou/codeedit-improve-callhint-highlight
Improve CodeEdit's callhint highlight visibility
2021-08-03 08:02:20 +02:00
K. S. Ernest (iFire) Lee 04703c6f66
Merge pull request #51042 from nikitalita/fix_binary_res_load_save
Fix binary resource loading and saving
2021-08-02 18:41:05 -07:00
Hugo Locurcio 3ea3addc79
Improve CodeEdit's callhint highlight visibility
This makes the currently edited parameter more visible in the
script editor's code completion hint.
2021-08-02 23:16:16 +02:00
Rémi Verschelde c17a541650
Merge pull request #51039 from nekomatata/layer-grid-32
Refactor layer property editor grid
2021-08-02 21:14:16 +02:00
Yuri Roubinsky bd6b7c4b0f
Merge pull request #51144 from Chaosus/vs_version
Makes dictionary instead of string for visual shader version
2021-08-02 21:55:50 +03:00
Rémi Verschelde c620ede327
Merge pull request #50122 from Paulb23/code_edit_auto_brace_completion 2021-08-02 20:44:39 +02:00
Yuri Roubinsky 94c6817b51 Makes dictionary instead of string for visual shader version
Update doc/classes/VisualShader.xml

Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro>
2021-08-02 21:34:19 +03:00
Rémi Verschelde 737d3d31a6
Merge pull request #51192 from timothyqiu/sdfgi-enum-range
Validates set_sdfgi_cascades argument range
2021-08-02 18:20:58 +02:00
Rémi Verschelde 51fac9e3c7
Merge pull request #51187 from timothyqiu/vertex-index-3
Fix crash when number of indices to optimize is not a multiple of 3
2021-08-02 18:19:06 +02:00
Haoyu Qiu b6638cb80d Validates set_sdfgi_cascades argument range 2021-08-02 23:50:59 +08:00
Rémi Verschelde 2db45b62c0
Merge pull request #51185 from timothyqiu/tile-data-enum-range
Validate TileData enum range before using it as index
2021-08-02 17:20:44 +02:00
Rémi Verschelde 5360c2012c
Merge pull request #51004 from groud/tilemap_layers
Implements TileMap layers and move TileSetPlugins's functions to the TileMap node instead
2021-08-02 17:20:32 +02:00
Haoyu Qiu 0c879ab288 Fix crash when number of indices to optimize is not a multiple of 3 2021-08-02 23:07:18 +08:00
Haoyu Qiu 091d802692 Validate TileData enum range before using it as index 2021-08-02 22:49:23 +08:00
kleonc a5a4532378 TabContainer Fix moving dropped tab at incorrect child index 2021-08-02 14:15:51 +02:00
kobewi 053f20be76 Add null check to Tween.bind_node() 2021-08-02 14:15:40 +02:00
Gilles Roudière ad8b5cd5a4 Implements TileMap layers and move TileSetPlugins's functions to the TileMap node instead 2021-08-02 13:54:39 +02:00
Aaron Franke 9f3ae0adcd
Move code for looking_at to Basis 2021-08-01 12:49:02 -05:00