Commit Graph

31757 Commits

Author SHA1 Message Date
Rémi Verschelde c7c592f832
Merge pull request #54314 from nekomatata/x11-events-log-3.x 2021-11-09 00:03:39 +01:00
Rémi Verschelde 8923e2d449
Merge pull request #54038 from nekomatata/fix-soft-body-memory-corruption-3.x 2021-11-09 00:01:00 +01:00
Rémi Verschelde bee67513fb
Merge pull request #54033 from nekomatata/fix-collision-mouse-exit-error-3.x 2021-11-09 00:00:47 +01:00
Rémi Verschelde 3be409aa5e
Merge pull request #54039 from nekomatata/fix-soft-body-memory-corruption-bullet-3.x 2021-11-08 23:59:05 +01:00
Rémi Verschelde 6b7c841e1b
Merge pull request #54111 from nekomatata/fix-rigid-body-update-collision-layer-3.x 2021-11-08 23:58:47 +01:00
Hugo Locurcio 4d35049dc7
Add keyboard shortcuts for grouping and locking nodes, change grid toggle
- Locking nodes can now be done by pressing Ctrl + L, and unlocking with
  Ctrl + Shift + L.
- Grouping nodes is now done by pressing Ctrl + G, and ungrouping with
  Ctrl + Shift + G (similar to Inkscape).
- Toggling the grid is now done by pressing the `#` key
  (also similar to Inkscape). This change was needed as Ctrl + G
  now groups selected nodes.

Different shortcuts are used for the lock/unlock and group/ungroup
actions, so that the shortcuts are idempotent.
2021-11-08 23:38:54 +01:00
Rémi Verschelde aff96e2986
Merge pull request #54781 from Calinou/editor-tweak-animation-editor-icon-colors-3.x
Tweak animation editor icon colors for easier visual grepping
2021-11-08 22:36:23 +01:00
Pedro J. Estébanez 25f01cb09d Implement get_cache_path() for iOS, and improve it for Android and Windows 2021-11-08 22:33:54 +01:00
Pedro J. Estébanez 5eb80bb1a3 Avoid the need for copy assignment in HashMap key/data types 2021-11-08 22:33:54 +01:00
Hugo Locurcio b8de40c065
Tweak animation editor icon colors for easier visual grepping
This makes the Linear and Cubic icons in particular easier to
distinguish from each other.

The Cubic interpolation icon's curve was also changed to be
more distinguishable from the Linear icon's curve.
2021-11-08 21:58:11 +01:00
Rémi Verschelde 2f942ab846
Merge pull request #54768 from The-O-King/vertex_attrib_fix 2021-11-08 19:43:58 +01:00
Rémi Verschelde 2f10793467
Merge pull request #54117 from Pineapple/dont-ignore-type-mismatch-in-setter 2021-11-08 19:26:58 +01:00
Rémi Verschelde 4b4e92b3d4
Merge pull request #52944 from RandomShaper/property_pin_control_natural_3.x 2021-11-08 18:53:25 +01:00
Omar El Sheikh 8a43b222c7 Fix Vertex Attribute Specification Octahedral
For octahedral compressed normals/tangents, we use vec4 in the shader
regardless of whether a normal/tangent does/doesn't exist

For the case where we only have a normal vector, we need to specify that
there are only two components being used when calling glVertexAttrib

Before we would always specify that there were 4 components, and used
offsets to determine where in the vertex buffer to read data from but
this doesn't work on all platforms
2021-11-08 12:11:48 -05:00
Pedro J. Estébanez 4dba25b3ff Add property value pinning 2021-11-08 17:42:27 +01:00
Rémi Verschelde bd828c4d81
Merge pull request #54227 from akien-mga/3.x-gdscript-multiline-indexing 2021-11-08 15:03:24 +01:00
Rémi Verschelde ee46679ca3
Merge pull request #54577 from nekomatata/intersect-point-3d-3.x 2021-11-08 13:16:14 +01:00
Rémi Verschelde 70b521af79
Merge pull request #53013 from Calinou/editor-debugger-bottom-panel-error-warning-highlight-3.x 2021-11-08 13:15:46 +01:00
Rémi Verschelde 5f87d5ebea
Merge pull request #54385 from Calinou/colorpicker-overbright-indicator-tweak-icon-3.x 2021-11-08 13:15:35 +01:00
Rémi Verschelde d0b1e3d002
Merge pull request #53942 from raulsntos/no-boxing 2021-11-08 13:15:25 +01:00
Rémi Verschelde bfcf6162fe
Merge pull request #54757 from bruvzg/pre_wait_observer_redraw3 2021-11-08 13:10:03 +01:00
bruvzg f997a5f8f6 [macOS] Use pre-wait observer to keep main run loop running and redraw window during the window resize and displaying modal popups. 2021-11-08 12:34:14 +02:00
Pedro J. Estébanez 76b7d23a10 Unify determination of default property values 2021-11-08 11:17:49 +01:00
Rémi Verschelde 837f2c5f82
Merge pull request #54746 from neikeq/issue-42076
C#: Don't use ActivityThread to determine Android nativeLibraryDir
2021-11-08 10:02:48 +01:00
NHodgesVFX 237f7eeabe Add more OpenGL Attributes
Co-Authored-By: Johann Meyer <25986904+johannmeyer@users.noreply.github.com>
Co-Authored-By: Clay John <claynjohn@gmail.com>
2021-11-08 01:22:40 -05:00
Ignacio Roldán Etcheverry 690bf12c4c C#: Don't use ActivityThread to determine Android nativeLibraryDir 2021-11-08 02:35:06 +01:00
Rémi Verschelde cad93bc691
Merge pull request #54711 from bruvzg/ios_xcbuild_info3
[iOS export, 3.x] Capture and display xcodebuild output.
2021-11-07 17:14:17 +01:00
bruvzg 2e74bacf17 [iOS export] Capture and display xcodebuild output. 2021-11-07 11:06:21 +02:00
Rémi Verschelde eae7a5384e
Merge pull request #54683 from DarkKilauea/fix-http-response-headers
[3.x] Fix request headers being included in response.
2021-11-06 21:26:21 +01:00
Josh Jones 7df8bd6b85 Fix request headers being included in response. 2021-11-06 12:56:25 -07:00
Max Hilbrunner 73cb77c62c
Merge pull request #54623 from gongpha/3.x-typo1
Fix little typos in `OS` 3.x doc
2021-11-06 17:35:45 +01:00
bruvzg 262ec9033a Implement limited surrogate pairs support for platforms with 16-bit wchar_t. 2021-11-06 11:55:06 +02:00
Rémi Verschelde 965f7a6df9
Merge pull request #54607 from nekomatata/fix-intersect-shape-motion-3.x 2021-11-05 21:53:06 +01:00
Rémi Verschelde 14c366ddd7
Bump version to 3.5-beta 2021-11-05 16:10:17 +01:00
Kongfa Waroros 0d852bf5a6 Fix little typos in 3.x doc 2021-11-05 16:23:37 +07:00
Rémi Verschelde 206ba70f4b
Bump version to 3.4-stable \o/
After the decision to continue feature development for the `3.x` branch
alongside the `master` branch for Godot 4.0, we released 3.3-stable in
April 2021.

6 months and 2000 commits later, Godot 3.4 is another feature-packed milestone
for Godot 3, with a ton of improvements and fixes to make it a great option
for use in production while we wait for Godot 4.0!

A big thankyou to all contributors who work tirelessly on our two parallel
development branches and made this stable 3.4 release possible.
2021-11-05 01:06:19 +01:00
Rémi Verschelde e6613ca9d4
Add some more changelog entries for 3.4
Selected from the 3.3.x changelogs.
2021-11-05 00:52:27 +01:00
Hugo Locurcio 231883bdcc
Improve description for `BitMap.grow_mask()`
(cherry picked from commit e3d23d444c)
2021-11-04 19:55:56 +01:00
PouleyKetchoupp 160346f794 Add support for motion in 2D intersect_shape function
It was only missing extended rect for broadphase check, the solver was
already taking the motion from parameters into account.
2021-11-04 11:43:30 -07:00
Gustavo Beltrão Braga 27ec7e6ed5
Change description of relative field in input drag event.
(cherry picked from commit 76c50928a1)
2021-11-04 16:35:20 +01:00
Rémi Verschelde f734a2c915
Merge pull request #54582 from m4gr3d/add_manifest_min_and_target_sdk_version_3x 2021-11-04 13:52:51 +01:00
Rémi Verschelde 2169d65799
Merge pull request #54576 from akien-mga/3.x-changelog-3.4
Add changelog for Godot 3.4
2021-11-04 09:49:00 +01:00
Fredia Huya-Kouadio 724ef83971 Add default `minSdkVersion` and `targetSdkVersion` in the AndroidManifest.xml file 2021-11-03 21:49:22 -07:00
PouleyKetchoupp fc2bd63ca0 Expose intersect_point in 3D physics server
Also cleaned a few things in the documentation for 2D.
2021-11-03 16:46:40 -07:00
Rémi Verschelde d155f0a8a0
Add changelog for Godot 3.4 2021-11-04 00:28:44 +01:00
Rémi Verschelde 7afb784269
Sync controller mappings DB with SDL2 community repo
Synced with gabomdq/SDL_GameControllerDB@322aac4bb7.

Also improve parser errors to allow identifying the problematic mappings.

(cherry picked from commit 4b247e7ffa)
2021-11-03 21:32:53 +01:00
Jake Young feecd894d8
Update my name on author file
(cherry picked from commit 0b734bce4c)
2021-11-03 21:31:11 +01:00
PouleyKetchoupp ec0dc93083
Fix errors with invalid bone node path in Polygon2D
NodePath properties are designed to be relative to the given node, so
validity checks are failing in the editor for Polygon2D nodes, which are
relative to the Skeleton2D node rather than the Polygon2D node.

Fixed by saving bone paths as String properties instead of NodePath.

Shouldn't cause a difference for performance since NodePath properties
are technically saved as String anyway.

(cherry picked from commit 8d9619ad46)
2021-11-03 17:31:10 +01:00
Rémi Verschelde fb8834bb91
Update AUTHORS and DONORS list
New contributors added to AUTHORS:
@briansemrau, @Duroxxigar, @williamd67

Thanks to all contributors and donors for making Godot possible!

(cherry picked from commit 300286ea08)
2021-11-03 16:16:10 +01:00
Rémi Verschelde 0b694eb8e7
i18n: Sync classref translations with Weblate
German (de) is now above the threshold for inclusion.
2021-11-03 15:00:52 +01:00