Commit Graph

3691 Commits

Author SHA1 Message Date
9ec3e7f3d7 Cleanup TextEdit selection methods 2021-08-12 09:29:56 +01:00
7e70f9e0b9 Expose and cleanup TextEdit line wrap API 2021-08-12 09:29:16 +01:00
d5dcaee4c5 Cleanup and rename caret operations 2021-08-12 09:29:13 +01:00
e60900a353 Make TextEdit cut, copy and paste overridable 2021-08-12 09:27:10 +01:00
1c5a8592ca Merge pull request #49346 from IcedQuinn/document-jsonrpc
doc: Add documentation for JSONRPC class
2021-08-12 08:41:59 +02:00
e2ca1d413e Merge pull request #51533 from Calinou/fix-nearest-mipmap-filter
Fix the Use Nearest Mipmap Filter project setting not working
2021-08-12 08:16:46 +02:00
3fc5646b98 doc: Add documentation for JSONRPC class 2021-08-12 08:13:35 +02:00
61904d56ea Better port handling connection for GraphEdit 2021-08-12 09:09:24 +03:00
635f6cdf2e Fix the Use Nearest Mipmap Filter project setting not working
The project setting wasn't being used anywhere.

This also tweaks the property hints to denote that these properties
are only effective after a restart.
2021-08-12 01:58:42 +02:00
f9176a39ce Make radius & height in CapsuleShape3D independent
Also changed CapsuleMesh to make settings consistent between render and
physics.
2021-08-11 14:54:53 -07:00
4e065a5242 Docs: Fix capitalisation of Warning in two places
These are the only places in the docs that were not cased like this. Now they are!
2021-08-11 22:46:14 +02:00
9cf158019d Changed TransformMult node to TransformOp in visual shaders 2021-08-11 22:05:04 +03:00
dd277aedc9 Fix CI after #38992 2021-08-11 19:46:29 +02:00
d7a39cc346 Merge pull request #38992 from Dragoncraft89/master
Error handling functions for GdScript
2021-08-11 18:43:27 +02:00
e30be92ce8 Merge pull request #41634 from KoBeWi/the_independence 2021-08-11 18:16:24 +02:00
3e2496b72e Merge pull request #50329 from Calinou/decrease-default-dof-bokeh-quality
Decrease the default depth of field bokeh quality
2021-08-11 17:42:56 +02:00
b7f0fc2a08 Merge pull request #51513 from mhilbrunner/ssl-warning
Docs: Add warnings about no SSL/(D)TLS revocation
2021-08-11 17:37:50 +02:00
f12f5b36b5 Make radius & height in CapsuleShape2D independent 2021-08-11 17:34:27 +02:00
d364ff2087 Decrease the default depth of field bokeh quality
This makes depth of field perform better out of the box, with little
visual difference.
2021-08-11 16:59:22 +02:00
4eb427afb8 Docs: Add warnings about no SSL/(D)TLS revocation 2021-08-11 16:02:38 +02:00
62047e4e48 Merge pull request #51486 from reduz/fixes-to-mobile-renderer
Fixes and optimizations to mobile renderer
2021-08-11 15:19:11 +02:00
a57d420224 Merge pull request #51500 from timothyqiu/navmesh-doc 2021-08-11 14:12:56 +02:00
60298328ca Improve NavigationMesh typing, parameter validation and documentation 2021-08-11 18:18:10 +08:00
c00303ff55 Merge pull request #47378 from aaronfranke/use-input-enums
Use key enum instead of plain integers for input code
2021-08-11 11:20:45 +02:00
80dec1948a Merge pull request #41956 from Calinou/rename-engine-iterations-per-second
Rename `iterations_per_second` to `physics_ticks_per_second`
2021-08-11 08:05:33 +02:00
7d43da928f Merge pull request #51490 from nekomatata/clean-character-body
Remove infinite inertia and ray shapes from CharacterBody
2021-08-11 08:04:09 +02:00
2c88e1c15d Merge pull request #51178 from Geometror/layout-options-textline-textparagraph
Various text layout improvements (TextLine, TextParagraph, Label, TextServer)
2021-08-11 07:51:57 +02:00
588883eb4a Merge pull request #51442 from Geometror/styleboxflat-fake-aa-float
StyleBox fake AA improvements (make anti aliasing size a float property)
2021-08-11 07:35:53 +02:00
ca117910da Fixes and optimizations to mobile renderer
* Only apply final actions to attachments used in the last pass.
* Fixes to draw list final action (was using continue instead of read/drop).
* Profiling regions inside draw lists now properly throw errors.
* Ability to enable gpu profile printing from project settings. (used to debug).
2021-08-10 23:17:28 -03:00
937c1a716c Rename iterations_per_second to physics_ticks_per_second
This makes it clearer that this property is only about physics FPS,
not rendering FPS.

The `physics_fps` project setting was also renamed to
`physics_ticks_per_second` for consistency.
2021-08-11 02:37:02 +02:00
403f4902d0 Various text layout improvements (TextLine, TextParagraph, Label, TextServer) 2021-08-11 00:09:48 +02:00
db2460f43c StyleBox fake AA improvements (aa_size float property) 2021-08-10 23:37:06 +02:00
fa3a32a2d6 Use Key enum instead of plain integers 2021-08-10 16:26:55 -05:00
18bd0fee5a Merge pull request #49343 from theoway/node_auto_arrangement_graph_edit
Node Auto Arrangement in GraphEdit/VisualScript/VisualShader
2021-08-10 15:42:04 -04:00
12fc3f1eef Automatic arrangement of nodes in VisualScript/VisualShaders editors
This PR and commit adds the functionality to arrange nodes in VisualScript/VisualShader editor. The layout generated by this 
feature is compact, with minimum crossings between connections
& uniform horizontal & vertical gaps between the nodes. 

This work has been sponsored by GSoC '21.

Full list of additions/changes:
• Added arrange_nodes() method in GraphEdit module.
    • This method computes new positions for all the selected
      nodes by forming blocks and compressing them.
      The nodes are moved to these new positions. 
    • Adding this method to GraphEdit makes it available for 
      use in VisualScript/VisualShaders editors and its other
      subclasses. 
• Button with an icon has been added to call arrange_nodes() in GraphEdit. 
    • This button is inherited by VisualScript/VisualShaders editors
       to invoke the method.
• Undo/redo is functional with this method.
    • By using signals in arrange_nodes(), position changes are registered 
       in undo/redo stack of the subclass that is using the method. 
• Metadata of the method has been updated in ClassDB
• Method description has been added to class reference of GraphEdit
2021-08-11 00:44:28 +05:30
4da3a87f7d Remove infinite inertia and ray shapes from CharacterBody
Infinite inertia:
Not needed anymore, since it's now possible to set one-directional
collision layers in order for characters to ignore rigid bodies, while
rigid bodies still collide with characters.

Ray shapes:
They were introduced as a work around to allow constant speed on slopes,
which is now possible with the new property in CharacterBody instead.
2021-08-10 12:10:26 -07:00
ac1dab5062 Merge pull request #51027 from fabriceci/improve-move-and-slide
Add properties to CharacterBody for more move_and_slide options
2021-08-10 18:55:58 +02:00
dce488d8f7 Merge pull request #49417 from Bhu1-V/gsoc-cmd-plt
Command Palette For Godot
2021-08-10 18:55:22 +02:00
d915c187d0 Merge pull request #51474 from aaronfranke/organize-viewport
Organize methods in Viewport and explicitly name 3D methods with 3D
2021-08-10 18:55:08 +02:00
46beaacec3 Merge pull request #51017 from vnen/extension-fixes 2021-08-10 16:42:31 +02:00
339687e04f Organize methods in Viewport and explicitly name 3D methods with 3D 2021-08-10 09:10:34 -05:00
c6666cc051 Add properties to CharacterBody for more move_and_slide options 2021-08-10 15:57:33 +02:00
50d5569ad4 Merge pull request #51457 from nekomatata/moving-platforms-3d
Fix 3D moving platform logic
2021-08-10 14:12:01 +02:00
16d73fefdb Merge pull request #50682 from aaronfranke/basis-looking-at
Move code for looking_at to Basis
2021-08-10 11:28:12 +02:00
ec9fed69f4 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 20:21:04 -07:00
2de5d2361a Merge pull request #51446 from nekomatata/fix-moving-platform-rotation
Fix applied rotation from moving platforms in move_and_slide
2021-08-09 23:20:44 +02:00
5650c83e4b Fix applied rotation from moving platforms in move_and_slide
When synchronizing CharacterBody 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 12:30:17 -07:00
9fcf3b5a9c [Net] Basic extensible MultiplayerAPI spawn/despawn.
`PackedScene`s can be configured to be spawnable via a new
`MultiplayerAPI.spawnable_config` method.
They can be configured either to be spawned automatically when coming
from the server or to always require verification.
Another method, `MultiplayerAPI.send_spawn` lets you request a spawn on
the remote peers.
When a peer receive a spawn request:
- If it comes from the server and the scene is configured as
  `SPAWN_MODE_SERVER`:
  - Spawn the scene (instantiate it, add it to tree).
  - Emit signal `network_spawn`.
- Else:
  - Emit signal `network_spawn_request`.

In a similar way, `despawn`s are handled automatically in
`SPAWN_MODE_SERVER`.

In `SPAWN_MODE_SERVER`, when a new client connects it will also receive,
from the server all the spawned (and not yet despawned) instances.
2021-08-09 16:34:40 +02:00
9798d08ac2 [Core] Expose ResourceLoader.get_resource_uid. 2021-08-09 16:26:56 +02:00
a0a019a998 Added EditorCommandPalette 2021-08-09 17:41:50 +05:30