| Commit message (Collapse) | Author | Age | Files | Lines |
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Only the class name retain the MultiplayerAPI name
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Implemented interface for bullet linear motors
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Windows detect.py: Detect missing WindowsSdkDir
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Add more flexibility to 3X3 autotiles
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Removes some conditions that were there to create compatibility from 2X2 to 3X3.
Further dissociates 2X2 and 3X3 but adds more flexibility to 3X3.
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Fix double free for drag preview control in viewport
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Add default paramater value for OptionButton::add_icon_item
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Implements "Batch Rename" editor tool.
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Adds a speed factor to AnimatedSprite
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Local debugging fix & extensions
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- Adds q/quit option to console debugging
- Adds options (variable_prefix)
- Breaks into debugger with Ctrl-C in local debug mode (Unix/Windows)
- Added option to list all breakpoints
- Fixes add/remove breakpoint bug (invalid path parsing)
- Minor cleanup
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Fix: JAR files signed with the MD5 algorithm as unsigned (godot 3)
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Allow use of frames in sprites with texture region enabled.
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If texture region is enabled on a sprite, Hframes and Vframes will now
divide the selected region into frames.
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GDScript: generalize lerp
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Adjust decimal precision
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Increase the number of significant digits when converting from double to string.
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Make InstancePlaceholder more flexible by allowing to instance without removing it.
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Allows to create an instance from an `InstancePlaceholder` without removing the placeholder.
Deprecates `replace_by_instance`.
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Use hysteresis for smoother physics update frequency
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Add new class _TimerSync to manage timestep calculations.
The new class handles the decisions about simulation progression
previously handled by main::iteration(). It is fed the current timer
ticks and determines how many physics updates are to be run and what
the delta argument to the _process() functions should be.
The new class tries to keep the number of physics updates per frame as
constant as possible from frame to frame. Ideally, it would be N steps
every render frame, but even with perfectly regular rendering, the
general case is that N or N+1 steps are required per frame, for some
fixed N. The best guess for N is stored in typical_physics_steps.
When determining the number of steps to take, no restrictions are
imposed between the choice of typical_physics_steps and
typical_physics_steps+1 steps. Should more or less steps than that be
required, the accumulated remaining time (as before, stored in
time_accum) needs to surpass its boundaries by some minimal threshold.
Once surpassed, typical_physics_steps is updated to allow the new step
count for future updates.
Care is taken that the modified calculation of the number of physics
steps is not observable from game code that only checks the delta
parameters to the _process and _physics_process functions; in addition
to modifying the number of steps, the _process argument is modified as
well to stay in expected bounds. Extra care is taken that the accumulated
steps still sum up to roughly the real elapsed time, up to a maximum
tolerated difference.
To allow the hysteresis code to work correctly on higher refresh
monitors, the number of typical physics steps is not only recorded and
kept consistent for single render frames, but for groups of them.
Currently, up to 12 frames are grouped that way.
The engine parameter physics_jitter_fix controls both the maximum
tolerated difference between wall clock time and summed up _process
arguments and the threshold for changing typical_physics_steps. It is
given in units of the real physics frame slice 1/physics_fps. Set
physics_jitter_fix to 0 to disable the effects of the new code here.
It starts to be effective against the random physics jitter at around
0.02 to 0.05. at values greater than 1 it starts having ill effects on
the engine's ability to react sensibly to dropped frames and framerate
changes.
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Allow configuration of which mouse buttons the BaseButton responds to
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BaseButton will respond to.
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Ceil dynamic font glyph size
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Fixes #15459. When oversampling is enabled, glyphs may have fractional
size, but they are still rendered into integral pixels, which results in
them taking more space than was anticiped by autowrapping algorithm. The
solution here is to return ceiled width, which makes autowrapper
consider characters a bit larger than they are, but it doesn't hurt the
actual rendering and ensures there is enough space for the characters.
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Add ready signal to Node
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Closes #15889
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Add Geometry::line_intersects_line_2d()
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Detects crash-related marshalling errors due to NAN values
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Save runtime node as scene from remote scene tree.
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Fix StyleBox ignoring region rect and ProgressBar using center size
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ProgressBar used the center size of the stylebox to calculate its minimum size, thus disallowing certain setups.
If the old behaviour is wanted, it can be forced by providing a custom minimum size, or by giving proper margins to the stylebox.
Fixes #17779.
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Added flag on SpatialMaterial to disable shadows
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Ragdoll - Physical bone node
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