Commit graph

31721 commits

Author SHA1 Message Date
Hugo Locurcio 7d60d68c7e
Add an option to update shadow maps less often
This can be used to improve performance on low-end setups,
at the cost of shadows visibly lagging behind for dynamic lights/objects
when up close.

This option works best with lights that use Reverse Cull Face and a low
negative bias value.

Co-authored-by: Manuele Finocchiaro <m4nu3lf@gmail.com>
2021-11-09 17:14:08 +01:00
Rémi Verschelde b0cd38b7e3
Merge pull request #42625 from RandomShaper/fix_dict_3.2 2021-11-09 15:55:43 +01:00
Pedro J. Estébanez a02bb2b598 Fix detection of non-default and overridden property values in scenes 2021-11-09 15:08:22 +01:00
Pedro J. Estébanez a7aad78fd0 Add recursive comparison to Array and Dictionary
...and expose it to GDScript.

Co-authored-by: Emmanuel Leblond <emmanuel.leblond@gmail.com>
2021-11-09 15:08:22 +01:00
Rémi Verschelde 1a278249ac
Merge pull request #54799 from Calinou/gdscript-opcode-no-hash-3.x 2021-11-09 14:01:40 +01:00
Rémi Verschelde 1f8497d281
Merge pull request #53411 from RandomShaper/ubershaders_3.x 2021-11-09 13:12:44 +01:00
Hugo Locurcio 63d214f04b
Remove hash symbol in front of opcode error messages in GDScript
The hash symbol creates spurious issue references on GitHub if
the message is posted outside a code block, which means some issues
have a lot more references than originally intended.
2021-11-09 12:20:51 +01:00
Pedro J. Estébanez 4c710780d4 Implement async shader compilation plus caching for GL ES 3
Async. compilation via ubershader is currently available in the scene and particles shaders only.

Bonus:
- Use `#if defined()` syntax for not true conditionals, so they don't unnecessarily take a bit in the version flagset.
- Remove unused `ENABLE_CLIP_ALPHA` from scene shader.
- Remove unused `PARTICLES_COPY` from the particles shader.
- Remove unused uniform related code.
- Shader language/compiler: use ordered hash maps for deterministic code generation (needed for caching).
2021-11-09 12:19:12 +01:00
Pedro J. Estébanez b6f04dfd21 Add ProjectSettings::set_hide_from_editor() 2021-11-09 12:19:12 +01:00
Pedro J. Estébanez abdf931832 Add off-screen GL context 2021-11-09 12:19:12 +01:00
Rémi Verschelde fe1e5c2d5d
Merge pull request #54786 from Calinou/editor-add-lock-group-shortcuts-3.x 2021-11-09 00:17:12 +01:00
Rémi Verschelde cfff7a9032
Merge pull request #54751 from NHodgesVFX/3.x 2021-11-09 00:15:49 +01:00
Rémi Verschelde 98a1e4fbd7
Merge pull request #54526 from bruvzg/opengl_mt 2021-11-09 00:10:20 +01:00
Rémi Verschelde f9174d1c28
Merge pull request #54625 from bruvzg/surrogates 2021-11-09 00:08:28 +01:00
Rémi Verschelde c7c592f832
Merge pull request #54314 from nekomatata/x11-events-log-3.x 2021-11-09 00:03:39 +01:00
Rémi Verschelde 8923e2d449
Merge pull request #54038 from nekomatata/fix-soft-body-memory-corruption-3.x 2021-11-09 00:01:00 +01:00
Rémi Verschelde bee67513fb
Merge pull request #54033 from nekomatata/fix-collision-mouse-exit-error-3.x 2021-11-09 00:00:47 +01:00
Rémi Verschelde 3be409aa5e
Merge pull request #54039 from nekomatata/fix-soft-body-memory-corruption-bullet-3.x 2021-11-08 23:59:05 +01:00
Rémi Verschelde 6b7c841e1b
Merge pull request #54111 from nekomatata/fix-rigid-body-update-collision-layer-3.x 2021-11-08 23:58:47 +01:00
Hugo Locurcio 4d35049dc7
Add keyboard shortcuts for grouping and locking nodes, change grid toggle
- Locking nodes can now be done by pressing Ctrl + L, and unlocking with
  Ctrl + Shift + L.
- Grouping nodes is now done by pressing Ctrl + G, and ungrouping with
  Ctrl + Shift + G (similar to Inkscape).
- Toggling the grid is now done by pressing the `#` key
  (also similar to Inkscape). This change was needed as Ctrl + G
  now groups selected nodes.

Different shortcuts are used for the lock/unlock and group/ungroup
actions, so that the shortcuts are idempotent.
2021-11-08 23:38:54 +01:00
Rémi Verschelde aff96e2986
Merge pull request #54781 from Calinou/editor-tweak-animation-editor-icon-colors-3.x
Tweak animation editor icon colors for easier visual grepping
2021-11-08 22:36:23 +01:00
Pedro J. Estébanez 25f01cb09d Implement get_cache_path() for iOS, and improve it for Android and Windows 2021-11-08 22:33:54 +01:00
Pedro J. Estébanez 5eb80bb1a3 Avoid the need for copy assignment in HashMap key/data types 2021-11-08 22:33:54 +01:00
Hugo Locurcio b8de40c065
Tweak animation editor icon colors for easier visual grepping
This makes the Linear and Cubic icons in particular easier to
distinguish from each other.

The Cubic interpolation icon's curve was also changed to be
more distinguishable from the Linear icon's curve.
2021-11-08 21:58:11 +01:00
Rémi Verschelde 2f942ab846
Merge pull request #54768 from The-O-King/vertex_attrib_fix 2021-11-08 19:43:58 +01:00
Rémi Verschelde 2f10793467
Merge pull request #54117 from Pineapple/dont-ignore-type-mismatch-in-setter 2021-11-08 19:26:58 +01:00
Rémi Verschelde 4b4e92b3d4
Merge pull request #52944 from RandomShaper/property_pin_control_natural_3.x 2021-11-08 18:53:25 +01:00
Omar El Sheikh 8a43b222c7 Fix Vertex Attribute Specification Octahedral
For octahedral compressed normals/tangents, we use vec4 in the shader
regardless of whether a normal/tangent does/doesn't exist

For the case where we only have a normal vector, we need to specify that
there are only two components being used when calling glVertexAttrib

Before we would always specify that there were 4 components, and used
offsets to determine where in the vertex buffer to read data from but
this doesn't work on all platforms
2021-11-08 12:11:48 -05:00
Pedro J. Estébanez 4dba25b3ff Add property value pinning 2021-11-08 17:42:27 +01:00
Rémi Verschelde bd828c4d81
Merge pull request #54227 from akien-mga/3.x-gdscript-multiline-indexing 2021-11-08 15:03:24 +01:00
Rémi Verschelde ee46679ca3
Merge pull request #54577 from nekomatata/intersect-point-3d-3.x 2021-11-08 13:16:14 +01:00
Rémi Verschelde 70b521af79
Merge pull request #53013 from Calinou/editor-debugger-bottom-panel-error-warning-highlight-3.x 2021-11-08 13:15:46 +01:00
Rémi Verschelde 5f87d5ebea
Merge pull request #54385 from Calinou/colorpicker-overbright-indicator-tweak-icon-3.x 2021-11-08 13:15:35 +01:00
Rémi Verschelde d0b1e3d002
Merge pull request #53942 from raulsntos/no-boxing 2021-11-08 13:15:25 +01:00
Rémi Verschelde bfcf6162fe
Merge pull request #54757 from bruvzg/pre_wait_observer_redraw3 2021-11-08 13:10:03 +01:00
bruvzg f997a5f8f6 [macOS] Use pre-wait observer to keep main run loop running and redraw window during the window resize and displaying modal popups. 2021-11-08 12:34:14 +02:00
Pedro J. Estébanez 76b7d23a10 Unify determination of default property values 2021-11-08 11:17:49 +01:00
Rémi Verschelde 837f2c5f82
Merge pull request #54746 from neikeq/issue-42076
C#: Don't use ActivityThread to determine Android nativeLibraryDir
2021-11-08 10:02:48 +01:00
NHodgesVFX 237f7eeabe Add more OpenGL Attributes
Co-Authored-By: Johann Meyer <25986904+johannmeyer@users.noreply.github.com>
Co-Authored-By: Clay John <claynjohn@gmail.com>
2021-11-08 01:22:40 -05:00
Ignacio Roldán Etcheverry 690bf12c4c C#: Don't use ActivityThread to determine Android nativeLibraryDir 2021-11-08 02:35:06 +01:00
Rémi Verschelde cad93bc691
Merge pull request #54711 from bruvzg/ios_xcbuild_info3
[iOS export, 3.x] Capture and display xcodebuild output.
2021-11-07 17:14:17 +01:00
bruvzg 2e74bacf17 [iOS export] Capture and display xcodebuild output. 2021-11-07 11:06:21 +02:00
Rémi Verschelde eae7a5384e
Merge pull request #54683 from DarkKilauea/fix-http-response-headers
[3.x] Fix request headers being included in response.
2021-11-06 21:26:21 +01:00
Josh Jones 7df8bd6b85 Fix request headers being included in response. 2021-11-06 12:56:25 -07:00
Max Hilbrunner 73cb77c62c
Merge pull request #54623 from gongpha/3.x-typo1
Fix little typos in `OS` 3.x doc
2021-11-06 17:35:45 +01:00
bruvzg 262ec9033a Implement limited surrogate pairs support for platforms with 16-bit wchar_t. 2021-11-06 11:55:06 +02:00
Rémi Verschelde 965f7a6df9
Merge pull request #54607 from nekomatata/fix-intersect-shape-motion-3.x 2021-11-05 21:53:06 +01:00
Rémi Verschelde 14c366ddd7
Bump version to 3.5-beta 2021-11-05 16:10:17 +01:00
Kongfa Waroros 0d852bf5a6 Fix little typos in 3.x doc 2021-11-05 16:23:37 +07:00
Rémi Verschelde 206ba70f4b
Bump version to 3.4-stable \o/
After the decision to continue feature development for the `3.x` branch
alongside the `master` branch for Godot 4.0, we released 3.3-stable in
April 2021.

6 months and 2000 commits later, Godot 3.4 is another feature-packed milestone
for Godot 3, with a ton of improvements and fixes to make it a great option
for use in production while we wait for Godot 4.0!

A big thankyou to all contributors who work tirelessly on our two parallel
development branches and made this stable 3.4 release possible.
2021-11-05 01:06:19 +01:00