Commit graph

38953 commits

Author SHA1 Message Date
fabriceci
ee3e43c853 Fix #54298 where a CharacterBody2D can be stuck on the wall. 2021-10-27 18:05:35 +02:00
Rémi Verschelde
18a2c38ad2
Merge pull request #54305 from mhilbrunner/comments-cleanup
Small formatting fixes in Find in Files
2021-10-27 17:47:14 +02:00
Hugo Locurcio
bb681ef9f2
Improve appearance of the editor Debugger bottom panel menu
- Make the Debugger bottom panel menu more prominent when
  there are errors or warnings by adjusting the text color.
- Add some spacing to the right of the error/warning icon
  for better visual appearance.
2021-10-27 16:56:15 +02:00
Max Hilbrunner
55100f2f11 Small formatting fixes in Find in Files 2021-10-27 16:13:49 +02:00
Rémi Verschelde
435d50bf0f
Merge pull request #54301 from groud/optimize_tilemap_layer_update 2021-10-27 13:30:31 +02:00
Gilles Roudière
a6584e4cb8 Optimize TileMap layers updates 2021-10-27 12:07:52 +02:00
Francois Belair
3f3cd15e07 Make EditorSpinSlider wait for text on key_up/down 2021-10-26 18:00:16 -04:00
Brian Semrau
791773fa9d Fix vulkan proximity fade
Vulkan uses different normalized device coordinates than OpenGL.
2021-10-26 16:19:47 -04:00
Rémi Verschelde
8c162f4a7b
Merge pull request #54270 from JFonS/fix_selection 2021-10-26 19:03:34 +02:00
Rémi Verschelde
8473062dcc
Merge pull request #54255 from akien-mga/android-export-gradle-dont-escape-quotes 2021-10-26 18:22:42 +02:00
jfons
83fd0e0c70 Fix click selection in the editor 3D viewport 2021-10-26 18:08:31 +02:00
Rémi Verschelde
344babb939
Merge pull request #54267 from pycbouh/controls-button-font-focus 2021-10-26 17:34:07 +02:00
Rémi Verschelde
46a139a3ce
Merge pull request #54265 from JFonS/fix_sh_dis_mobile 2021-10-26 16:50:11 +02:00
Yuri Sizov
12838bd99d Add focus font color to Button and derivatives 2021-10-26 17:42:40 +03:00
Joan Fons
95bc9c40d9 Fix shadow disabling on mobile renderer 2021-10-26 15:37:22 +02:00
Rémi Verschelde
c2640e2b21
Merge pull request #54254 from mhilbrunner/ticks-msec-64 2021-10-26 14:53:56 +02:00
Max Hilbrunner
5dc02eb8b0 Save all 64 bits of get_ticks_msec() in more cases 2021-10-26 13:58:58 +02:00
Rémi Verschelde
d020c6851a
Merge pull request #54256 from mhilbrunner/docs-real-time 2021-10-26 11:54:48 +02:00
Max Hilbrunner
396d2f0282 Time: Add some notes about timezones and UTC 2021-10-26 10:24:05 +02:00
Rémi Verschelde
9204a3a50e
Android: Properly validate godot_project_name_string for Android special chars
Fixes #52659.
2021-10-26 10:01:09 +02:00
Rémi Verschelde
f2cf52e032
Merge pull request #54153 from skyace65/AreaImprovements2 2021-10-26 08:48:27 +02:00
Rémi Verschelde
cce7797a75
Another rename for makerst.py 2021-10-26 08:46:16 +02:00
Rémi Verschelde
2ecab0491c
Merge pull request #54179 from aaronfranke/make-rst 2021-10-26 08:43:07 +02:00
Rémi Verschelde
ba23ef9b29
Merge pull request #54249 from lyuma/gltf_padding_fix 2021-10-26 08:32:11 +02:00
Rémi Verschelde
0409644afd
Merge pull request #54245 from manueldun/nullParamAddMod 2021-10-26 08:20:40 +02:00
Rémi Verschelde
01afa39d21
Merge pull request #54073 from groud/terrains_for_procgen 2021-10-26 08:15:07 +02:00
Max Hilbrunner
d9d5296365
Merge pull request #53973 from nabfrew/nabf/light_hight_documentation
Clarify lighting height documentation
2021-10-26 07:58:12 +02:00
Lyuma
cada1a4747 gltf: Fix validation errors due to chunk padding and empty skins.
GLB chunk padding length calculation was backwards and missing for the BIN chunk.
Fixed error caused by "skins":[] when no skins were present.
Finally, encode animations before textures to avoid accessor misalignment due to texture byteLength.
2021-10-25 21:12:43 -07:00
PouleyKetchoupp
daf7dcac7a Improved RigidDynamicBody linear/angular damping override
Damping values are now non-negative.

Add new properties linear_damp_mode and angular_damp_mode to set the way
RigidDynamicBody and PhysicalBone (2D & 3D) use damping values.
It can now be Combine (default) to add to the default/areas, or Replace
to override the value completely (current behavior).
2021-10-25 18:22:12 -07:00
Manuel Dun
0384474f83 Added error macro to ensure non null parameter 2021-10-25 19:44:22 -04:00
Rémi Verschelde
64faa37e45
Merge pull request #54240 from Calinou/editor-directionallight-3d-fix-validate-property 2021-10-25 23:40:10 +02:00
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
Fabio Alessandrelli
7d37fb7aff
Merge pull request #54232 from akien-mga/mbedtls-pr4819-fix-certs-parsing-speed
mbedtls: Backport upstream PR 4819 to fix certs parsing speed
2021-10-25 20:49:41 +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
52a535c030
mbedtls: Backport PR 4819 to fix certs parsing speed
Fixes engine startup time regression described here:
https://github.com/godotengine/godot/issues/43351#issuecomment-847466783
2021-10-25 17:59:47 +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
3409d16227
Merge pull request #54228 from JFonS/fix_shadow_disabling 2021-10-25 17:24:58 +02:00
jfons
c46d1ea2b2 Fix shadow disabling settings
Fixes the SHADOW_CASTING_SETTING_OFF setting in
GeometryInstance3D and the "shadows_disabled" render
mode in spatial materials, which were not working
before.
2021-10-25 16:11:32 +02:00
Rémi Verschelde
24fdedfe94
Merge pull request #54050 from reduz/animation-compression 2021-10-25 14:27:58 +02:00
Rémi Verschelde
82a9995175
Merge pull request #54223 from miraz12/fix-cast-llvm-warning 2021-10-25 14:26:55 +02:00
Rémi Verschelde
a29cca65dd
Merge pull request #54221 from bruvzg/remove_base_size 2021-10-25 14:22:15 +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
Anton Christoffersson
fb7ba76325 Fixed implicit conversion of uint32_t to uint8_t in image 2021-10-25 12:51:28 +02:00
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
jfons
88d9914519 Fix state inconsistencies in visibility dependencies. 2021-10-25 11:37:53 +02:00
Rémi Verschelde
92a2380d96
Merge pull request #54206 from akien-mga/clang-format-no-error-unknown 2021-10-25 00:38:44 +02:00