Commit graph

6850 commits

Author SHA1 Message Date
kleonc
92ea0f7dd9 Tree Fix line rendering when drag and dropping TreeItem 2021-08-25 12:03:05 +02:00
Hugo Locurcio
f5e83e7305
Merge pull request #52052 from Calinou/dynamicfont-allow-woff
Allow using WOFF fonts in DynamicFont
2021-08-25 10:37:15 +02:00
Hugo Locurcio
1ab3ddf94a
Allow using WOFF fonts in DynamicFont
This is already supported by FreeType, but it wasn't exposed.

Adding support for WOFF2 would require linking a Brotli decompression
library in Godot, so only WOFF1 is exposed here.
2021-08-25 08:09:23 +02:00
Camille Mohr-Daurat
5ce734c073
Merge pull request #52056 from jmb462/fix-raycast3D-color-update
[3.x] Fix Raycast3D color update when not colliding anymore (Fix #52051)
2021-08-24 08:11:05 -07:00
Camille Mohr-Daurat
9c893d3c78
Merge pull request #52057 from fabriceci/fix-transmission-velocity-on-wall
[3.x] Remove the transmission of the velocity when a body is on_wall Fix #51960
2021-08-24 08:02:29 -07:00
fabriceci
13d5fa2c43 Remove the transmission of velocity when a body is on_wall 2021-08-24 11:29:40 +02:00
jmb462
5de6376a22 Fix Raycast3D color update when not colliding anymore 2021-08-24 11:24:02 +02:00
Max Hilbrunner
8c98320f93
Merge pull request #51967 from Calinou/spatialmaterial-gles2-allow-more-features
Allow clearcoat, anisotropy and refraction in SpatialMaterial in GLES2
2021-08-23 16:01:55 +02:00
Hugo Locurcio
43da1790c8
Remove deprecation warning for BaseButton.enabled_focus_mode
There were too many instances of false positives that are difficult
to fix. The note in the class reference has been clarified instead.
2021-08-22 21:47:53 +02:00
Anas Saifi
4874270592
Removed unused variable 2021-08-22 15:58:45 +05:30
Anas Saifi
9b06355488
Update scene/gui/rich_text_label.cpp
Co-authored-by: bruvzg <7645683+bruvzg@users.noreply.github.com>
2021-08-22 15:18:52 +05:30
anazr9
b8bf2ec3cd fixed crash with RichTextLabel [fill] tag #51968 by using 3.3 as reference 2021-08-22 14:17:01 +05:30
Hugo Locurcio
33d23281cb
Allow clearcoat, anisotropy and refraction in SpatialMaterial in GLES2
These SpatialMaterial features work just fine in GLES2,
but they were not exposed in the inspector when GLES2 was used.
2021-08-22 02:18:36 +02:00
Rémi Verschelde
6a058cbf39
Merge pull request #51746 from Calinou/add-shader-comment-3.x
Add a comment at the top of generated shaders (3.x)
2021-08-19 00:16:29 +02:00
Rémi Verschelde
a67eaa67b0
Merge pull request #51732 from codecat/fix-caret-selection-3.x
Move cursor to edge of selection when moving caret left/right
2021-08-18 20:12:19 +02:00
Yuri Sizov
29f0a0eebf Adjust the material key bit size for ParticlesMaterial 2021-08-18 17:53:24 +03:00
Melissa Geels
6bf6d18ee1 Move cursor to edge of selection when moving caret left/right
This is to mimic the behavior of many third party text editors.
The reasons it's not doing it when moving by word is due to that
behavior being mostly the same on other editors.

This was backported to 3.x from pull request #51502.
2021-08-18 14:28:57 +02:00
Rémi Verschelde
1de8f31448
CI: Upgrade Emscripten to 2.0.25
That's the version used by current containers for Godot 3.4.

Fixes a couple stray warnings that new Emscripten/LLVM catches.
2021-08-18 11:13:34 +02:00
Rémi Verschelde
92a7ae022d
Merge pull request #51769 from The-O-King/oct_split_stream_fix
Fix Octahedral/Split Stream Options
2021-08-18 08:01:56 +02:00
Omar El Sheikh
a63028e172 Fix Octahedral/Split Stream Options
Update mesh_surface_get_format_stride and
mesh_surface_make_offsets_from_format to return an array of offsets and
an array of strides in order to support vertex stream splitting

Update _get_array_from_surface to also support vertex stream splitting

Add a condition on split stream usage to ensure it does not get used on
dynamic meshes

Handle case when Tangent is compressed but Normal is not compressed

Make stream splitting option require a restart in the settings

Update SoftBody and Sprite3D to support and use strides and offsets
returned by updated visual_server functions

Update Sprite3D to use the dynamic mesh flag
2021-08-17 16:11:47 -04:00
Haoyu Qiu
5f316aa216 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.
2021-08-18 00:46:51 +08:00
Rémi Verschelde
c0fc475078
Merge pull request #51521 from lawnjelly/portals_occluders
Sphere occluders (portals and general use)
2021-08-17 13:55:34 +02:00
Rémi Verschelde
53cc7a9be9
Merge pull request #51648 from pycbouh/editor-merge-custom-theme-3.x
[3.x] Add support for partial custom editor themes
2021-08-17 13:12:49 +02:00
Rémi Verschelde
e321b5c12f
Merge pull request #51489 from nekomatata/fix-moving-platform-3d-snap-3.x
[3.x] Fix 2D/3D character snap on moving platforms
2021-08-17 11:40:17 +02:00
lawnjelly
115f4dce55 Sphere occluders (portals and general use)
Add framework for supporting geometrical occluders within rooms, and add support for sphere occluders.
Includes gizmos for editing.

They also work outside the portal system.
2021-08-17 09:02:06 +01:00
Gordon MacPherson
f038c6a926 Fix octahedral compression with Sprite3D
Needs a default which is not zero
2021-08-16 22:25:44 +01:00
PouleyKetchoupp
be13538b71 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.

Now it's done in both 2D and 3D, as it's already done in 2D on master.
2021-08-16 11:30:28 -07:00
Rémi Verschelde
dc1b18e832
Merge pull request #51743 from fabriceci/3x-avoid-useless-snap
[3.x] Avoid useless call to move and collide during snapping
2021-08-16 20:19:39 +02:00
Hugo Locurcio
8dae2f9f00
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 SpatialMaterial).

The Godot version is also included in case the shader needs to be
regenerated with a newer engine version.
2021-08-16 18:46:55 +02:00
fabriceci
2cb364bab1 Avoid to snap when the body is already on the floor. 2021-08-16 18:09:44 +02:00
Rémi Verschelde
7722eea613
Merge pull request #51252 from kleonc/tab_container-fix-disconnecting-errors-3x
[3.x] TabContainer: Fix error on removing top-level Control child, Remove _get_tab method
2021-08-16 10:35:45 +02:00
Rémi Verschelde
450f7fdc39
Merge pull request #51690 from QbieShay/rotate-y-fix
fixed rotate y flag causing the position to reset
2021-08-15 12:18:54 +02:00
QbieShay
32c287e01b fixed rotate y flag causing the position to reset 2021-08-15 11:35:22 +02:00
Yuri Sizov
ab25266213 Add support for partial custom editor themes 2021-08-14 02:11:54 +03:00
Rémi Verschelde
54d14a912a
Merge pull request #51402 from tinmanjuggernaut/texture_array_anisotropic
[3.x] Add Anisotropic Filter option for TextureArrays
2021-08-13 08:46:22 +02:00
Rémi Verschelde
f75d8d5c04
Merge pull request #51589 from Geometror/improve-stylebox-aa-3.x
StyleBox fake AA improvements (make anti aliasing size a float property) [3.x]
2021-08-13 01:33:01 +02:00
Rémi Verschelde
4b514bfdff
Merge pull request #51577 from m4gr3d/update_external_texture_config
Update external texture flag configuration.
2021-08-12 22:55:15 +02:00
Hendrik Brucker
6d05ef9ccb StyleBox fake AA improvements (aa_size float property) 2021-08-12 22:21:34 +02:00
Rémi Verschelde
e2e34812fe
Merge pull request #51556 from fabriceci/fix-move-and-slide-regression-multiple-collision-3x
[3.x] Fix move and slide regression by allowing multiple collision direction
2021-08-12 20:37:48 +02:00
Fredia Huya-Kouadio
2cc1cdc27b Update external texture flag configuration. 2021-08-12 10:46:09 -07:00
Cory Petkovsek
fb609b22e4 Add Anisotropic Filtering option for TextureArrays 2021-08-12 23:56:03 +08:00
Rémi Verschelde
f3441fcff0
i18n: Sync translations with Weblate
And sync template with current 3.x codebase.
2021-08-12 17:08:10 +02:00
Anilforextra
081bc20d66
Remove unused swap template.
(cherry picked from commit e3872a244d)
2021-08-12 16:46:02 +02:00
Melissa Geels
ac40f5bb75
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.

(cherry picked from commit 408401a642)
2021-08-12 16:43:22 +02:00
Paulb23
ea0456679a
Redraw on item list custom bg/fg colour change
(cherry picked from commit 738b0fdae5)
2021-08-12 16:42:16 +02:00
Jason Knight
955f2ba75e
Removed the alteration of status.hovering during Focus Enter and Focus Exit events.
This is incorrect and not fully implemented, and results in inconsistency in the UI and in the hovering variable.

(cherry-picked from commit edcbe88389)
2021-08-12 16:37:35 +02:00
Rémi Verschelde
1cd10461ca
Merge pull request #50351 from JestemStefan/node_2D_zero_scale_det_bug
[3.x] Limit scale of `Node2D` to EPSILON (0.00001) to prevent det==0 error
2021-08-12 15:41:04 +02:00
Rémi Verschelde
02541db309
Merge pull request #51565 from mortarroad/3.x-fix-cpu-particles-spread
[3.x] Fix CPU Particles spread
2021-08-12 14:23:22 +02:00
Morris Tabor
a517ed7c6d Fix CPU Particles spread
Fixes https://github.com/godotengine/godot/issues/51162
This is the same change as for the GPU Particles in https://github.com/godotengine/godot/pull/47310, including the recent fix for zero direction vectors.
2021-08-12 14:00:02 +02:00
Rémi Verschelde
07c70efcbb
Merge pull request #51555 from mortarroad/3.x-fix-mipmap-loading
[3.x] Fix loading mipmaps, if the mipmap levels have different formats.
2021-08-12 13:17:10 +02:00
fabriceci
1d5a01d12d Fix regression by allowing multiple collision direction 2021-08-12 12:23:17 +02:00
Morris Tabor
0e26f1747b Fix loading mipmaps, if the mipmap levels have different formats.
Fixes https://github.com/godotengine/godot/issues/50647
2021-08-12 12:18:13 +02:00
Morris Tabor
fb9685daaa Fix regressions caused by recent particle spread refactor
Caused by https://github.com/godotengine/godot/pull/47310
Fixes https://github.com/godotengine/godot/issues/51043
Fixes https://github.com/godotengine/godot/issues/51424
2021-08-12 11:47:05 +02:00
Haoyu Qiu
f4a6737eed Improve NavigationMesh typing, parameter validation and documentation 2021-08-11 18:18:27 +08:00
Rémi Verschelde
03c41fa34c
Merge pull request #51458 from nekomatata/moving-platforms-3d-3.x
[3.x] Fix 3D moving platform logic
2021-08-10 14:12:47 +02:00
Rémi Verschelde
7c6bdea33c
Merge pull request #47416 from Calinou/add-contrast-adaptive-sharpening-3.x
Add support for contrast-adaptive sharpening in 3D (GLES3 only)
2021-08-10 10:08:24 +02:00
clayjohn
f7dbcf95e1 Allow unclamped colors in Sprite3D 2021-08-09 21:44:21 -07:00
PouleyKetchoupp
da159cd258 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 18:55:49 -07:00
Rémi Verschelde
0403cb8ad5
Merge pull request #51447 from nekomatata/fix-moving-platform-rotation-3.x
[3.x] Fix applied rotation from moving platforms in move_and_slide
2021-08-09 23:20:35 +02:00
PouleyKetchoupp
f101349225 Fix applied rotation from moving platforms in move_and_slide
When synchronizing KinematicBody 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 12:04:57 -07:00
Rémi Verschelde
89313b9ed1
Merge pull request #51403 from lawnjelly/portals_move_settings
Portals - fix PVS generation and move settings
2021-08-09 00:17:13 +02:00
lawnjelly
f3e6547a99 Portals - fix PVS generation and move settings
Fixed a bug in the complex PVS generation which was causing recursive loop.
Move some of the settings out of RoomManager into Project Settings.
Allow PVS generation method to be selected from Project Settings, and control PVS logging.
2021-08-08 19:57:27 +01:00
Rémi Verschelde
0b461cbb01
Merge pull request #51218 from timothyqiu/more-i18n-3x
[3.x] Fix various i18n failures
2021-08-08 19:24:45 +02:00
Rémi Verschelde
be22d7b013
Merge pull request #51396 from lawnjelly/portals_sprite3d
Portals - add support for Sprite3D
2021-08-08 17:47:32 +02:00
Rémi Verschelde
6149304c3a
Merge pull request #51394 from lawnjelly/portals_fix_log_crash
Portals - fix crash when logging link room names
2021-08-08 17:47:05 +02:00
Rémi Verschelde
52b3891b59
Merge pull request #51392 from lawnjelly/portals_autolink_internal
Portals - fix autolinking to internal rooms
2021-08-08 17:46:37 +02:00
lawnjelly
fc3c01db0f Portals - add support for Sprite3D
Add support for Sprite3D and animated Sprite3D.
2021-08-08 15:43:24 +01:00
lawnjelly
ef894c0966 Portals - fix crash when logging link room names
The checking for link room IDs was checking for less than size(), but was not correctly checking for -1,
and therefore reading outside the array range. This PR fixes this.
2021-08-08 15:00:39 +01:00
lawnjelly
a339f6fc49 Portals - fix autolinking to internal rooms
Portal autolinking was previously agnostic to room priorities, which meant that portals would link to the first room they found (often outside rooms). This PR fixes this by making the autolinking priority aware, and will preferentially link to internal rooms.
2021-08-08 14:37:04 +01:00
lawnjelly
cfe806a929 Portals - Fix secondary PVS bug
Fixes a bug whereby it read from the primary PVS in the gameplay monitor, using the size from the secondary PVS. This would read out of bounds and crash.

Removed debug code to update the gameplay monitor from the preview camera - this is no longer required.

Temporarily revert to the simple PVS generation method, because I've noticed a bug in the complex version, and the simple version is safer while I fix this.
2021-08-08 14:02:38 +01:00
Rémi Verschelde
41cf7f2760
Merge pull request #51358 from raulsntos/fix-51342-3.x
[3.x] Fix Path3D initial forward calculation
2021-08-07 13:30:11 +02:00
Rémi Verschelde
b44f2126f6
Merge pull request #51334 from pycbouh/classref-get-theme-items-3.x
[3.x] Improve `Control`'s theme item methods documentation
2021-08-07 12:41:54 +02:00
Raul Santos
102ec1042b Fix Path3D initial forward calculation 2021-08-07 12:40:14 +02:00
Yuri Sizov
71ec6dba67 Improve Control's theme item methods documentation 2021-08-06 22:31:58 +03:00
kleonc
2eeed26d67 TileMap Fix trying to get data for tile not existing in attached TileSet 2021-08-06 18:52:04 +02:00
lawnjelly
770d9f8220 Portals - add gizmo handles for editing portals and rooms
Gizmo handles are added for much more user friendly editing of portals and room bounds.
2021-08-06 07:53:22 +01:00
Rémi Verschelde
28b5f07355
Merge pull request #51277 from lawnjelly/portals_debug_collision_shapes 2021-08-05 16:39:03 +02:00
lawnjelly
258831c12e Portals - fix showing debug collision shapes
Set the portal_mode to GLOBAL on creation.
2021-08-05 13:28:11 +01:00
lawnjelly
f4c5092027 Portals - rooms_set_active needs Editor check
Calling rooms_set_active with TOOLS_ENABLED from a running project resulted in a crash because the Spatial Editor is not available. Wrapped it in an is_editor_hint.
2021-08-05 13:14:00 +01:00
kleonc
063d1a5d53 TabContainer: Fix error on removing top-level Control child, Remove _get_tab method 2021-08-04 22:10:06 +02:00
Yuri Sizov
e7bd53b690 Make theme item overrides more obvious in the Inspector 2021-08-04 17:02:00 +03:00
Haoyu Qiu
87e49183bc Fix various i18n failures 2021-08-03 23:36:43 +08:00
kleonc
8274d18244
TabContainer Fix moving dropped tab at incorrect child index
(cherry picked from commit a5a4532378)
2021-08-03 10:20:18 +02:00
foxydevloper
f807c7e569
Name nodes added from drag & drop by name_casing
(cherry picked from commit 07a8f0fe38)
2021-08-03 10:18:04 +02:00
Raul Santos
d46d66020e
Fix forward calculation in PathFollow3D for the position at the end of the curve
(cherry picked from commit e23f6a5bba)
2021-08-03 10:18:04 +02:00
Rémi Verschelde
69c194736d
VariantParser: Fix uninitialized ResourceParser funcs
They could cause a segfault when parsing values with ID "Resource"
as apparently we never set a valid `func` for it.

Fixes crash part of #42115.

(cherry picked from commit f3aaa713d9)
2021-08-03 09:33:25 +02:00
vitika9
bea67d7763
Fixed Camera2D's reset_smoothing() does not work as described
(cherry picked from commit 22eaec6895)
2021-08-03 09:15:33 +02:00
Rémi Verschelde
08b67aabb8
Merge pull request #51193 from timothyqiu/atp-remove
memdelete the node in AnimationTreePlayer.remove_node
2021-08-03 08:08:22 +02:00
Rémi Verschelde
7b97243521
Merge pull request #51040 from nekomatata/layer-grid-32-3.x
[3.x] Refactor layer property editor grid
2021-08-02 21:14:43 +02:00
Haoyu Qiu
859922a5f0 Delete the node in AnimationTreePlayer.remove_node 2021-08-03 00:12:04 +08:00
Rémi Verschelde
73c6ab0215
Merge pull request #51152 from lawnjelly/portals_improve_ui 2021-08-02 14:40:18 +02:00
lawnjelly
2eae35693e Portals - change import naming convention to postfix
In response to user demand, the naming convention for importing levels from blender etc is changed from prefixes `Room_` and `Portal_` to postfixes `-room`, `-roomgroup`, `-portal`.
2021-08-02 11:04:02 +01:00
lawnjelly
8c4c6a93b0 Portals - Remove node naming restrictions
The use of special prefixes is only actually required during the import phase - the first conversion of rooms, roomgroups, and portals from Spatials and MeshInstances (based on the workflow of importing from blender).

Once converted to the native Godot nodes there is no longer a need for the naming requirements.

This PR removes the requirements except for the import. Manual portal linking after the initial conversion is now done exclusively using the `linked_room` nodepath property of the Portal.
2021-08-01 20:04:58 +01:00
lawnjelly
776623d56b Portals - Improve UI and add shortcuts
This PR makes the 'convert rooms' button permanently on the toolbar and accessible whichever node is selected, so you can convert rooms without having to select the RoomManager first.

It also adds a togglable item 'view portal culling' to the 'View' menu which is a simple way of setting the RoomManager 'active' setting without the RoomManager being the selected node.

Both of these have keyboard shortcuts, which should make it much faster to reconvert rooms and edit.

In addition there the string in the 'Perspective' Listbox is modified to show [portals active] when portal culling is operational, for visual feedback. This is updated when you change modes, and when the rooms are invalidated.
2021-08-01 19:54:16 +01:00
Marcel Admiraal
e2d0dfe3c7 Ensure node's area tree signals are disconnected when clearing monitoring,
even if nodes are no longer in the tree.
2021-07-31 07:14:03 +01:00
PouleyKetchoupp
e0e9f575ae Refactor layer property editor grid
- Now able to display up to 32 layers in physics (still 20 for render)
- Adjustable grid size to fit available space in dock
- Expansion icon to display more layers vertically
- Layer numbers in cells to help with selection
2021-07-30 11:43:04 -07:00
Rémi Verschelde
9735f2803c
Merge pull request #46800 from The-O-King/normal_compression
[3.x] Implement Octahedral Map Normal/Tangent Attribute Compression
2021-07-30 17:34:47 +02:00
Omar El Sheikh
d274284069 Octahedral Normal/Tangent Compression
Implement Octahedral Compression for normal/tangent vectors
*Oct32 for uncompressed vectors
*Oct16 for compressed vectors

Reduces vertex size for each attribute by
*Uncompressed: 12 bytes, vec4<float32> -> vec2<unorm16>
*Compressed: 2 bytes, vec4<unorm8> -> vec2<unorm8>

Binormal sign is encoded in the y coordinate of the encoded tangent

Added conversion functions to go from octahedral mapping to cartesian
for normal and tangent vectors

sprite_3d and soft_body meshes write to their vertex buffer memory
directly and need to convert their normals and tangents to the new oct
format before writing

Created a new mesh flag to specify whether a mesh is using octahedral
compression or not
Updated documentation to discuss new flag/defaults

Created shader flags to specify whether octahedral or cartesian vectors
are being used

Updated importers to use octahedral representation as the default format
for importing meshes

Updated ShaderGLES2 to support 64 bit version codes as we hit the limit
of the 32-bit integer that was previously used as a bitset to store
enabled/disabled flags
2021-07-30 10:29:09 -04:00
Rémi Verschelde
7f4eafa6f2
Merge pull request #50983 from Calinou/editor-use-bullet-points-3.x
Use bullet points in the editor instead of dashes where relevant
2021-07-30 13:42:27 +02:00
Aaron Franke
e47018ffa4
[3.x] Fix building with the FreeType module disabled 2021-07-29 21:47:40 -05:00