-
-
Notifications
You must be signed in to change notification settings - Fork 21.5k
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
[3.x] Ensure MSBuildPanel buttons are instantiated #51323
Closed
raulsntos
wants to merge
4,595
commits into
godotengine:master
from
raulsntos:fix-msbuild-exception-3.x
Closed
[3.x] Ensure MSBuildPanel buttons are instantiated #51323
raulsntos
wants to merge
4,595
commits into
godotengine:master
from
raulsntos:fix-msbuild-exception-3.x
Conversation
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
- Display a placeholder if no description is available. - Display a message if the search didn't return any results.
…g-display-class-name-3.x Display the class name in the description
…gacy build system.
…-amount-3.x Add get_buffered_amount() to WebRTCDataChannel (Godot 3.x)
…d_shrinking [3.x] Disable resource optimizations for release builds
This makes RootMotionView display with a proper icon in the editor.
…ordering [3.x] Fixes depth sorting of meshes with transparent textures
…icon-3.x Backport RootMotionView icon from the `master` branch
Backport latest varying fixes to 3.x
…th-check-3.x [3.x] Optimize NodePath update when renaming or deleting nodes in the editor
Most recently added current Camera2D takes precedence
…cript-custom-node-type-hints
BVH - thread safety option
…custom-node-scripts-in-VisualScript-editor [3.x] Allow dropping custom node scripts in VisualScript editor
[3.x] Assign value to property by dropping to scene tree
Add frame delta smoothing option
…sion-3.x Update GDNative API version for changes from godotengine#50659 (Godot 3.x)
Investigations have showed that a lot of the random variation in frame deltas causing glitches may be due to sampling the time at the wrong place in the game loop. Although sampling at the start of Main::Iteration makes logical sense, the most consistent deltas may be better measured after the location likely to block at vsync - either the OpenGL draw commands or the SwapBuffers. Here we add an experimental setting to allow syncing after the OpenGL draw section of Main::Iteration.
…ar_dof Combined the DOF far and DOF near passes
Fix Illegible text in audio bus editor 3.x
Add option to sync frame delta after draw
Supersedes by #51325 |
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
Add this suggestion to a batch that can be applied as a single commit.
This suggestion is invalid because no changes were made to the code.
Suggestions cannot be applied while the pull request is closed.
Suggestions cannot be applied while viewing a subset of changes.
Only one suggestion per line can be applied in a batch.
Add this suggestion to a batch that can be applied as a single commit.
Applying suggestions on deleted lines is not supported.
You must change the existing code in this line in order to create a valid suggestion.
Outdated suggestions cannot be applied.
This suggestion has been applied or marked resolved.
Suggestions cannot be applied from pending reviews.
Suggestions cannot be applied on multi-line comments.
Suggestions cannot be applied while the pull request is queued to merge.
Suggestion cannot be applied right now. Please check back later.
3.x
version of #51322