Rémi Verschelde
dcae9bdd8d
Merge pull request #93336 from RandomShaper/revert_bad_tls_workaround
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ResourceLoader: Revert workaround resource loading crashes due to buggy TLS
2024-08-19 14:33:40 +02:00
Rémi Verschelde
3647bc33cd
Merge pull request #93172 from raulsntos/dotnet/clear-instance-bindings
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C#: Clear instance bindings callbacks on finalizing the language
2024-08-19 14:33:36 +02:00
Rémi Verschelde
6d22b8026d
Merge pull request #90992 from RadiantUwU/fix_node_duplicate
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Fix `Node.duplicate()` crash when duplicating a node that cannot be instantiated.
2024-08-19 14:33:31 +02:00
Rémi Verschelde
d1424135d1
Merge pull request #90352 from Faless/web/serve_fix_browser_order
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[Web] Fix browser opening too early with `serve.py`
2024-08-19 14:33:26 +02:00
Rémi Verschelde
3a4e0f1741
Merge pull request #87735 from ywmaa/blend_file_geometrynodes_instances
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Add Option for Export Geometry Nodes Instances in blend importer
2024-08-19 14:33:21 +02:00
Rémi Verschelde
40f938c44d
Merge pull request #86538 from jsjtxietian/fix-shape-thread-error
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Fix CSGShape3D's `_mesh_changed` to be thread safe
2024-08-19 14:33:16 +02:00
Mikael Hermansson
351f454a94
Allow keying properties with multiple nodes selected
2024-08-19 14:05:33 +02:00
ywmaa
c460f1de24
Add Option for Export Geometry Nodes Instances in blend importer
2024-08-19 12:23:21 +02:00
Pedro J. Estébanez
e9407d4877
ResourceLoader: Revert workaround resource loading crashes due to buggy TLS
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This reverts commit 41c0785636
.
2024-08-19 12:22:31 +02:00
Pedro J. Estébanez
32b7f835d8
Avoid potential crash on signal disconnection
2024-08-19 12:18:04 +02:00
kleonc
5be4eb9fc6
Simplify Control internal transform calculation
2024-08-19 12:14:41 +02:00
Rémi Verschelde
7a4a6fbc03
Merge pull request #95768 from AThousandShips/fix_far
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Fix compilation issues caused by `far` identifier
2024-08-19 12:09:43 +02:00
Rémi Verschelde
ab2b06b8b1
Merge pull request #95730 from voidedWarranties/fix_reload_scripts_bind
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Fix virtual binding for `ScriptLanguageExtension::_reload_scripts`
2024-08-19 12:09:39 +02:00
Rémi Verschelde
10b91ee950
Merge pull request #95705 from zeux/fsr-skin-relax
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Relax motion vector updates to allow skipped frames for skeletons
2024-08-19 12:09:34 +02:00
Rémi Verschelde
7f6b4eb5ee
Merge pull request #95704 from KoBeWi/what_in_the_name_of_godot
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Don't mark settings as modified while loading
2024-08-19 12:09:29 +02:00
Rémi Verschelde
846f43c7fc
Merge pull request #95689 from Hilderin/fix-uid-paths-fail-editor-startup
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Fix `uid://` paths fail to load at editor startup
2024-08-19 12:09:25 +02:00
Rémi Verschelde
9cc53a134e
Merge pull request #95682 from zeux/fsr2-fix-free
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Fix double free in FSR2 destructor
2024-08-19 12:09:20 +02:00
Rémi Verschelde
1ac1d03857
Merge pull request #95676 from raulsntos/dotnet/clear-owner-order
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C#: Destroy script before clearing owner
2024-08-19 12:09:15 +02:00
Rémi Verschelde
c6400a8fe4
Merge pull request #95662 from clayjohn/GLES3-sky-fog
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Add fixed fog to the sky in the Compatibility renderer
2024-08-19 12:09:10 +02:00
Rémi Verschelde
6c76be2389
Merge pull request #95658 from akien-mga/openxr-fix-system-package
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OpenXR: Fix support for building against distro package
2024-08-19 12:09:06 +02:00
Rémi Verschelde
63f4186f97
Merge pull request #95253 from Kimau/claire/logitech
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OpenXR - Add Logitech Mx Ink Stylus Support
2024-08-19 12:09:01 +02:00
Rémi Verschelde
43c46b9b1b
Merge pull request #95013 from smix8/navmesh_geo_parse
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Change NavigationMesh to also parse collision shapes by default
2024-08-19 12:08:55 +02:00
Rémi Verschelde
a9eba87902
Merge pull request #93230 from raulsntos/dotnet/ios
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C#: Use Godot's LipO implementation instead of Xcode's lipo command
2024-08-19 12:08:49 +02:00
Rémi Verschelde
4afcbb1c8b
Merge pull request #92546 from AThousandShips/faster_replace
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[Core] Optimize `String::replace` methods
2024-08-19 12:08:45 +02:00
Rémi Verschelde
f4037d6f6c
Merge pull request #92496 from clayjohn/HDR-2D-sRGB
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Ensure MovieWriter output is in gamma space when using HDR 2D
2024-08-19 12:08:40 +02:00
Rémi Verschelde
824a97120e
Merge pull request #92213 from clayjohn/ambient-disabled
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Disable all sources of ambient light when `ambient_light_disabled` render mode is used
2024-08-19 12:08:31 +02:00
bruvzg
66832e9968
[Windows] Run native file dialogs in thread to make it non-blocking.
2024-08-19 12:58:16 +03:00
kleonc
1bd8372813
Fix Parallax2D repeats being not relative to its transform
2024-08-19 11:43:16 +02:00
A Thousand Ships
0c3b975ada
Fix compilation issues caused by far
identifier
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Breaks some builds on Win due to macro use of this name
2024-08-19 11:13:56 +02:00
BlueCube3310
ef9bb1a207
Implement support for bicubic lightmap filtering
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Co-authored-by: Calinou <hugo.locurcio@hugo.pro>
2024-08-19 09:52:09 +02:00
aaronp64
4d0e2ee47d
Improve time to close scene with many 3D gizmos
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Changed EditorNode3DGizmoPlugin::current_gizmos from List to HashSet, to avoid having to iterate through all gizmos when ~EditorNode3DGizmo unregisters itself.
2024-08-18 19:47:19 -04:00
Micky
4ce5856384
Remove empty [b]Example:[/b]
lines from the class reference
2024-08-19 01:00:52 +02:00
Micky
e80c44dbe7
Fix some invalid code in GDScript class reference
2024-08-19 00:55:51 +02:00
Micky
be1dc574e0
Fix some differences between ShapeCast2D and ShapeCast3D documentation
2024-08-19 00:32:14 +02:00
smix8
2e1f6b50fb
Add bounds function to NavigationMeshSourceGeometryData
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Adds get_bounds() function to NavigationMeshSourceGeometryData2D/3D to get a bounding box that covers all the geometry.
2024-08-19 00:12:37 +02:00
Hugo Locurcio
a2043f124d
Improve error messages for invalid rendering drivers/methods on the command line
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- Deduplicate rendering driver names.
- Tweak grammar and punctuation to be consistent across both messages.
- Use "rendering method" terminology in the relevant error message.
Preview:
`--rendering-driver unknown`:
Unknown rendering driver 'unknown', aborting.
Valid options are 'vulkan', 'opengl3', 'opengl3_es' and 'dummy'.
`--rendering-method unknown`:
Unknown rendering method 'unknown', aborting.
Valid options are 'forward_plus', 'mobile' and 'gl_compatibility'.
2024-08-18 23:57:54 +02:00
Joanna May
bebf2e87f2
docs: highlight lack of joystick info on majority of platforms
2024-08-18 14:47:32 -05:00
Kongfa Waroros
cb2b4ea092
Improve AudioStreamPlayer icons
2024-08-19 02:07:32 +07:00
BlueCube3310
4b266871d7
CVTT: Include float formats for hdr compression
2024-08-18 17:31:05 +02:00
Ricardo Buring
1728f80e7c
Fixed Timestep Interpolation: MultiMesh
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Adds fixed timestep interpolation to multimeshes.
Co-authored-by: lawnjelly <lawnjelly@gmail.com>
2024-08-18 17:14:59 +02:00
BlueCube3310
394ea653aa
Add Betsy to speed up BC6 compression
2024-08-18 11:14:05 +02:00
clayjohn
578049b7b9
Add fixed fog to the sky in the Compatibility renderer
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And apply luminance multiplier after fog in RD renderer
2024-08-17 23:33:26 -07:00
voidedWarranties
d65ea6fb9c
Fix virtual binding for ScriptLanguageExtension::_reload_scripts
2024-08-17 21:09:32 -07:00
Silc Lizard (Tokage) Renew
3e124298fe
Add document to clarify un-interpolatable type on animation blending
2024-08-18 09:31:49 +09:00
Arseny Kapoulkine
92f2bc70dd
Relax motion vector updates to allow skipped frames for skeletons
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Before this change, a skeleton that was not updated every frame would
result in a difference of 2+ between last_change and frame index every
frame, which would disable the buffer rotation and set motion vectors to
zero. This results in significant visual artifacts for FSR2 that are
especially prominent on the characters that move together with the view
such as the main character in third person mode.
This is a significant problem for high refresh rate displays: at 120 Hz,
we are effectively guaranteed to skip skeleton updates every other frame
with skeleton update happening during physics processing, and the lack
of physics interpolation for skeletons. This happens by default in TPS
demo when FSR2 is enabled.
In other places where motion vectors are disabled, such as multi-mesh
and mesh rendering (where previous transform is updated), the logic
effectively allows for a single-frame gap in updates, because it
compares the frame where the update happened (which is the current frame
if updates are consistent) with the current frame, so the latency of 0
means "update just happened", but both multi-mesh and mesh transform
updates permit a latency of 1 as well.
Here, however, last_change is updated *after* the frame processing has
concluded, so a zero-latency update has a distance of 1. Allowing a
distance of 2 (latency 1) reduces the severity of the problem and aligns
the logic with transform updates.
Note that the problem will still happen when refresh rate is noticeably
higher than physics rate times 2. For example, it still happens at 240
Hz. However, a longer latency allowance is inconsistent with other
transforms and could lead to issues, so ideally long term physical
interpolation of skeleton transforms would completely solve this.
2024-08-17 11:10:41 -07:00
kobewi
84e8831b89
Don't mark settings as modified while loading
2024-08-17 19:23:06 +02:00
Raul Santos
c2efbf3012
C#: Use Godot's LipO implementation instead of Xcode's lipo command
2024-08-17 17:52:35 +02:00
Artemy Fedotov
b55e97cd85
Fix EditorInterface.get_selected_paths()
working incorrectly when FileSystemDock is in split mode
2024-08-17 19:31:15 +04:00
Hilderin
da31679d12
Fix display dialog while saving scene
2024-08-17 08:45:13 -04:00
Hilderin
b1c97313e0
Fix uid:// Paths Fail to Load at Editor Startup
2024-08-17 07:19:08 -04:00