- Document using convex decomposition in the editor.
- Mention that "trimesh" is synonymous with a concave collision shape.
- Add performance hints for each collision shape.
This ensures the project setting never disappears from the editor,
even if the current physics engine is GodotPhysics.
This also adds documentation for the Smooth Trimesh Collision
project setting.
This can be used to fade lights and their shadows in the distance,
similar to Decal nodes. This can bring significant performance
improvements, especially for lights with shadows enabled and when
using higher-than-default shadow quality settings.
While lights can be smoothly faded out over distance, shadows are
currently "all or nothing" since per-light shadow color is no longer
customizable in the Vulkan renderer. This may result in noticeable
pop-in when leaving the shadow cutoff distance, but depending on the
scene, it may not always be that noticeable.
This allows for the extension of AudioStream where you can call
`instance_plackback` on child AudioStream instances within gdscript,
much like the implementation of some child classes in C++.
See `AudioStreamRandomPitch` for an example of how this can be used.
Changed 'find_node' to 'find_nodes' which now returns an 'TypedArray<Node>', as well as Added a 'type' parameter to match against specific node types, which supports inheritance.
This method can be used to get the CPU model name.
It can be used in conjunction with
`RenderingServer.get_video_adapter_name()` and
`RenderingServer.get_video_adapter_vendor()` for annotating benchmarks
and automatic graphics quality configuration.
This makes it easier to spot syntax errors when editing the
class reference. The schema is referenced locally so validation
can still work offline.
Each class XML's schema conformance is also checked on GitHub Actions.
This provides a significant speedup for a small quality loss.
The quality loss is generally more noticeable during a project's
early stages of development (e.g. in level blockouts)
than it is in a finished project.
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.
Adds the ability to get the line number of provided character position
Fix arg name
Add get_character_paragraph
Replaced glyph logic with code suggestions, added get_character_paragraph method
Run doctool
Use built-in method
Replace TS access with built in method
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.
- 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.
The documentation was stating that the area mask affects where sounds
can be heard, which is not true. Instead, the area mask affects audio
bus redirection.
Thanks to Azedaxen on the Godot forums for providing this description :)
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.
Using codespell 2.2-dev from current git.
Added `misc/scripts/codespell.sh` to make it easier to run it once in a
while and update the skip and ignore lists.
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.
This was changed in #56943 to allow adding new importers from plugins that
take precedence over built-in ones, but this should be opt-in, not the default
behavior.
Fixes#57730.
Allows detecting when a new version of the progressive web app service
worker is waiting (i.e. an update is pending), along a function to force
the update and reload all clients.
- 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.
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).
* Vector2i and Vector3i mul/div by a float results in Vector2 and Vector3 respectively.
* Create specializations to allow proper bindings.
This fixes#44408 and supersedes #44441 and keeps the same rule of int <op> float returnig float, like with scalars.
Now uses two interfaces so it can be overridden in the future, and
core no longer depends on Node.
The interfaces are implements in scene/multiplayer.
Replaces root_node with root_path.
Remove all Node references from MultiplayerAPI.
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.
This makes sure that assigning values to enum-typed variables are
consistent. Same enum is always valid, different enum is always
invalid (without casting) and assigning `int` creates a warning
if there is no casting.
There are new test cases to ensure this behavior doesn't break in
the future.
Add more detail to the description for the warp_mouse_position method, clarifying that the vector is in screen coordinates and relative to an origin at the top of the game window.
-Allows more fine grained notifications (hence better performance) than using the global scene tree signals (node added and removed).
-Required for #55950