Commit graph

2808 commits

Author SHA1 Message Date
Haoyu Qiu
bdfb3884ff Fix parameter validation when renaming in AnimationLibrary 2022-04-13 22:14:47 +08:00
Rémi Verschelde
d1bb77076a
Merge pull request #60004 from fire-forge/anim-loop-enum 2022-04-13 13:07:34 +02:00
Hendrik Brucker
cf58d23a72 Add Vector4 to VisualShader 2022-04-12 19:09:29 +02:00
Yuri Rubinsky
3d63f6e36d
Merge pull request #60171 from Chaosus/restore_aa 2022-04-12 18:09:58 +03:00
Yuri Roubinsky
6e9535a9c8 Restore antialiasing for draw_line 2022-04-12 13:03:56 +03:00
bruvzg
4bf99f4af2 Narrow FileAccess scope to prevent deadlocks. 2022-04-12 10:54:39 +03:00
Rémi Verschelde
3fc7a96cf8
Merge pull request #60120 from Calinou/environment-editor-ssil-tonemap-hide
Hide SSIL properties when SSIL is disabled in the Environment resource
2022-04-11 20:34:28 +02:00
Rémi Verschelde
4ab86c6731
Merge pull request #59980 from reduz/animation-libraries 2022-04-11 14:18:35 +02:00
reduz
6f401439f8 Implement Animation Libraries
* Instead of containing single animations, AnimationPlayer now contains libraries.
* Libraries, in turn, contain the animations.

This paves the way for implementing the possibility of importing scenes as animation libraries, finally allowing to import animations separate from the 3D models.

Missing (will be done on separate PRs):

* Make it possible to import scenes (dae/fbx/gltf) as animation libraries.
* Make it possible for AnimationTree to import animation libraries on its own, so it does not rely on AnimationPlayer for everything.
2022-04-11 12:51:54 +02:00
bruvzg
9381acb6a4
Make FileAccess and DirAccess classes reference counted. 2022-04-11 13:28:51 +03:00
FireForge
197be78bc5 Fix Theme type group naming in the inspector 2022-04-10 22:18:21 -05:00
Hugo Locurcio
f9c0a66d6e
Hide SSIL properties when SSIL is disabled in the Environment resource
- Hide Tonemap White property when the tonemapper is Linear
  (as linear tonemapping does not use a whitepoint).
2022-04-10 23:44:19 +02:00
Hugo Locurcio
bc2ca2ebcf
Add dithering to ProceduralSkyMaterial to combat banding
Dithering was already present in PhysicalSkyMaterial. This brings
it to ProceduralSkyMaterial as well, with the same algorithm
and default intensity.
2022-04-09 18:29:41 +02:00
Pawel Lampe
fcd26b8841 Fix navmesh baking
- improved mesh data calculation from standalone static colliders so that no
  VisualServer calls are performed - and thus no VS mutexes need to
  be locked in case of on-thread baking
- improved the same for GridMap's static colliders
2022-04-08 21:01:59 +02:00
FireForge
28261b3da8 Add enum hint for Animation.loop_mode 2022-04-07 17:19:32 -05:00
bruvzg
f851c4aa33
Fix some issues found by cppcheck. 2022-04-06 14:34:37 +03:00
Rémi Verschelde
e9699dca02
Merge pull request #58062 from Calinou/panoramaskymaterial-default-black 2022-04-05 15:21:01 +02:00
Rémi Verschelde
b512fe67a6
Merge pull request #59888 from akien-mga/clang-tidy 2022-04-04 23:57:30 +02:00
Pawel Lampe
e17e4b34a8 Fix debug navmesh errors 2022-04-04 23:03:14 +02:00
Rémi Verschelde
b78aa4fe19 Style: Apply clang-tidy to current code, add readability-redundant-member-init 2022-04-04 21:49:51 +02:00
Rémi Verschelde
f8ab79e68a Zero initialize all pointer class and struct members
This prevents the pitfall of UB when checking if they have been
assigned something valid by comparing to nullptr.
2022-04-04 19:49:50 +02:00
bruvzg
28520002cf
Fix center aligned text clipping. 2022-04-04 09:04:05 +03:00
FireForge
60dfe76e1f Fix group name in FastNoise and Gradient 2022-03-31 21:21:04 -05:00
reduz
45f74ceb85 Add PortableCompressedTexture
* Resource that allows saving textures embedded in scenes or standalone.
* Supports only formats that are portable: Lossy, Lossles or BasisUniversal

This is something I wanted to add for a long time. I made it now because @fire
requires it for importing GLTF2 files with embedded textures, but also this
will allow saving Godot scenes as standalone binary files that will run
in all platforms (because textures will load everywhere).

This is ideal when you want to distribute individual standalone assets online
in games that can be built from Godot scenes.
2022-03-30 10:39:41 +02:00
Rémi Verschelde
f6ef63635f
Merge pull request #59659 from fountainment/fix_callable_bind_usage
Fix Callable::bind usage in connections_dialog.h and packed_scene.cpp
2022-03-30 09:00:07 +02:00
Yuri Roubinsky
509598e8c0 Remove SHADOW_ATTENUATION spatial light shader built-in 2022-03-29 08:43:31 +03:00
C.Even
619d9d143b Fix Callable::bind usage in connections_dialog.h and packed_scene.cpp
* Callable::bind takes an array of pointers to Variant
* Fixes #57057
2022-03-29 12:15:36 +08:00
Rémi Verschelde
5149db8d85
Merge pull request #59644 from akien-mga/template-no-editor-dep 2022-03-28 23:35:51 +02:00
Rémi Verschelde
f3bd700767
Merge pull request #59619 from Chaosus/vs_input_desc 2022-03-28 22:32:11 +02:00
Rémi Verschelde
324215c485
Merge pull request #59525 from fire-forge/fix-group-names 2022-03-28 21:44:35 +02:00
Rémi Verschelde
45ec0e31c3 Remove last editor code dependencies in template build
SConstruct change also makes it possible to outright delete the `editor`
folder in a `tools=no` build, which we use in CI to ensure no invalid
cross-dependencies are added.
2022-03-28 21:13:01 +02:00
FireForge
88b09694e7 Fix inspector group name capitalization 2022-03-28 14:02:06 -05:00
Yuri Roubinsky
9edbdc4f36 Add refs to shading language to the desciption of input nodes in vshader 2022-03-28 22:01:10 +03:00
Rémi Verschelde
7119d355eb String: Remove TTR and DTR defines in non-tools build
This ensures we don't use TTR in runtime code, as it's specifically meant
to source translations for the editor.
2022-03-28 20:26:35 +02:00
Rémi Verschelde
f0407ad14d
Merge pull request #59336 from YeldhamDev/where_we_dropping_boys 2022-03-26 23:30:07 +01:00
Rémi Verschelde
0d772c6e6e Improve range property hints for various collision shapes
Fixes #36419.

Co-authored-by: Andrii Doroshenko (Xrayez) <xrayez@gmail.com>
2022-03-26 16:20:30 +01:00
FireForge
bb7e6e9951 Rename "ss_reflections_" to "ssr_" in Environment 2022-03-25 14:37:01 -05:00
bruvzg
78051f93a3
Convert the editor and default theme fonts to WOFF2 format to save space. 2022-03-25 11:45:55 +02:00
Rémi Verschelde
99139e17e4
Merge pull request #59170 from akien-mga/import-wav-configure-loop-mode 2022-03-22 13:26:31 +01:00
Michael Alexsander
94b8f38de2 Add visual marker when dragging and dropping tabs 2022-03-21 22:16:29 -03:00
Rémi Verschelde
ef24e95f4a
Merge pull request #59268 from Chaosus/shader_renames2
Rename several transform built-ins in shaders
2022-03-18 19:24:38 +01:00
Rémi Verschelde
5c8bd6fd71
Merge pull request #58233 from bruvzg/gde_ts 2022-03-18 14:29:58 +01:00
Yuri Roubinsky
0d9aecd967 Rename several transform built-ins in shaders 2022-03-18 12:10:55 +03:00
Rémi Verschelde
acc9b5b390
Merge pull request #55399 from RPicster/particlesmaterial-sphere-emittershape
ParticleMaterial: Sphere emission shape emitting from the volume.
2022-03-18 08:21:59 +01:00
bruvzg
f19cd44346
Unify TextServer built-in module and GDExtension code. 2022-03-17 08:15:29 +02:00
Bastiaan Olij
57e5a33623 Split dummy renderer classes into separate files
Split canvas_texture_storage and texture_storage from render_storage class
2022-03-16 17:43:10 +11:00
Rémi Verschelde
b389ce5ccd ResourceImporterWAV: Allow configuring loop mode on import
The new `edit/loop_mode` import options lets user choose to either:
- Detect loop points from the WAV (default, same behavior as before)
- Set the loop mode and loop points manually like in AudioStreamSample

Fixes #46164.
2022-03-15 16:16:09 +01:00
Rémi Verschelde
6721290831
Merge pull request #58018 from Calinou/procedural-sky-add-cover-texture
Add sky cover texture for ProceduralSkyMaterial
2022-03-13 00:56:09 +01:00
Rémi Verschelde
e56b69269f
Merge pull request #59013 from bruvzg/fake_bold_italics 2022-03-11 14:24:13 +01:00
bruvzg
b32e8d63d8
Add options to embolden and transform font outlines to simulate bold and italic typefaces. 2022-03-11 14:02:30 +02:00
Rémi Verschelde
768f9422bc Convert uses of DirAccess * to DirAccessRef to prevent memleaks
`DirAccess *` needs to be deleted manually, and this is often forgotten
especially when doing early returns with `ERR_FAIL_COND`.
`DirAccessRef` is deleted automatically when it goes out of scope.

Co-authored-by: bruvzg <7645683+bruvzg@users.noreply.github.com>
2022-03-11 09:13:11 +01:00
Rémi Verschelde
af9a60d5b3
Merge pull request #58965 from TechnoPorg/remove-stex-occurrences
Remove more occurrences of "stex"
2022-03-11 08:00:52 +01:00
TechnoPorg
f4bc9f5821 Remove more occurrences of "stex" 2022-03-10 18:31:48 -07:00
reduz
6f51eca1e3 Discern between virtual and abstract class bindings
* Previous "virtual" classes (which can't be instantiated) are not corretly named "abstract".
* Added a new "virtual" category for classes, they can't be instantiated from the editor, but can be inherited from script and extensions.
* Converted a large amount of classes from "abstract" to "virtual" where it makes sense.

Most classes that make sense have been converted. Missing:

* Physics servers
* VideoStream
* Script* classes.

which will go in a separate PR due to the complexity involved.
2022-03-10 12:28:11 +01:00
Yuri Roubinsky
4d6790e9df Add _get_func_code/_is_available virtual functions to custom nodes 2022-03-08 16:23:44 +03:00
Rémi Verschelde
eb8ce0ce68
Merge pull request #58750 from Chaosus/vs_varyings
Add varying support to visual shaders
2022-03-07 07:41:11 +01:00
Rémi Verschelde
bb5d71f6cc
Merge pull request #58719 from Chaosus/vs_builtins
Adds few more input/output built-ins to visual shader
2022-03-07 07:39:51 +01:00
Rémi Verschelde
d37e8586be
Merge pull request #58788 from reduz/rename-streamtexture
Rename StreamTexture* to CompressedTexture*
2022-03-06 00:19:55 +01:00
kobewi
bc3aff9b46 Various code and documentation improvements 2022-03-05 22:00:35 +01:00
reduz
ccd4cdfd8b Rename StreamTexture* to CompressedTexture*
* Its not and will not be used for streaming.
* Streaming will be implemented in 4.1 and it will work different.
* It makes more sense to be called CompressedTexture since it imports and compresses texture files.
2022-03-05 16:43:38 +01:00
Markus Sauermann
c2e9b0c566 Reverse tangents of capsule mesh 2022-03-05 09:23:59 +01:00
Yuri Roubinsky
15a87f8e92 Add varying support to visual shaders 2022-03-04 23:30:47 +03:00
Rémi Verschelde
b2e19b2499 Animation: Silence false positive -Wstringop-overflow warning
And disable debug code which was wrongly left enabled.
2022-03-04 17:10:22 +01:00
Yuri Roubinsky
2f8cb76899 Adds few more input/output built-ins to visual shader 2022-03-03 21:28:23 +03:00
JFonS
73f92a6e4d
Merge pull request #58548 from V-Sekai/lod_lightmaps
Allow automatic lod when importing 3D scenes with Static Lightmaps
2022-03-01 10:23:25 +01:00
kobewi
678ec9bcde Don't abort loading scene on missing dependency 2022-02-26 12:02:05 +01:00
K. S. Ernest (iFire) Lee
ab15267096 Allow automatic lod when importing 3D scenes with Static Lightmaps
Avoid the normal merge procedure when uv2s are different and makes generating LODs happen after the lightmap generation
2022-02-25 18:03:09 -08:00
Hugo Locurcio
1d9bc35496
Add a Skew property to StyleBoxFlat
This makes it possible to create more aesthetically pleasing
styleboxes for GUI theming, especially in games that have
a futuristic appearance (where skewed buttons and progress bars
are common).
2022-02-26 02:39:36 +01:00
Rémi Verschelde
4dc8214831
Merge pull request #58496 from JFonS/fix_lm_crash 2022-02-24 13:29:51 +01:00
jfons
d0fd5fd3c7 Add sanity checks to lightmap unwrap texel size 2022-02-24 13:00:51 +01:00
clayjohn
fe49244611 Use Filament specular models and parametrization 2022-02-22 19:39:41 -08:00
Rémi Verschelde
872e8a43ca
Merge pull request #58343 from aaronfranke/negative-shape-warning 2022-02-22 15:35:18 +01:00
Rémi Verschelde
0beb721c70
Merge pull request #58344 from TokageItLab/fix-cubic-interpolate-with-loop 2022-02-22 12:18:08 +01:00
Rémi Verschelde
ac1a55bc63
Merge pull request #58367 from V-Sekai/tileset_atlas_crash_fix 2022-02-21 11:18:00 +01:00
Markus Sauermann
79a75cd683 simplify calculation of max in grayscale 2022-02-20 18:36:46 +01:00
SaracenOne
257a71d29e Fix nullptr error in _update_padded_texture on texture with no image 2022-02-20 17:22:14 +00:00
Silc 'Tokage' Renew
f3895e7a67 Fixed cubic interpolate with loop 2022-02-20 15:46:58 +09:00
Aaron Franke
9f048f4c4d
Show an error when setting a negative size on a collision shape 2022-02-20 00:37:49 -06:00
Haoyu Qiu
dd9ba6de9f Fix crash when importing small GLTF mesh 2022-02-19 13:30:17 +08:00
clayjohn
63cb91e05c Revert "Default to real-time radiance map filter for environment sky reflections"
This reverts commit 09563e4bd8.
2022-02-17 23:13:32 -08:00
Rémi Verschelde
b8b4580448
Style: Cleanup single-line blocks, semicolons, dead code
Remove currently unused implementation of TextureBasisU, could be re-added
later on if needed and ported.
2022-02-16 14:06:29 +01:00
Rémi Verschelde
6d57587396
Merge pull request #57931 from Calinou/sky-default-filter-realtime 2022-02-15 20:29:57 +01:00
Rémi Verschelde
760a95e86a
Merge pull request #57877 from bruvzg/subpixel_gl_pos 2022-02-15 13:58:38 +01:00
Rémi Verschelde
b3507ab0cd
Merge pull request #58100 from Calinou/environment-clamp-sky-contribution
Clamp environment light sky contribution to the [0.0; 1.0] range
2022-02-15 07:42:30 +01:00
Hugo Locurcio
c10e97b604
Clamp environment light sky contribution to the [0.0; 1.0] range
The value is already clamped in the editor, but it wasn't being
clamped when the value was set via code. Values outside the [0.0; 1.0]
range can result in broken rendering.
2022-02-14 17:15:32 +01:00
Hugo Locurcio
15244e55bd
Improve completion scroll bar visibility in the script editor
This makes the scroll bar bar thicker and more opaque (roughly
matching the editor theme's scroll bar by default).
2022-02-14 16:49:08 +01:00
Rémi Verschelde
cd6301ae25
Merge pull request #58008 from Geometror/increase-checkerboard-contrast 2022-02-14 15:22:50 +01:00
Hugo Locurcio
a86deac049
Default PanoramaSkyMaterial texture to black instead of white
This prevents blinding the user while the user is still setting up
the panorama sky texture.
2022-02-13 22:03:09 +01:00
Rémi Verschelde
7224389468
Merge pull request #57954 from TokageItLab/refactor-cubic-interpolate
Implement `cubic_interpolate()` as MathFunc for refactoring
2022-02-13 10:34:13 +01:00
bruvzg
29199579f7
Add sub-pixel glyph positioning support. 2022-02-12 19:55:52 +02:00
Hugo Locurcio
56b604bef7
Add sky cover texture for ProceduralSkyMaterial
This brings PhysicalSkyMaterial's Night Sky functionality to
ProceduralSkyMaterial, but in a more powerful and general fashion.

This can be used to display stars at night, or clouds at day and night.
For clouds, it won't be physically accurate, but it can look good still.

The Sky Cover Modulate property can be used to adjust the sky cover's
colors and opacity in real-time, which is useful for day/night or weather
transitions.
2022-02-12 18:39:57 +01:00
Rémi Verschelde
498805282a
Merge pull request #57993 from Calinou/sky-tweak-default-values 2022-02-12 16:46:19 +01:00
Hendrik Brucker
8ebecf5095 Increase checkerboard texture contrast 2022-02-12 14:55:07 +01:00
Rémi Verschelde
93710edb60
Merge pull request #57319 from IgorKordiukiewicz/sprite3d-error-message 2022-02-12 10:22:40 +01:00
Silc 'Tokage' Renew
865da09871 Implement cubic_interpolate() as MathFunc for refactoring 2022-02-12 18:11:17 +09:00
Rémi Verschelde
7a7fabe4f6
Merge pull request #57641 from Geometror/compilation-time-improvements-1 2022-02-12 09:46:02 +01:00
Hendrik Brucker
b396fd4eef Improve compilation speed (forward declarations/includes cleanup) 2022-02-12 02:46:22 +01:00
Hugo Locurcio
b7b18a4940
Tweak default ProceduralSkyMaterial and PhysicalSkyMaterial appearance
- Tweak colors to be less saturated and more balanced (in terms of hue).
  The cool blue sky is balanced by a warm brown ground,
  which makes reflections look closer to how they'd look like when using
  an HDRI panorama texture.
- Make the ground color dark on both ProceduralSkyMaterial and
  PhysicalSkyMaterial to reduce indoor light leaking, especially
  when using GI.
- Tweak the PhysicalSkyMaterial colors to be as close as possible
  to ProceduralSkyMaterial (with the default sun orientation).
- Tweak editor environment defaults to be identical to the default
  ProceduralSkyMaterial colors. Previously, the default editor sky
  color was different from the colors of a newly created
  ProceduralSkyMaterial resource.

Both new skies were tested without GI, with SDFGI and with VoxelGI.
They were tuned to look best when using ACES tonemapping with a
whitepoint set to 6, but they still look good with other
tonemapping operators.
2022-02-12 02:22:40 +01:00
Igor Kordiukiewicz
2fe43a3bd8 Fix SelfList::remove error when animating Sprite3D 2022-02-11 23:32:06 +01:00
Yuri Sizov
175088db25 Add an explicit way to remove a theme type 2022-02-11 17:57:52 +03:00
Hugo Locurcio
09563e4bd8
Default to real-time radiance map filter for environment sky reflections
This makes radiance map updates much faster, which improves performance
when rotating the sun in the editor or at run-time.

This real-time filter is also much less prone to "fireflies" that can
appear when using a sky with a bright sun.
2022-02-10 20:12:33 +01:00
Rémi Verschelde
c6199da8b8
Merge pull request #39965 from Calinou/tweak-sdfgi-defaults 2022-02-10 17:31:54 +01:00
Rémi Verschelde
2fafcfebdf
Merge pull request #57707 from Calinou/sdfgi-tweak-default-num-cascades 2022-02-10 17:27:42 +01:00
Rémi Verschelde
f111768ba9
Merge pull request #57813 from MisoMosiSpy/disabled_icons 2022-02-09 01:20:58 +01:00
MisoMosiSpy
839b8cae1e
Updated alpha value for disabled icons in default theme. 2022-02-09 01:16:39 +01:00
Rémi Verschelde
25d4c14fef
Merge pull request #57627 from JFonS/occluder_improvements 2022-02-08 23:23:50 +01:00
JoJoX
a6c77c7c5a Use source image format when creating padded texture 2022-02-08 15:27:44 -05:00
Rémi Verschelde
a66e55069e
Merge pull request #57796 from akien-mga/revert-sname-theme-setters 2022-02-08 11:13:24 +01:00
Rémi Verschelde
fc076ece3d
Revert "Add missing SNAME macro optimization to all theme methods call"
This reverts commit a988fad9a0.

As discussed in #57725 and clarified in #57788, `SNAME` is not meant to be used
everywhere but only in critical code paths. For theme methods specifically, it
was by design that only getters use `SNAME` and not setters.
2022-02-08 10:17:25 +01:00
Rémi Verschelde
317cd0b19a
Refactor some object type checking code with cast_to
Less stringly typed logic, and less String allocations and comparisons.
2022-02-08 10:08:34 +01:00
jfons
dd970482c5 Improvements and fixes to occluders
Improvements:
* Occluder3D is now an abstract type inherited by: ArrayOccluder3D, QuadOccluder3D, BoxOccluder3D, SphereOccluder3D and PolygonOccluder3D. ArrayOccluder3D serves the same purpose as the old Occluder3D (triangle mesh occluder) while the rest are primitives that can be used to manually place simple occluders.
* Occluder baking can now apply simplification. The "bake_simplification_distance" property can be used to set a world-space distance as the desired maximum error, set to 0.1 by default.
* Occluders can now be generated on import. Using the "occ" and "occonly" keywords (similar to "col" and "colonly" for colliders) or by enabling on MeshInstance3Ds in the scene's import window.

Fixes:
* Fixed saving of occluder files after bake.
* Fixed a small error where occluders didn't correctly update in the rendering server.

Bonus content:
* Generalized "CollisionPolygon3DEditor" so it can also be used to edit Resources. Renamed it to "Polygon3DEditor" since it was already being used by other things, not just colliders.
* Fixed a small bug in "EditorPropertyArray" where a call to "remove" was left after the "remove_at" rename.
2022-02-07 13:04:51 +01:00
Rémi Verschelde
bfb75d107c
Merge pull request #57741 from Chaosus/vs_fixes 2022-02-07 12:50:44 +01:00
Rémi Verschelde
b024602660
Merge pull request #57725 from jmb462/missing-sname-theme-setters 2022-02-07 11:46:25 +01:00
Yuri Roubinsky
a6e280c5de Add some more fixes to visual shader 2022-02-07 11:28:42 +03:00
jmb462
a988fad9a0 Add missing SNAME macro optimization to all theme methods call 2022-02-06 23:06:11 +01:00
Yuri Roubinsky
db18faf660 Rename PORT_TYPE_VECTOR to PORT_TYPE_VECTOR_3D 2022-02-06 20:15:28 +03:00
jmb462
1ce81dc5f2 Add missing SNAME macro optimization in some function calls 2022-02-06 15:54:04 +01:00
Hugo Locurcio
7721e19ccc
Tweak default SDFGI settings for better quality
- Enable Read Sky Light to get proper outdoors lighting out of the box.
- Set bounce feedback to 0.5 by default to get a better quality result.
  - Higher values may cause infinite feedback with bright surfaces.
- Increase the number of frames to converge to improve quality
  at the cost of latency. Most scenes are fairly static after all.
- Use 75% Y scale by default as most scenes are not highly vertical.

- Reorder the Y scale enum to go from the lowest Y scale to the highest.
  Also rename the "Disabled" setting to "100%" for clarity.
2022-02-06 15:28:59 +01:00
Hugo Locurcio
b9cfc74f29
Decrease the default number of SDFGI cascades to 4
This improves rendering performance noticeably, especially when the
camera moves fast.

On a medium-sized test scene on a GTX 1080 in 2560×1440, going
from 6 to cascades saves 0.5 ms of frame time while looking visually
identical (as most of the scene fits within the 4 cascades).
2022-02-06 15:01:25 +01:00
Fabio Alessandrelli
d219547c96 [Net] New replication interface, spawner and synchronizer nodes.
Initial implementation of the MultiplayerReplicationInterface and its
default implementation (SceneReplicationInterface).

New MultiplayerSpawner node helps dealing with instantiation of scenes
on remote peers (e.g. clients).
It supports both custom spawns via a `_spawn_custom` virtual function,
and optional auto-spawn of known scenes via a TypedArray<PackedScenes>
property.

New MultiplayerSynchornizer helps synchronizing states between the local
and remote peers, supports both sync and spawn properties and is
configured via a `SceneReplicationConfig` resource.
It can also sync via path (i.e. without being spawned by a
MultiplayerSpawner if both peers has it in tree, but will not send the
spawn state in that case, only the sync one.
2022-02-04 14:56:30 +01:00
bruvzg
244db37508
Cleanup and move char functions to the char_utils.h header. 2022-02-04 11:35:01 +02:00
Rémi Verschelde
f8f19b313d
Merge pull request #57562 from AnilBK/string-add-contains
String: Add contains().
2022-02-03 22:21:24 +01:00
Anilforextra
adbe948bda String: Add contains(). 2022-02-04 01:28:02 +05:45
Rémi Verschelde
45d5aa5d47
Merge pull request #56365 from aaronfranke/default-shape-size 2022-02-03 16:59:07 +01:00
Yuri Roubinsky
59af063636 Add support for 2D vector type to visual shaders 2022-02-02 19:59:34 +03:00
bruvzg
215bede6ff
[TextServer] Add function to change font, font size, and OpenType features without invalidating line break points, justification points, or recreating shaped text buffer. 2022-02-02 11:20:44 +02:00
Anilforextra
fc27636999 Vectors: Use clear() and has().
Use clear() instead of resize(0).

Use has() instead of "find(p_val) != -1".
2022-02-02 00:11:09 +05:45
Rémi Verschelde
6914a58f99
Merge pull request #57376 from Calinou/gradienttexture2d-clamp-size 2022-02-01 14:22:01 +01:00
Aaron Franke
8cfd264148
Improve the default size for 3D shapes (Box, Capsule, and Cylinder) 2022-02-01 06:43:16 -06:00
Rémi Verschelde
dafadd73ac
Merge pull request #57375 from Calinou/gradienttexture-curvetexture-decrease-default-size 2022-02-01 13:39:16 +01:00
Rémi Verschelde
45553fd586
Merge pull request #56970 from YeldhamDev/rise_tabbar_rise 2022-01-31 21:46:07 +01:00
Michael Alexsander
64c4a5b283 Bring TabBar to full parity with the TabContainer implementation. 2022-01-31 15:35:54 -03:00
Rémi Verschelde
d7822cbf21
Merge pull request #57367 from Chaosus/vs_derivative 2022-01-31 16:51:30 +01:00
Paulb23
1cd1df5dc3 Move placeholder color to theme item 2022-01-30 17:56:23 +00:00
Nathan Franke
8a0a3accee
simplify formatting scripts, add a clang-tidy script, and run clang-tidy 2022-01-29 04:41:03 -06:00
Hugo Locurcio
34d382eab6
Clamp GradientTexture2D dimensions to 2048×2048 in the inspector
Larger sizes take up a lot of memory for little visual benefit.
They also take a while to initialize, which makes the inspector slow
to refresh when the texture needs to be regenerated.
2022-01-29 00:32:16 +01:00
Hugo Locurcio
b4f0d4c7db
Decrease the default GradientTexture and CurveTexture size
This provides better usability when a GradientTexture or CurveTexture
is added to a Control node.

Visual appearance of most GradientTextures and CurveTextures will
be unaffected.
2022-01-29 00:28:10 +01:00
Rémi Verschelde
2a5b136de2
Merge pull request #57371 from Scony/fix-navigation-2d-defaults 2022-01-28 23:24:38 +01:00
Rémi Verschelde
2279edeaf0
Merge pull request #57368 from TokageItLab/fix-delta-for-animation-tree 2022-01-28 23:16:29 +01:00
Pawel Lampe
450e29a569 Improve Navigation2D default settings, see #56852
This commit reduces `cell_size` and `edge_connection_margin` default
values so that `Navigation2D` behaves more like in Godot <= `3.4` by default.
2022-01-28 22:35:05 +01:00
Silc 'Tokage' Renew
0650846248 Make AnimationTree delta argument force double in core 2022-01-29 05:07:30 +09:00
Yuri Roubinsky
88b2afa28f [VisualShader] Merge scalar and vector derivative functions into one 2022-01-28 22:19:10 +03:00
Rémi Verschelde
b8b33df178
TileSetAtlasSource: Make get_tile_data return TileData *
This is now possible thanks to `Variant` changes.

Also unbind some `_` prefixed methods which don't need to be exposed.
2022-01-28 14:27:12 +01:00
Rémi Verschelde
58324f4df8
Merge pull request #54574 from Ansraer/glow_map 2022-01-26 13:39:51 +01:00
Rémi Verschelde
d9fd16c8e4
Merge pull request #53954 from Chaosus/fix_quit_errors 2022-01-25 20:09:52 +01:00
Rémi Verschelde
894e2fddda
Merge pull request #55841 from OverloadedOrama/expose-bitmap-methods 2022-01-25 16:54:26 +01:00
Rémi Verschelde
fba4c6606d
Merge pull request #56891 from rafallus/meshlib_shapes_array 2022-01-25 16:53:41 +01:00
Rémi Verschelde
ee253163ab
Merge pull request #57056 from Chaosus/vs_fix_defaults 2022-01-23 00:27:48 +01:00
Rémi Verschelde
02f3e3346a
Merge pull request #56912 from AnilBK/circle-fix
Circle&CapsuleShape2D: Fix outlines missing line.
2022-01-22 20:50:41 +01:00
Anilforextra
70b0b2f164 Circle&CapsuleShape2D: Fix outlines missing line. 2022-01-22 22:14:41 +05:45