Commit Graph

7838 Commits

Author SHA1 Message Date
Marcel Admiraal
f38fe846f4 Move default values from definition to declaration in GraphEdit 2021-06-10 17:22:56 +01:00
PouleyKetchoupp
0eb51b31d4 Expose collider RID in 2D/3D kinematic collision
Can be useful to access the colliding body information for bodies
created with the physics server directly.
2021-06-09 18:26:00 -07:00
Rémi Verschelde
fbe53a7064
Merge pull request #49155 from winterpixelgames/button-pressed-during-button-up-signal
Emit button_up signal after setting pressed to false.
2021-06-09 13:46:39 +02:00
Rémi Verschelde
27cf525713
Merge pull request #42248 from Chaosus/vs_particles_shader
Continuation of work on visual particles system
2021-06-09 11:15:41 +02:00
Rémi Verschelde
0cbb19a246
Merge pull request #47280 from winterpixelgames/focus_doesnt_change_hover
Dont Change Hovering during Control Focus Events
2021-06-09 09:18:26 +02:00
Rémi Verschelde
38ce1fbe84
Merge pull request #49395 from nekomatata/floor-max-angle-degrees
Use degrees instead of rad for floor_max_angle property in CharacterBody
2021-06-09 09:00:43 +02:00
PouleyKetchoupp
863560c6ef Use degrees instead of rad for floor_max_angle property in CharacterBody 2021-06-08 16:00:31 -07:00
Hugo Locurcio
74c584472c
Allow higher and lower maximum zoom values in GraphEdit
Low zoom values result in unreadable text, but it can still be
useful for previewing purposes.

Eventually, characters could be replaced by rectangles at very low
zoom levels to improve the visual appearance.
2021-06-08 20:33:07 +02:00
Yuri Roubinsky
4daca0b580 Removes deleted OrenNayar mode from shaders and materials 2021-06-08 15:50:40 +03:00
Rémi Verschelde
abd2349988
Merge pull request #49378 from BastiaanOlij/fix_execute_modifications_bind
Fixed mistake in binding of Skeleton2D::execute_modifications
2021-06-08 08:16:38 +02:00
Bastiaan Olij
51ab10d3f4 Fixed mistake in binding of Skeleton2D::execute_modifications 2021-06-08 12:18:33 +10:00
K. S. Ernest (iFire) Lee
291e735972 Fix 8 bone weights in glTF2
Don't spam in glTF2 import either.

Clear() in SurfaceTool does not keep 8 weights.
2021-06-07 14:33:44 -07:00
Yuri Roubinsky
f632e36ae5 Continuation of work on visual particles system 2021-06-07 20:33:17 +03:00
Rémi Verschelde
d10ace8870
Merge pull request #49128 from Calinou/improve-position-node-axis-visibility
Improve axis awareness and visibility for Position2D and Position3D
2021-06-07 17:38:06 +02:00
Rémi Verschelde
896aa94283
Merge pull request #49221 from Faless/mp/4.x_rpc_refactor
[Net] Refactor RPCs, remove RSETs
2021-06-07 17:00:08 +02:00
Rémi Verschelde
3041becc64
Merge pull request #49307 from pycbouh/tabs-update-on-theme-changes
Make sure `Tabs` reflect theme changes
2021-06-07 13:29:34 +02:00
Rémi Verschelde
0c7cb98780
Merge pull request #49308 from pycbouh/theme-prevent-type-override
Fix `Theme` overriding existing theme types with empty
2021-06-07 13:29:16 +02:00
Rémi Verschelde
d567abd714
Merge pull request #49382 from akien-mga/misc-cleanup
Style: Cleanup uses of double spaces between words
2021-06-07 11:57:47 +02:00
Rémi Verschelde
2ad9f7ca61
Merge pull request #49384 from madmiraal/rename-collisionobject3d-input_event
Rename CollisionObject3D input_event signal position and normal parameters
2021-06-07 11:08:46 +02:00
Rémi Verschelde
c1c76850cb
Style: Cleanup uses of double spaces between words
Or after punctuation. Tried to leave third-party stuff alone, unless it has
been heavily modified for Godot.
2021-06-07 11:03:08 +02:00
Marcel Admiraal
be26a5e40e Rename CollisionObject3D input_event signal position and normal parameters 2021-06-07 08:52:24 +01:00
Yuri Roubinsky
b2d2822a39 Adds UVFunc for panning/scaling on UV's to VisualShader's. 2021-06-07 08:31:48 +03:00
Rémi Verschelde
aa251c310a
Merge pull request #49325 from reduz/rename-gi-classes
Rename GI Classes
2021-06-06 09:50:06 +02:00
TwistedTwigleg
8aa3c2f091 New and improved IK system for Skeleton2D
This PR and commit adds a new IK system for 2D with the Skeleton2D node
that adds several new IK solvers, a way to control bones in a Skeleton2D
node similar to that in Skeleton3D. It also adds additional changes
and functionality.

This work was sponsored by GSoC 2020 and TwistedTwigleg.

Full list of changes:
* Adds a SkeletonModifier2D resource
  * This resource is the base where all IK code is written and executed
  * Has a function for clamping angles, since it is so commonly used
  * Modifiers are unique when duplicated so it works with instancing
* Adds a SkeletonModifierStack2D resource
  * This resource manages a series of SkeletonModification2Ds
  * This is what the Skeleton2D directly interfaces with to make IK possible
* Adds SkeletonModifier2D resources for LookAt, CCDIK, FABRIK, Jiggle, and TwoBoneIK
  * Each modification is in its own file
  * There is also a SkeletonModifier2D resource that acts as a stack for using multiple stacks together
* Adds a PhysicalBone2D node
  * Works similar to the PhysicalBone3D node, but uses a RigidBody2D node
* Changes to Skeleton2D listed below:
  * Skeleton2D now holds a single SkeletonModificationStack2D for IK
  * Skeleton2D now has a local_pose_override, which overrides the Bone2D position similar to how the overrides work in Skeleton3D
* Changes to Bone2D listed below:
  * The default_length property has been changed to length. Length is the length of the bone to its child bone node
  * New bone_angle property, which is the angle the bone has to its first child bone node
  * Bone2D caches its transform when not modified by IK for IK interpolation purposes
  * Bone2D draws its own editor gizmo, though this is stated to change in the future
* Changes to CanvasItemEditor listed below:
  * Bone2D gizmo drawing code removed
  * The 2D IK code is removed. Now Bone2D is the only bone system for 2D
* Transform2D now has a looking_at function for rotating to face a position
* Two new node notifications: NOTIFICATION_EDITOR_PRE_SAVE and NOTIFICATION_EDITOR_POST_SAVE
  * These notifications only are called in the editor right before and after saving a scene
  * Needed for not saving the IK position when executing IK in the editor
* Documentation for all the changes listed above.
2021-06-05 15:19:51 -04:00
reduz
32625145c8 Rename GI Classes
* GIProbe is now VoxelGI
* BakedLightmap is now LightmapGI

As godot adds more ways to provide GI (as an example, SDFGI in 4.0), the different techniques (which have different pros/cons) need to be properly named to avoid confusion.
2021-06-05 09:28:56 -03:00
Rémi Verschelde
6f7d45d210
Merge pull request #45364 from madmiraal/rename-quat
Rename Quat to Quaternion
2021-06-05 13:32:08 +02:00
andriyDev
9f4bf5ec80 Deleted YSort, moved its functionality directly into Node2D.
YSort now has a compatibility alias to Node2D.
Updated TileMap to use the existing Node2D y_sort_enabled property instead
of its own property.
Updated Node2D doc to include the new y_sort_enabled member.
Updated TileMap doc to remove its mention of cell_y_sort.
Deleted YSort doc.
2021-06-05 00:55:25 -07:00
PouleyKetchoupp
23abac9325 Linear velocity cleanup
CharacterBody has a linear_velocity property to replace the argument in
move_and_slide.

StaticBody handles reporting linear/angular velocity correctly when
kinematic motion is used (in 3D, used in vehicle and navigation).
2021-06-04 11:40:36 -07:00
PouleyKetchoupp
b2bd9f4e51 Safe margin cleanup
Safe margin property on CharacterBody only, used as argument in
move_and_collide.

Removed kinematic_safe_margin in 3D physics server, not really useful
and now harmonized with 2D.
2021-06-04 11:40:36 -07:00
PouleyKetchoupp
65822559ce Support for kinematic_motion in StaticBody
Does the same thing as simulate motion from RigidBody in Kinematic mode,
and CharacterBody (previously KinematicBody).

Added support for constant linear/angular velocity with kinematic_motion
in StaticBody, which moves the body in physics.

Updated documentation for StaticBody and CharacterBody to describe their
functionalities more accurately.
2021-06-04 11:40:36 -07:00
PouleyKetchoupp
ee4b756a51 More explanatory names for RigidBody modes
MODE_DYNAMIC instead of MODE_RIGID
MODE_DYNAMIC_LOCKED instead of MODE_CHARACTER

No more special case for sleeping behavior for MODE_DYNAMIC_LOCKED
(MODE_CHARACTER was forcing the body not to sleep, which is redundant
with can_sleep and wasn't done in Bullet).
2021-06-04 11:40:36 -07:00
PouleyKetchoupp
287c3900fd Properties for move_and_slide and remove move_and_slide_with_snap
- snap property to replace move_and_slide_with_snap()
- floor_max_angle, stop_on_slope, infinite_inertia, max_slides,
up_direction properties to replace arguments from move_and_slide()
- up direction now defaults to Vector3.UP and Vector2.UP
2021-06-04 11:40:36 -07:00
PouleyKetchoupp
ba13d23140 KinematicBody split between new CharacterBody and PhysicsBody
PhysicsBody now has methods move_and_collide/test_move and needed
properties for these methods: safe margin, locked axes (3D only).

Moved collision_exceptions from StaticBody to PhysicsBody for 3D
(same as 2D, and conforms to documentation).

RigidBody doesn't have test_motion method anymore, it's now redundant
with PhysicsBody.test_move.
2021-06-04 11:40:36 -07:00
Marcel Admiraal
8acd13a456 Rename Quat to Quaternion 2021-06-04 18:14:32 +01:00
Rémi Verschelde
766c6dbb24
Merge pull request #48920 from aaronfranke/accept 2021-06-04 16:13:25 +02:00
Yuri Sizov
790d6e602b Fix Theme overriding existing theme types with empty 2021-06-04 16:34:49 +03:00
Yuri Sizov
f7da0698d0 Make sure Tabs reflect theme changes 2021-06-04 16:22:09 +03:00
Aaron Franke
bbd49dec23
Disable Skeleton3D when compiling without 3D
Make animation code not depend on Skeleton3D or even Node3D
2021-06-04 08:33:50 -04:00
Rémi Verschelde
5dc923d386
Merge pull request #49297 from aaronfranke/anim-type-tr3d
Rename Animation TYPE_TRANSFORM to TYPE_TRANSFORM3D
2021-06-04 14:11:03 +02:00
Rémi Verschelde
95ff547da4
Merge pull request #44198 from madmiraal/rename-translation-position
Rename Node3D's property translation to position
2021-06-04 11:34:35 +02:00
Rémi Verschelde
875ed4d600
Merge pull request #47336 from Calinou/rename-shader-file-extension
Rename the `.shader` file extension to `.gdshader`
2021-06-04 11:26:14 +02:00
Marcel Admiraal
a6e44bd16c Rename Node3D's property translation to position 2021-06-04 09:54:52 +01:00
Aaron Franke
125d1a7cd3
Rename Animation TYPE_TRANSFORM to TYPE_TRANSFORM3D 2021-06-03 21:11:54 -04:00
Aaron Franke
bc5c10e0f8
Use a more specific type for AcceptDialog register_text_enter 2021-06-03 19:57:03 -04:00
Rémi Verschelde
5d9cab3aeb
Merge pull request #38430 from aaronfranke/transform3d 2021-06-03 23:07:21 +02:00
Rémi Verschelde
f288a79482
Merge pull request #38224 from Calinou/increase-audiostreamplayer3d-unit-size
Increase the default AudioStreamPlayer3D unit size to 10
2021-06-03 16:56:38 +02:00
Aaron Franke
a3c29ed899
Rename files and the exposed name for Transform3D 2021-06-03 07:30:01 -04:00
Aaron Franke
08a85352fb
Rename Variant TRANSFORM to TRANSFORM3D
Also _transform to _transform3d
2021-06-03 07:30:01 -04:00
Aaron Franke
de3f6699a5
Rename Transform to Transform3D in core 2021-06-03 07:30:01 -04:00
Rémi Verschelde
d7f1718742
Merge pull request #46482 from KoBeWi/size_warning_the_sequel
Warn about changing size only when it's relevant
2021-06-03 11:21:33 +02:00
Hugo Locurcio
4c1bbebdf3
Improve axis awareness and visibility for Position2D and Position3D 2021-06-02 21:53:50 +02:00
reduz
d95bc3fa67 Use bold fonts in editor
* Labels are now bold
* Categories in trees are bold
* Main editor buttons are bold
* Fixed section folding arrows in inspector
2021-06-02 12:47:57 -03:00
Paulb23
5c618dd03d Move code folding into CodeEdit and hide line hiding API 2021-06-01 17:07:01 +01:00
Rémi Verschelde
c5f237eaf8
Merge pull request #45393 from Paulb23/code_edit_autocomplete 2021-06-01 17:58:19 +02:00
Fabio Alessandrelli
d779b5aa3e [Net] Refactor RPCs, remove RSETs
In this PR:
- Removed rset
- rpc_config can now optionally configure transfer mode
  (reliable/unreliable/ordered) and channel (channels are not actually
  implemented yet.)
- Refactor how the RPC id is computed to minimize the logic in Node and
  scripts that now only needs a single `get_rpc_methods` function.
2021-06-01 17:24:21 +02:00
Paulb23
c1b9971ad8 Move and expose Code Hint in CodeEdit 2021-06-01 15:38:45 +01:00
Paulb23
1c16673798 Move and expose AutoComplete in CodeEdit 2021-06-01 15:38:45 +01:00
Paulb23
680dc9e81a Add comment and string tracking to CodeEdit 2021-06-01 15:38:45 +01:00
Rémi Verschelde
cb4635f260
Merge pull request #49241 from floppyhammer/fix-tree-item-dragging
Make tree item dragging not affected by touch dragging
2021-06-01 15:29:35 +02:00
floppyhammer
d202cf6899 fix-tree-item-dragging 2021-06-01 20:46:17 +08:00
Paulb23
5f66dfa371 Fix TextEdit selection drawing behing minimap 2021-06-01 13:09:39 +01:00
Rémi Verschelde
0286495f59
Merge pull request #49024 from groud/restore_tilemap_show_debug
Restore TileMap's debug collision shapes and add navigation.
2021-06-01 12:51:28 +02:00
Rémi Verschelde
4c1d555b9a
Merge pull request #48770 from LightningAA/scrollcontainer-ensure-item-visible-4.0
ScrollContainer: Expose `_ensure_focused_visible` to the scripting API and rename it to `ensure_control_visible`
2021-06-01 11:01:40 +02:00
Rémi Verschelde
59b524ae4c
Merge pull request #49067 from JFonS/fix_gcc_warnings
Fix some warnings raised by GCC-11.1
2021-06-01 10:47:37 +02:00
Lightning_A
6d5b5ba89f ScrollContainer: Expose _ensure_focused_visible to the API
Was renamed to `ensure_control_visible`
2021-05-31 17:14:57 -10:00
Yuri Sizov
9cd96ebe0e Prevent Theme resource from emitting changes during bulk operations 2021-05-31 17:40:45 +03:00
Fabio Alessandrelli
507a9beca1 [Net] Fix HTTPRquest store_buffer error.
HTTPRquest no longer call store_buffer/append_array when the chunk size
is 0.
2021-05-31 15:42:31 +02:00
Rémi Verschelde
144759303d
Merge pull request #49208 from aaronfranke/tileset-disable-dep-compat
Disable loop with CompatibilityTileData in TileSet when building with deprecated=no
2021-05-31 14:26:13 +02:00
Rémi Verschelde
4a97424576
Merge pull request #49182 from timothyqiu/parent-cache
Check cache_parent_physical_bone when rebuilding parent cache
2021-05-31 12:30:10 +02:00
Rémi Verschelde
4e3d5148ff
Merge pull request #49157 from Chaosus/vs_billboard
Added Billboard Node to Visual Shaders
2021-05-31 12:23:01 +02:00
Aaron Franke
dbb5c036c4
Disable loop with CompatibilityTileData when building with deprecated=no 2021-05-30 09:37:03 -04:00
Haoyu Qiu
96fe795bdb Check cache_parent_physical_bone when rebuilding parent cache 2021-05-29 15:34:55 +08:00
Yuri Roubinsky
f06db8b778 Added Billboard Node to Visual Shaders 2021-05-28 09:24:06 +03:00
Jason Knight
4c6ad8abcd Emit button_up signal after setting pressed to false. 2021-05-27 15:06:53 -06:00
Hugo Locurcio
8e2a7fff1d
Tweak Camera2D editor line colors for better visibility
The new color for screen drawing was chosen to be easier to distinguish
from the 2D viewport limits.

This also makes lines less opaque when the Camera2D has the Current
property enabled. The increased line width is enough to spot the
camera easily, and the increased opacity on top of that felt obnoxious.
2021-05-27 07:14:49 +02:00
Rémi Verschelde
ca4d2ffec6
Merge pull request #49060 from EricEzaM/fix-rich-text-label-and-editor-log
Fixed implementation of RichTextLabel remove_line(), which fixed issues in EditorLog.
2021-05-26 13:25:22 +02:00
Yuri Roubinsky
0b4b1f872c
Merge pull request #49056 from Chaosus/vs_color 2021-05-26 11:07:22 +03:00
Yuri Roubinsky
8f9b91dab1 Implements expandable color ports in visual shaders 2021-05-26 10:45:53 +03:00
Eric M
471f7f1a75 Fixed implementation of RTL remove_line(), which fixed issues in EditorLog.
There were some issues in RichTextLabel `remove_line()` method, where items were not correctly removed, and line decremending for items in later lines was not correctly done.
This also fixed several headaches with EditorLog, which relied on the `remove_line()` method for collapsing of duplicate messages. The fix to RTL also fixed the issues with EditorLog.

Fixes #49030
2021-05-26 15:08:13 +10:00
TwistedTwigleg
dbd17ebf30 SkeletonIK: Fixed issue where bones become detached if multiple SkeletonIK nodes are used
(Forward port of 3.X code for Godot 4)
2021-05-25 21:30:40 -04:00
Yuri Sizov
231daa6025 Fix disappearing relationship lines in Tree when item is out of view 2021-05-26 00:44:04 +03:00
Rémi Verschelde
6a64a98039
Merge pull request #48546 from pycbouh/tree-highlight-selected-relationships 2021-05-25 19:42:55 +02:00
Rémi Verschelde
f1abfbbeb1
Merge pull request #48837 from Soupstraw/shader-pi
Added constants PI, TAU and E to the shader language
2021-05-25 18:07:15 +02:00
Yuri Sizov
9c92e9d849 Add highlight to the relationship lines of selected Tree items 2021-05-25 18:56:06 +03:00
jfons
f8e34209af Fix some warnings raised by GCC-11.1 2021-05-25 17:23:53 +02:00
Marcel Admiraal
da5d7db610 Rename File::get_len() get_length() 2021-05-25 11:54:28 +01:00
Gilles Roudière
3b35733b4c Restore a way to show collsion/navigation on TileMap.
Also remove an unused function.
2021-05-25 11:51:15 +02:00
Rémi Verschelde
9bc2ba3b64
Merge pull request #48955 from Calinou/editor-tweak-property-hints
Tweak dozens of editor property hints for consistency
2021-05-25 11:44:43 +02:00
Joosep Jääger
16567321ba Added constants PI, TAU and E to the shader language 2021-05-25 12:15:08 +03:00
Hugo Locurcio
87f503310b
Tweak dozens of editor property hints for consistency
- Update Viewport MSAA property hints to match the currently
  exposed values.
- Add some performance hints to property hints.
2021-05-25 02:50:35 +02:00
kleonc
81388db8a7 Node::add_child Check for cyclic dependency
Node Replace string addition with vformat()

Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
2021-05-24 21:53:11 +02:00
Rémi Verschelde
6894559fb7
Merge pull request #49034 from madmiraal/fix-doc-2177
Unexpose methods and property for binding children to Bones in Skeleton3D
2021-05-24 18:34:57 +02:00
Rémi Verschelde
5061e5620e
Merge pull request #49033 from groud/fix_deprecated_no
Fixes deprecated=no compilation option
2021-05-24 17:57:16 +02:00
Marcel Admiraal
65faa12fd3 Unexpose methods and property for binding children to Bones 2021-05-24 16:44:17 +01:00
Gilles Roudière
f4e8c68e00 Fixes deprecated=no compilation option 2021-05-24 17:41:29 +02:00
Rémi Verschelde
9cf1d034a7
Merge pull request #48894 from reduz/gpu-particles-2d-2
Support for 2D particles to collide against SDF
2021-05-24 12:49:34 +02:00
kobewi
47108202c6 Fix valign with stylebox borders 2021-05-23 22:39:38 +02:00
reduz
789713b008 Support for 2D particles to collide against SDF
-Added SDF collision support for 2D particles
-Changed the SDF generation to be fully signed
2021-05-23 16:43:36 -03:00
kobewi
5605454981 Change frame_coords to Vector2i 2021-05-23 21:38:27 +02:00
Hugo Locurcio
80f4e407b2
Add a keyboard shortcut to select the word under cursor in TextEdit
This also acts as a general-purpose "deselect" shortcut since pressing
it a second time will deselect text.

This is available both in the script editor and in TextEdit fields
in use, both in the editor and projects.

The Duplicate Line script editor shortcut was moved to Ctrl + Shift + D
since it conflicts with the new shortcut (Ctrl + D). The rationale for
doing so is that Duplicate Line is a less commonly used action, and
its behavior can be replicated by copying and pasting the current line
anyway. (With no selection active, the whole line will be copied.)
2021-05-22 23:47:43 +02:00
Rémi Verschelde
de4c17f716
Merge pull request #48916 from mortarroad/master-convex-hull-ported
Replace QuickHull with Bullet's convex hull computer.
2021-05-22 23:22:48 +02:00
Morris Tabor
d1bc88d426 Replace QuickHull with Bullet's convex hull computer.
The code is based on the current version of thirdparty/vhacd and modified to use Godot's types and code style.

Additional changes:
- extended PagedAllocator to allow leaked objects
- applied patch from https://github.com/bulletphysics/bullet3/pull/3037
2021-05-22 22:35:42 +02:00
Rémi Verschelde
846b3855b5
Merge pull request #47764 from fire/meshoptimizer-update
Meshoptimizer update / LOD Normals fix
2021-05-22 18:16:39 +02:00
Rémi Verschelde
3c23e026ac
Merge pull request #48973 from trollodel/debug_shapes_update_crash
Fix crash on debug shapes update if CollisionObject3D is not in tree
2021-05-22 18:04:14 +02:00
K. S. Ernest (iFire) Lee
fc8ea1d828 Update with experimental mesh optimizer.
Normals being optimized has better quality now.

Test simplify once and then use a slightly less tolerant 
error for the target error.
2021-05-22 08:58:50 -07:00
trollodel
fea75bb112 Fix crash on debug shapes update if CollisionObject3D is not in tree 2021-05-22 17:26:03 +02:00
Paulb23
00e10a842f Add custom background line colour to TextEdit and remove marked lines 2021-05-22 14:41:55 +01:00
Rémi Verschelde
3b3a55ca04
Merge pull request #48918 from groud/fix_tilemap_y_sort
Fixes TileSet Y-sort not working and TileSet not saving correctly
2021-05-22 00:26:36 +02:00
Gilles Roudière
7d80480b72 Fixes TileSet Y-sort not working and TileSet not saving correctly 2021-05-21 10:13:37 +02:00
Tomasz Chabora
b1859510ab Change behavior of String.right 2021-05-20 23:07:57 +02:00
Rémi Verschelde
a6a75e2c09
Merge pull request #48812 from groud/tilemap_scenes_painting
Implement scenes tiles in TileMaps
2021-05-20 14:32:40 +02:00
Rémi Verschelde
db4cf63482
Merge pull request #48860 from JohnM666/fix-basis-variant-initialization
Fix RigidBody3D.get_inverse_inertia_tensor() crash
2021-05-20 14:05:29 +02:00
Gilles Roudière
d8bb53cd21 Implement scenes tiles in TileMaps 2021-05-20 13:12:03 +02:00
Rémi Verschelde
4219a4cb6f
Fix typos with codespell
Using codespell 2.0.0.

Method:
```
$ cat > ../godot-word-whitelist.txt << EOF
ang
curvelinear
dof
doubleclick
fave
findn
GIRD
leapyear
lod
merchantibility
nd
numer
ois
ony
que
seeked
synching
te
uint
unselect
webp
EOF

$ codespell -w -q 3 -I ../godot-word-whitelist.txt --skip="./thirdparty,*.po"
$ git diff // undo unwanted changes
```
2021-05-20 12:38:56 +02:00
JohnM666
b19544e91d Fix #46282 Executing RigidBody3D.get_inverse_inertia_tensor() crashes Godot 2021-05-20 10:46:24 +03:00
Rémi Verschelde
6cc6930ee9
Merge pull request #48823 from timothyqiu/bone-id
Fix ragdoll simulation when parent was readded to scene
2021-05-19 19:35:57 +02:00
Marcel Admiraal
7104229a85 Fix InputMap.action_erase_event() failing to erase events correctly. 2021-05-19 11:43:02 +01:00
Rémi Verschelde
d0aaf4a1fd
Merge pull request #48814 from Calinou/viewport-use-nonzero-default-size
Use a non-zero default size for SubViewports
2021-05-19 10:12:42 +02:00
Haoyu Qiu
a701927d89 Fix ragdoll simulation when parent was readded to scene 2021-05-19 10:22:15 +08:00
Rémi Verschelde
c340ed6394
Merge pull request #42742 from madmiraal/fix-12215
Return RID instead of Object id in area-body_shape_entered-exited signals.
2021-05-18 20:00:48 +02:00
Hugo Locurcio
bbdfb715a6
Use a non-zero default size for SubViewports
This makes viewports visible out of the box.
2021-05-18 18:51:39 +02:00
Aaron Franke
ab674a41aa
Area: Uncap the range for gravity and change the slider hints 2021-05-18 07:17:11 -04:00
Rémi Verschelde
b2fb119c53
Merge pull request #36263 from Calinou/increase-default-2d-gravity 2021-05-18 10:54:47 +02:00
Rémi Verschelde
66dac8bda0
Merge pull request #47544 from pycbouh/control-expose-theme-type 2021-05-18 10:52:51 +02:00
Rémi Verschelde
95bb7207f3
Merge pull request #46773 from trollodel/TreeItem+
Improve TreeItem API and allow to move nodes
2021-05-18 10:49:45 +02:00
Rémi Verschelde
510030fedc
Merge pull request #48528 from sent44/textedit
Expose get_total_visible_rows method to GDScript
2021-05-18 09:06:24 +02:00
trollodel
bca0d36fe6 Improve TreeItem API and allow to move nodes 2021-05-17 22:06:46 +02:00
Rémi Verschelde
92c04fa727
Fix build after mismatch between #48168 and #48599 2021-05-17 17:50:42 +02:00
Rémi Verschelde
8e8cad5bc9
Merge pull request #48549 from kleonc/bitmap_resize_fix
BitMask::create Don't request more memory than needed when size is a multiply of 8
2021-05-17 17:39:24 +02:00
Rémi Verschelde
b3e3f0e34c
Merge pull request #48599 from Calinou/textedit-alt-scroll-faster
Scroll faster when holding Alt in TextEdit (and script editor)
2021-05-17 17:38:18 +02:00
Rémi Verschelde
6c367f8e0d
Merge pull request #48168 from LightningAA/control-to-ctrl-4.0 2021-05-17 17:38:02 +02:00
Yuri Sizov
9eaa139c1f Add theme_custom_type property to Control and Window 2021-05-17 17:20:42 +03:00
Rémi Verschelde
b0a51bf9fe
Merge pull request #48768 from akien-mga/file-access-64-bit-4.0
Make all file access 64-bit (`uint64_t`)
2021-05-17 16:02:12 +02:00
Rémi Verschelde
107651806f
Merge pull request #39603 from Calinou/default-theme-use-dynamicfont 2021-05-17 15:46:44 +02:00
Hugo Locurcio
d211c05111
Use a DynamicFont for the default project theme
This makes font oversampling work out of the box, while also increasing
the supported character set's size. The default font is now larger
as well to better fit today's screen resolutions.

The OpenSans SemiBold font was chosen for two reasons:

- Small file size, yet its character set supports Latin-1 and Cyrillic
  text.
- A heavier font weight looks better in most "game" scenarios and is
  more readable against mixed-color backgrounds.

This is considered a breaking change as it changes the default font's
metrics, which will likely affect how Control nodes are laid out in
scenes (unless a custom font is in use).
2021-05-17 15:19:13 +02:00
Pedro J. Estébanez
469fa47e06
Make all file access 64-bit (uint64_t)
This changes the types of a big number of variables.

General rules:
- Using `uint64_t` in general. We also considered `int64_t` but eventually
  settled on keeping it unsigned, which is also closer to what one would expect
  with `size_t`/`off_t`.
- We only keep `int64_t` for `seek_end` (takes a negative offset from the end)
  and for the `Variant` bindings, since `Variant::INT` is `int64_t`. This means
  we only need to guard against passing negative values in `core_bind.cpp`.
- Using `uint32_t` integers for concepts not needing such a huge range, like
  pages, blocks, etc.

In addition:
- Improve usage of integer types in some related places; namely, `DirAccess`,
  core binds.

Note:
- On Windows, `_ftelli64` reports invalid values when using 32-bit MinGW with
  version < 8.0. This was an upstream bug fixed in 8.0. It breaks support for
  big files on 32-bit Windows builds made with that toolchain. We might add a
  workaround.

Fixes #44363.
Fixes godotengine/godot-proposals#400.

Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
2021-05-17 15:06:19 +02:00
Rémi Verschelde
9cc17a8439
Merge pull request #48690 from KoBeWi/static_shader_picker
Create ColorPicker shaders statically
2021-05-17 14:51:12 +02:00
kobewi
877dbda209 Create ColorPicker shaders statically 2021-05-17 11:39:20 +02:00
Rémi Verschelde
2be9b5dec4
Merge pull request #48775 from CaptainProton42/fix-prism-mesh-normals
Fix normals of PrismMesh
2021-05-17 10:37:35 +02:00
Rémi Verschelde
2dadcde361
Merge pull request #48760 from timothyqiu/tree-crash
Fix Tree::get_column_at_position crash
2021-05-16 23:05:37 +02:00
John Wigg
c8e402324e
Fix normals of PrismMesh 2021-05-16 23:01:53 +02:00
Rémi Verschelde
d4fc125fbc
Merge pull request #48761 from kleonc/editor-get_tree-crash-fix
Fix accessing scene tree without checking: MeshInstance3D::create_debug_tangents, GIProbe::bake
2021-05-16 22:32:04 +02:00
Rémi Verschelde
8e7b17429e
Merge pull request #48650 from AnilBK/graph-node-setters
Added GraphNode missing setters.
2021-05-16 17:37:12 +02:00
kleonc
ef589a7cd3 Fix accessing scene tree without checking: MeshInstance3D::create_debug_tangents, GIProbe::bake 2021-05-16 14:01:01 +02:00
Haoyu Qiu
c8efcf81d2 Fix Tree::get_column_at_position crash 2021-05-16 19:42:28 +08:00
Rémi Verschelde
99626d5b57
Merge pull request #48478 from brennengreen/normal-mapping-unpacked-fix
Fix refraction offset by manually unpacking normal mappings
2021-05-14 11:33:22 +02:00
Eoin O'Neill
c4f976b38b Attempt to fix rich text label effects processing even when
the node is invisible.

ISSUE:47687
2021-05-13 19:59:08 -07:00
Rémi Verschelde
a3dd18b12e
Merge pull request #39976 from aaronfranke/tilemap-vec2i
Update TileMap to use Vector2i
2021-05-13 14:48:16 +02:00
Anilforextra
2c3c3b2829 -Added missing setters to GraphNode.
-Improved various GraphNode documentation.
2021-05-13 17:45:07 +05:45
Rémi Verschelde
d0c2ac8a0e
Merge pull request #48688 from Xrayez/rename-hint-usage-control
Fix variable names for "usage" flags in `Control::_get_property_list()`
2021-05-13 13:15:52 +02:00