- 14 Apr, 2020 1 commit
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qarmin authored
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- 13 Apr, 2020 2 commits
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Rémi Verschelde authored
Handle huge path2d offset values
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MickeMakaron authored
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- 12 Apr, 2020 9 commits
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Rémi Verschelde authored
Add vogel filter and settings to soft shadows
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Juan Linietsky authored
Implement MSAA
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Juan Linietsky authored
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Juan Linietsky authored
Add screen space AA option, with FXAA implementation.
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Juan Linietsky authored
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Rémi Verschelde authored
Fix add_force in Godot Physics RigidBody
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Rémi Verschelde authored
Update visualscript graph nodes on visual script variable edit
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PouleyKetchoupp authored
Now takes the center of mass into account for calculating the applied torque, like apply_impulse does.
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Juan Linietsky authored
Moved most of the effect code to compute.
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- 11 Apr, 2020 6 commits
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Juan Linietsky authored
Simplifies it and improves performance. Improves image barrier handling per mipmap on RenderingDeviceVulkan
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Rémi Verschelde authored
Fix SSS affecting Sky
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clayjohn authored
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Rémi Verschelde authored
Fix OptionButton item_selected docs godotengine#36803
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clayjohn authored
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Zak Grumbles authored
* item_selected and item_focused docs incorrectly had 'id' as the parameter. Changed to 'index'. * Fix parameter name in ADD_SIGNAL callin code.
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- 10 Apr, 2020 22 commits
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Rémi Verschelde authored
Shows proper scene render time in editor info
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Juan Linietsky authored
Also fixed GPU profiler, which was not working on nvidia hardware.
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Rémi Verschelde authored
Add signal support to Godot Android plugin
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fhuya authored
Supports registering and emitting signal from a Godot Android plugin
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Rémi Verschelde authored
Fix profiler frame number stops updating when window is minimized
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Kiri Jolly authored
Fixes #18809. The in-editor ortho camera used a far clipping plane of 8192 units, and was placed 4096 units away from the camera cursor. This was far enough to cause culling issues from floating point precision loss on objects smaller than one unit. This change modifies the near/far clipping planes of the ortho camera to use those specified in the editor (and currently used by the perspective camera). The frustum is still centered around the camera cursor location, as it was before. (cherry picked from commit 26912c15e625f234a0528f239bf5e5ab2f858d9a)
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Rémi Verschelde authored
Update Android custom template build configuration
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Rémi Verschelde authored
Improve the `File.store_{8,16,32,64}()` documentation
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Rémi Verschelde authored
Updade dialog node's icons
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Rémi Verschelde authored
Rename "GodotPhysics" to "GodotPhysics{2D,3D}"
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Rémi Verschelde authored
`:=` fails on some nodes fix: #37357
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Rémi Verschelde authored
Add more verbosity for property overrides in RST documentation
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Rémi Verschelde authored
Clarify Dictionary duplicate parameters in docs
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Rémi Verschelde authored
Add "preview_on_sphere" setting of material editor plugin
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Rémi Verschelde authored
Add style for highlighted Slider grab area
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Rémi Verschelde authored
VisualScript support for newly added Variant types
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Rémi Verschelde authored
Warn about built-in script limitations in the script creation dialog
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Rémi Verschelde authored
clarify autotile_coord in docs
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Rémi Verschelde authored
Reversed timeline zoom slider of AnimationPlayer
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Rémi Verschelde authored
NoiseTexture: prevent race condition because of Ref::unref()
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Rémi Verschelde authored
Free items before finishing rendering server
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Rémi Verschelde authored
Remove obsolete enums
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