Commit Graph

4161 Commits

Author SHA1 Message Date
c4fa44a02b Implement tree generation. 2024-09-08 15:18:37 +02:00
905f1105b1 Range property hints for the ProceduralTreeMesh. 2024-09-08 14:50:00 +02:00
51ee422874 ProceduralTreeMesh bind improvements. 2024-09-08 14:36:59 +02:00
da67535193 ProceduralTreeMesh initial binds. 2024-09-08 14:25:06 +02:00
6c0cb3dc52 Bind enum values. 2024-09-08 13:35:37 +02:00
fe9d89d6ec Also rename it's files. 2024-09-08 13:33:48 +02:00
883851a57a Renamed ProceduralTree3DMesh to ProceduralTreeMesh. 2024-09-08 13:31:27 +02:00
755a8b0225 ProceduralTree3DMesh initial setup. 2024-09-08 13:28:45 +02:00
2a936f4954 Renamed procedural_tree_3d.h and cpp to procedural_tree_3d_mesh.h and .cpp. 2024-09-08 10:50:01 +02:00
76ae9d4c09 Procedural tree 3d module initial setup. 2024-09-08 10:19:20 +02:00
673414d913 More compile fixes. 2024-09-07 13:23:24 +02:00
6a948f7240 More compile fixes. 2024-09-07 12:56:36 +02:00
ff5a033b27 Compile fixes. 2024-09-07 12:41:30 +02:00
06c251749e Compile fixes. 2024-09-07 12:31:06 +02:00
048920302e Fix compile errors. 2024-09-07 12:13:19 +02:00
bruvzg
cfb9c810a8 Fix TTS configuration loaded too early. 2024-09-07 11:56:27 +02:00
bruvzg
8479340f52 Add audio/general/text_to_speech project setting to enable/disable TTS. 2024-09-07 11:55:21 +02:00
David Turner
44d23afab4 Remove unused code
In 4.x, we need to find out what language is being used, so that
we can break words.  In 3.x, we assume that spaces spearate words.

So we do not need to find the language for the current voice.
2024-09-07 10:47:59 +02:00
Fredia Huya-Kouadio
8a274947c3 Fix GodotTTS native initialization 2024-09-07 10:46:09 +02:00
bruvzg
cf33b907c7 Disable speech-dispatcher, pulseaudio and udev wrapper builds, when library is not found. 2024-09-07 10:40:27 +02:00
7ffe8780fe Fix includes. 2024-09-07 10:40:06 +02:00
bruvzg
66af3f29eb Backport text-to-speech support. 2024-09-07 10:28:39 +02:00
0746407b00 Marked the last backported commit. 2024-09-07 09:29:37 +02:00
lawnjelly
34cdbd1c46 Safe Camera::unproject_position()
`unproject_position()` can fail in some circumstances, and this needs to be conveyed to calling code.
2024-09-07 09:27:25 +02:00
Rémi Verschelde
bcd989020e PopupMenu: Update margins on visibility change
Fixes #96149.

Co-authored-by: Haoyu Qiu <timothyqiu32@gmail.com>
2024-09-07 09:25:05 +02:00
lawnjelly
08f4960b23 Verify GLTF indices to prevent crash with corrupt files
Also verify prior to vertex optimization.
2024-09-07 09:24:37 +02:00
pablitar
82d3a7204b GLTF: Fixed external images getting embedded on import
Added a map to keep track of external images during import, and used
that map to instance the textures using the resource loader instead of
creating a new texture from scratch
2024-09-07 09:24:05 +02:00
989f0e66c2 Bump version. 2024-07-21 19:34:39 +02:00
38eafa2367 Update CHANGELOG.md. 2024-07-21 14:30:42 +02:00
aa622685d0 Clang format everything. 2024-07-21 10:40:17 +02:00
784ac93e8a Fix building frt_sdl. 2024-07-21 10:33:13 +02:00
704ea2e50f Fix typo. 2024-07-21 10:25:40 +02:00
7c9b9c81ee Fix building frt. 2024-07-21 10:10:09 +02:00
c01fe31aaa Backported: [CI] Upload build cache before running tests.
- AThousandShips
078210bce1
2024-07-20 21:07:55 +02:00
af8675ac6b Updated last backported commit. 2024-07-20 20:52:33 +02:00
Ricardo Subtil
39cae06fbf Fix PopupMenu size calculations not taking into account control/canvas scale 2024-07-20 20:50:34 +02:00
Alexander Hartmann
2f27d74f3f fix lost old callback when continuous call requestRenderAndNotify 2024-07-20 20:50:16 +02:00
7255741258 Set version to stable. 2024-07-20 20:34:45 +02:00
82296c9f19 Renamed the render_menu property in UserWebPage to should_render_menu, as there is a render_menu method in WebNode. 2024-07-19 08:37:03 +02:00
f93f0e1984 Disabled the unused argument warning by default. 2024-07-18 11:13:26 +02:00
5025e3f4b6 Fix getting utf-8 texts from Sqlite3QueryResult. 2024-07-18 08:44:40 +02:00
f377181035 Tweaks to defaults. 2024-07-18 08:14:27 +02:00
e8cabe7657 Don't create any accounts in UserManagerDB::_create_default_entries(). 2024-07-18 08:09:11 +02:00
Hugo Locurcio
769c33abdf Backport DirectionalLight fade_start property to 3.x
- Implement shadow fading when using the Orthogonal shadow mode
  (like in `master`).

This allows customizing the distance at which directional shadows
start to fade away. Shadow fading will also always start at the same
distance now, regardless of the current shadow mode in use.

This is useful for enclosed levels to prevent shadows from fading
at all with a well-tuned maximum distance.

The default fade start value (0.8) results in fading happening later
in the distance compared to the previous behavior, where fading started
from the last shadow split distance (0.6 in PSSM 4 Splits and
0.1 in PSSM 2 Splits).
2024-07-17 00:11:17 +02:00
0dfebc99a2 Udpated last merged commit in changelog. 2024-07-17 00:02:48 +02:00
lawnjelly
91de0ee427 Fix physics tick count in Input.action_press and Input.action_release
The physics tick count was not yet updated there.
2024-07-17 00:01:41 +02:00
a5762c85c1 Fix typo. 2024-07-16 23:55:30 +02:00
ee8a1c83eb Fix error. 2024-07-16 23:47:13 +02:00
5991e9313a Fix warning. 2024-07-16 23:40:00 +02:00
b2bda506de Fix osx build. 2024-07-16 23:38:23 +02:00