Commit Graph

46463 Commits

Author SHA1 Message Date
Rémi Verschelde 0e678a2bad Merge pull request #49144 from aemreaydin/editor-features-collapse-reset 2021-05-31 11:24:10 +02:00
Rémi Verschelde a8c144f72e Merge pull request #49121 from KoBeWi/dropreload
Add preload() to resource path when holding Ctrl
2021-05-31 11:10:37 +02:00
Rémi Verschelde 2f386ac100 Merge pull request #49162 from Paulb23/fix_find_text_change_signal
Fix FindReplaceBar text_change signal binding after replace all
2021-05-31 11:10:14 +02:00
Rémi Verschelde 04b85add38 Merge pull request #49130 from Calinou/editor-improve-audio-bus-theming
Improve the audio bus editor appearance
2021-05-31 11:04:05 +02:00
Rémi Verschelde 596eb783fe Merge pull request #49050 from reduz/implement-spirv-cache
Implement shader caching
2021-05-31 11:02:19 +02:00
Rémi Verschelde f7bcada709 Merge pull request #49137 from RandomShaper/ios_targeted_family
Add iOS export option for device family
2021-05-31 10:34:49 +02:00
Rémi Verschelde 544bbc9483 Merge pull request #49136 from Calinou/editor-light-theme-use-negative-contrast
Use a negative contrast setting for light editor themes
2021-05-31 10:33:19 +02:00
Rémi Verschelde bc29826fd3 Merge pull request #49125 from Calinou/tweak-camera2d-editor-colors 2021-05-31 10:16:14 +02:00
reduz 0d2e02945b Implement shader caching
* Shader compilation is now cached. Subsequent loads take less than a millisecond.
* Improved game, editor and project manager startup time.
* Editor uses .godot/shader_cache to store shaders.
* Game uses user://shader_cache
* Project manager uses $config_dir/shader_cache
* Options to tweak shader caching in project settings.
* Editor path configuration moved from EditorSettings to new class, EditorPaths, so it can be available early on (before shaders are compiled).
* Reworked ShaderCompilerRD to ensure deterministic shader code creation (else shader may change and cache will be invalidated).
* Added shader compression with SMOLV: https://github.com/aras-p/smol-v
2021-05-31 10:13:09 +02:00
Rémi Verschelde 39df47b88f Merge pull request #48915 from lyuma/gltf_mesh_nodes_bones
gltf: Fix mesh nodes which are also bones.
2021-05-31 09:55:05 +02:00
Hugo Locurcio 2ba893e3ce Document Resource.duplicate() only copying exported variables' values 2021-05-31 00:11:38 +02:00
Paweł Fertyk 4b25892501 Check for _language in PluginScript.instance_has 2021-05-30 22:21:26 +02:00
Aaron Franke dbb5c036c4 Disable loop with CompatibilityTileData when building with deprecated=no 2021-05-30 09:37:03 -04:00
K. S. Ernest (iFire) Lee da12086ceb Merge pull request #49197 from HaSa1002/sync-meshopt
Meshoptimizer: Sync with upstream commit f5d83e8
2021-05-29 17:35:03 -07:00
Johannes Witt 9f37456743 Meshoptimizer: Sync with upstream commit f5d83e8 2021-05-30 00:26:13 +02:00
Marcel Admiraal 3dc1a2951b Fix UV mapping on CSGSphere 2021-05-29 19:14:52 +01:00
lawnjelly bd42de5fea BVH - fix stale current_tree in deactivate function [4.x]
Changes passing of current_tree from a member variable to a function argument, making bugs due to stale state less likely.

Fix a bug in deactivate where current_tree variable was stale. This may have resulted in visual anomalies.
2021-05-29 18:03:43 +01:00
Heikki Simojoki 09a905ca80 Increase String::num default decimal precision
Fixes #34541

Renamed MAX_DIGITS to MAX_DECIMALS, since it only changes the
amount of digits after the decimal point.

Increased MAX_DECIMALS to 32, and made String::num use
MAX_DECIMALS consistently. If -1 is passed as
decimal precision to String::num, it now gets changed to
the correct precision based on the number's magnitude,
instead of using printf default(which is 6)

String::num_real also calculates the correct precision now.

Also made the types used in floating-point math more
consistent in a few places.
2021-05-29 11:24:57 -04:00
Arkadiusz Marcin Kołek e347baddf3 Avoid division by zero when calculating inertias for bodies with colliders without areas. 2021-05-29 14:11:59 +02:00
Haoyu Qiu 96fe795bdb Check cache_parent_physical_bone when rebuilding parent cache 2021-05-29 15:34:55 +08:00
Yuri Roubinsky b63f9b5961 Merge pull request #48964 from DavidCambre/VisualScript_Missing_SequencePort_Seed 2021-05-29 07:27:38 +03:00
Michael Alexsander 38e635bb1d Remove dim_editor_on_dialog_popup from editor settings 2021-05-28 21:04:38 -03:00
nobuyuki_nyuu a715887299 Bind CanvasItemEditor::_zoom_on_position and CanvasItemEditor::get_state to ClassDB 2021-05-28 13:34:30 -05:00
Marcel Admiraal 570d65cd98 Clarify that eof_reached() cannot be used to check if more data is available 2021-05-28 16:20:51 +01:00
Paulb23 7860710d27 Fix FindReplaceBar text_change signal binding after replace all 2021-05-28 10:12:58 +01:00
lawnjelly 07ca9cd263 [4] Fix canvas rect bound calculation
It turns out the calculation of the bounding rect for canvas items has a nasty bug. When a transform is applied (especially in a custom draw), in the renderer this extra matrix is applied to all later commands in the canvas item. However in the calculation of the bound, the transform is only applied to the first command following the transform.

This PR fixes this inconsistency.
2021-05-28 09:04:24 +01:00
Yuri Roubinsky f06db8b778 Added Billboard Node to Visual Shaders 2021-05-28 09:24:06 +03:00
Lyuma e839a3291b gltf: Fix mesh nodes which are also bones.
Fix issue when two skeletons end up directly parented.
Prevent animating TRS for skinned Mesh node.
Fix animating weights on meshes with targets but no weights.
2021-05-27 19:33:01 -07:00
Jason Knight 4c6ad8abcd Emit button_up signal after setting pressed to false. 2021-05-27 15:06:53 -06:00
Yuri Roubinsky 4d569df95f Fixed possible crash in DynamicBVH::optimize_incremental 2021-05-27 18:38:06 +03:00
Emre Aydin 0f9913ce33 Fixed changing enabled classes resetting folding in manage editor features. 2021-05-27 17:19:40 +03:00
kobewi 4bee21bcc4 Add preload() to resource path when holding Ctrl 2021-05-27 12:22:32 +02:00
Pedro J. Estébanez 19ae8193ee Add iOS export option for device family 2021-05-27 11:46:22 +02:00
Hugo Locurcio c8f2f29d81 Use a negative contrast setting for light editor themes
This makes light themes look more natural with regards to UI design
guidelines around "elevation".
2021-05-27 11:35:33 +02:00
Hugo Locurcio 534c990e41 Improve the audio bus editor appearance
- Use the editor font color for notch lines and text instead of a more
  contrasted color.
- Reuse the editor theme's tooltip styling and apply it on theme change.
- Make the preview label display an explicit `+` sign for positive values.
- Prevent a zero value from displaying as `-0.0 dB` instead of `0.0 dB`.
- Scale notch lines on hiDPI displays.
2021-05-27 10:00:49 +02:00
Hugo Locurcio 8e2a7fff1d Tweak Camera2D editor line colors for better visibility
The new color for screen drawing was chosen to be easier to distinguish
from the 2D viewport limits.

This also makes lines less opaque when the Camera2D has the Current
property enabled. The increased line width is enough to spot the
camera easily, and the increased opacity on top of that felt obnoxious.
2021-05-27 07:14:49 +02:00
Rémi Verschelde 364ea7f280 Merge pull request #49114 from vnen/gdscript-fix-self-function-type-check
GDScript: Fix function signature check for self calls
2021-05-26 20:59:17 +02:00
Rémi Verschelde bfcb1d2d41 Merge pull request #49109 from Chaosus/fix_console_errors
Fixed console error spam at editor startup (about invalid edited scene index)
2021-05-26 20:36:30 +02:00
Rémi Verschelde 78bbb2cae1 Merge pull request #49112 from vnen/gdscript-assign-type-check
GDScript: Use analyzer data to decide assignment conversion
2021-05-26 20:34:43 +02:00
George Marques a23fc45727 GDScript: Fix function signature check for self calls 2021-05-26 15:33:18 -03:00
George Marques c7459e3855 GDScript: Use analyzer data to decide assignment conversion
Since there might be tricky cases in the analyzer (in the case of unsafe
lines) which would need to be properly checked again. Instead, this
splits the code generator in two functions and use information set by
the analyzer to tell which function to use, without a need to re-check.
2021-05-26 14:09:00 -03:00
Yuri Roubinsky af3f047f49 Fixed console error spam (about invalid edited scene index) 2021-05-26 19:28:38 +03:00
Lightning_A a6984f8d28 Add the ability to reload the current project 2021-05-26 09:37:37 -06:00
Rémi Verschelde 27baa12670 Merge pull request #49106 from Chaosus/fix_shader_builtin_constness
Makes few shader built-ins constant to prevent changing them
2021-05-26 16:25:30 +02:00
Yuri Roubinsky 897fc09bac Makes few shader built-ins constant to prevent changing them 2021-05-26 15:58:35 +03:00
Rémi Verschelde ca4d2ffec6 Merge pull request #49060 from EricEzaM/fix-rich-text-label-and-editor-log
Fixed implementation of RichTextLabel remove_line(), which fixed issues in EditorLog.
2021-05-26 13:25:22 +02:00
Rémi Verschelde 517f1d7e67 Merge pull request #49094 from madmiraal/fix-docs-3977
Update EditorResourcePreview queue_*() documentation
2021-05-26 11:01:07 +02:00
Yuri Roubinsky 0b4b1f872c Merge pull request #49056 from Chaosus/vs_color 2021-05-26 11:07:22 +03:00
Yuri Roubinsky 8f9b91dab1 Implements expandable color ports in visual shaders 2021-05-26 10:45:53 +03:00
Marcel Admiraal 89e4917214 Update EditorResourcePreview queue_*() documentation 2021-05-26 08:39:40 +01:00