Commit graph

32970 commits

Author SHA1 Message Date
Pedro J. Estébanez
177b804f30 Expose Tree::scroll_to_item() 2021-02-08 02:19:13 +01:00
reduz
3e2281a347 Improve SDFGI indirect light feedback loop
-Use occlusion for feedback, further reduces light leaking.
-More control on feedback, now its a slider.
2021-02-07 21:30:12 -03:00
Rafał Mikrut
003bb8e1a8 Initialize class variables with default values in scene/ [1/2] 2021-02-07 22:29:31 +01:00
Rémi Verschelde
57e2822a05
Merge pull request #45805 from KoBeWi/dispatch_error_of_doom
Cancel event dispatch on error
2021-02-07 22:25:37 +01:00
kobewi
ef8ec59f2f Set selected Tree item to null when deselected
Co-authored-by: Brody Eller <wviper3@gmail.com>
2021-02-07 22:12:52 +01:00
Rémi Verschelde
57c03a432a
Merge pull request #45803 from qarmin/unitialized_vehicle
Fix nan errors when using VehicleBody
2021-02-07 21:59:53 +01:00
Rémi Verschelde
790c87fee4
Merge pull request #45794 from Calinou/doc-surfacetool-generate-normals
Improve the `SurfaceTool.generate_normals()` documentation
2021-02-07 21:57:01 +01:00
kobewi
b6e2ad0e7e Cancel event dispatch on error 2021-02-07 21:50:12 +01:00
Rafał Mikrut
1b8cbcf946 Fix nan errors when using VehicleBody 2021-02-07 21:08:09 +01:00
Rémi Verschelde
59125d689b
Merge pull request #45784 from revilo/fix-45770
Fix unnecessary scrolling in TextEdit
2021-02-07 20:35:03 +01:00
Rémi Verschelde
ce332859e9
Merge pull request #41308 from JFonS/fix_spotlight_attenuation
Invert spotlight angle attenuation
2021-02-07 20:33:14 +01:00
jfons
99e1ce0690 Invert spotlight angle attenuation
Inverted the spotlight angle attenuation so a higher value results in
a dimmer light, this makes it more consistent with the distance
attenuation.

Also changed the way spotlighs are computed in SDFGI
and GIPorbes and GPU lightmapper, now it matches the falloff used in the scene rendering
code.
2021-02-07 20:10:33 +01:00
Marcel Admiraal
3d479d086c Add support for new SDL gamecontroller keywords. 2021-02-07 16:09:32 +00:00
Hugo Locurcio
b8df8b1043
Improve the SurfaceTool.generate_normals() documentation 2021-02-07 16:11:17 +01:00
Rémi Verschelde
7bb7a3c4a7
Merge pull request #45790 from akien-mga/controllerdb-fixup
Fix issues in last GameControllerDB sync
2021-02-07 14:14:36 +01:00
Rémi Verschelde
7a60c45671
Merge pull request #45786 from reduz/fix-sdfgi-radeon
Fixed an SDFGI reflections bug in Radeon
2021-02-07 12:24:07 +01:00
Rémi Verschelde
4956d93ce6
Fix issues in last GameControllerDB sync
We don't support 'misc1' as an output string yet (seems used for PS5 controller).
Yet another broken CSV line with 'CO.,LTD'.
2021-02-07 11:47:40 +01:00
reduz
c4daf1c4ba Fixed a SDFGI reflections bug in Radeon
-Code was using too many conditionals.
-Rewrote it to use less and it now works fine.
2021-02-07 07:33:41 -03:00
Rémi Verschelde
5851f0ff3a
Merge pull request #45776 from Kanabenki/snap-visualscript-comment
Snap VisualScript comment to grid when resizing
2021-02-07 11:24:06 +01:00
Rémi Verschelde
40d1694e4e
Merge pull request #45787 from JFonS/fix_spotlight_volumetric_fog
Fix volumetric fog for SpotLights
2021-02-07 11:01:28 +01:00
jfons
9c6b081ab1 Fix volumetric fog for SpotLights
The code for spot lights was referencing the omni light list. Most
likely a copy-paste mistake :)
2021-02-07 03:38:09 +01:00
Hugo Locurcio
8be51252f6
Display loading text while the project manager is loading
This hints the user that the project manager is currently busy
loading the project. This is important for the HTML5 editor as the
current feedback isn't very obvious.

This also removes the unused `_exit_dialog` function.
2021-02-07 02:04:10 +01:00
Pedro J. Estébanez
a63996ac95 Implement pause-aware picking
This changes the way 2D & 3D physics picking behaves in relation to pause:
- When pause is set, every collision object that is hovered or captured (3D only) is released from that condition, getting the relevant mouse-exit callback., unless its pause mode makes it immune from pause.
- During the pause. picking only considers collision objects immune from pause, sending input events and enter/exit callbacks to them as expected.
- When pause is left, nothing happens. This is a big difference with the classic behavior, which at this point would process all the input events that have been queued against the current state of the 2D/3D world (in other words, checking them against the current position of the objects instead of those at the time of the events).
2021-02-07 00:50:16 +01:00
Oliver Dick
8d598693fc TextEdit: When left mouse is pressed to place the cursor, do not immediately adjust the viewport when cursor_set_line is called, but afterwards on cursor_set_column (effectively when the cursor reached its final position)
Fixes #45770
2021-02-07 00:28:57 +01:00
Rémi Verschelde
58fc0f759b
Merge pull request #45780 from reduz/fix-sdfgi
Fix SDFGI bug after previous optimization.
2021-02-06 23:07:32 +01:00
reduz
d0cc899398 Fix SDFGI bug after previous optimization.
Was causing arctifacts, should be good now.
2021-02-06 18:49:10 -03:00
Kanabenki
07fb7f9888 Snap VisualScript comment to grid when resizing 2021-02-06 21:39:35 +01:00
Oliver Dick
f1432f2788 Bugfix: Update transform of collision shape on NOTIFICATION_PARENTED (fixes invalid transform of collision shape in cases where the node is not supposed to enter the scene tree) 2021-02-06 20:17:01 +01:00
Clay John
89a43d9c2e
Merge pull request #45765 from reduz/simplify-volumetric-fog
Simplify and Optimize Volumetric Fog
2021-02-06 10:30:52 -08:00
reduz
8faf23b52b Simplify Volumetric Fog
-Always use temporal reproject, it just loos way better than any other filter.
-By always using termporal reproject, the shadowmap reduction can be done away with, massively improving performance.
-Disadvantage of temporal reproject is update latency so..
-Made sure a gaussian filter runs in XY after fog, this allows to keep stability and lower latency.
2021-02-06 15:08:21 -03:00
Rémi Verschelde
fa2f7693bb
Merge pull request #45737 from OverloadedOrama/test-add-image
Add a test suite for the Image class
2021-02-06 14:06:58 +01:00
Rémi Verschelde
c843efa5b7
Merge pull request #45756 from Faless/js/4.x_gamepads_db
Add some HTML5 controllers mapping.
2021-02-06 13:33:35 +01:00
Rémi Verschelde
ff9dbbfb8f
Merge pull request #45748 from akien-mga/sync-gamecontrollerdb
Sync controller mappings DB with SDL2 community repo
2021-02-06 13:33:16 +01:00
Fabio Alessandrelli
27b78f13b9 Add some HTML5 controllers mapping. 2021-02-06 11:08:32 +01:00
Rémi Verschelde
2c2fffcb02
Sync controller mappings DB with SDL2 community repo
Synced with gabomdq/SDL_GameControllerDB@c7cf1397c1.
2021-02-06 01:06:57 +01:00
Manolis Papadeas
7a918bacca Add a test suite for the Image class 2021-02-06 01:09:02 +02:00
Rémi Verschelde
b70836c8ed
Merge pull request #45741 from lyuma/override_position
Fix mismatched define in scene_forward.glsl for POSITION override
2021-02-05 23:35:31 +01:00
Lyuma
780e761dbc Fix mismatched define in scene_forward.glsl for POSITION override 2021-02-05 13:09:33 -08:00
Juan Linietsky
b7e1014119
Merge pull request #45731 from reduz/reprojected-volumetric-fog
Added temporal reprojection to Volumetric Fog
2021-02-05 14:31:47 -03:00
reduz
7997544af5 Added temporal reprojection to Volumetric Fog
-It's an option, just enable it
-Just works, don't have to do anything else.
2021-02-05 10:52:54 -03:00
Rémi Verschelde
80a4d0fce6
Merge pull request #45727 from akien-mga/ci-linux-swap-mono
CI: Build Linux editor without Mono, sanitizers with Mono
2021-02-05 14:20:21 +01:00
Rémi Verschelde
54857d7e81
Merge pull request #44949 from m4gr3d/specify_project_ndk_version
Improve the logic to compile for Android
2021-02-05 13:27:37 +01:00
Rémi Verschelde
d6404fd7a0 CI: Build Linux editor without Mono, sanitizers with Mono
The Mono builds are with mono_glue=no so they're not usable,
and it would be convenient if the main tools=yes target=release_debug
artifacts could actually be used.
2021-02-05 12:07:40 +01:00
Rémi Verschelde
3de411cb83 i18n: Sync translations with Weblate
(cherry picked from commit 84e356d720)
2021-02-05 10:45:34 +01:00
Rémi Verschelde
3723d71de4
Merge pull request #45667 from Calinou/doc-gridmap-no-visual-layers
Document that GridMap doesn't support visual layers or cull masks
2021-02-05 10:25:04 +01:00
Rémi Verschelde
d93f75fae5
Merge pull request #45698 from KoBeWi/callables_are_love_callables_are_life
Change sort_custom/bsearch_custom to use Callables
2021-02-05 09:30:19 +01:00
Rémi Verschelde
a7a51fb326
Merge pull request #45715 from bruvzg/mono_dotnet_path
[Mono] Use the same search logic for both `MSBuild` and `dotnet`.
2021-02-05 09:29:16 +01:00
Rémi Verschelde
1f7f27e86a
Merge pull request #45722 from reduz/intel-fixed
Fixes to get Godot running again on Intel IGP
2021-02-05 07:46:02 +01:00
reduz
33278b0721 Fixes to get Godot running again on Intel IGP
-Fixed strange bug with shadowed instance_param (this should not have worked anywhere, odd..)
-Cleaned up barrier usage further.
2021-02-05 00:02:06 -03:00
bruvzg
e304f716c7
[Mono] Use the same search logic for both MSBuild and dotnet, add custom search paths on macOS. 2021-02-04 22:39:38 +02:00