1. Let r1 be the source rectangle clipped against the entire source image rectangle.
2. Let r2 be r1 offset by p_dest, clipped against the entire destination image rectangle.
3. Copy pixels from r1 to r2.
Templates will be loaded from .godot/script_templates
For now they're disabled for GDNative.
Ideas for further improvements:
- Add a "Save as Template" option to the script editor, as it can normally only save to res://
- Support more placeholders / custom placeholders
zstd has much better compression speed and ratio, and better decompression speed than currently available methods.
Also set zstd as the default compression method for Compression as well as FileAccessCompressed functions.
Quite a while ago I made a commit (131631b) where I did a weird
thing to fix compilation with PTRCALL_ENABLED. And I couldn't
sleep because of this after all these months. So here is the
proper version.
-Added default environment editor setting
-Added environment created by default in new projects
-Removed default light and ambient from spatial editor, to make the editor more PBR compliant
The `InputEvent::is_action(pressed|released)` methods weren't implemented yet.
Also fixed a typo in `InputDefault` that prevented `Input.is_action(pressed|released)` from working.
-Improvements to texture importer
-Proper detection of S3TC compression modes, and added all modes to Image
-Fixes to non-power of 2 compressed textures, which should all be supported by GLES3
This is a necessary condition for finding optimal solutions.
This is achieved by simply requiring/ensuring that no weights are smaller than 1.
Fixes#8584.
Make EditorFileDialog, FileDialog and EditorFileSystemDirectory alphanumerical sorting more natural
Added a new method 'naturalnocasecmp_to' and comparator 'NaturalNoCaseComparator' to String.
Fixes#8712.
Slimmed down variant from the reverted #8375.
The rationale behind the name change is to give Godot's project file a unique
extension (".godot") that can be registered on the OS to be associated with
the Godot binary (OS registration not implemented here).
This PR also adds the possibility to start the game or editor if launched
with the project.godot passed as argument, which paves the way for allowing
a similar behaviour on a double-click in the OS file manager (code originally
by @Hinsbart).
Closes#6915.
"ALL IS GOOD" was a lie.
In particular, removes verbose "path not recognized" false positive.
The actual logic is to (somewhat naively) check all ResourceFormatLoaders
and to pick the first good match, so no need to warn about the formats
that do not match the type hint.
Fixes a bug where the VERSION_PATCH define is not yet in scope if
typedefs.h is included before version.h at compilation time.
(cherry picked from commit 3b687c5474)
PCG32 doesn't like small seeds, which leads to zero random values (prior to #7532, zero values were handled as special cases).
Use a large default seed, and also add a shift in Math::randomize.
Fixes#8423.
Notable changes:
- Now ScriptLanguages have the option to override the global external editor setting.
If `ScriptLanguage::open_in_external_editor()` returns `ERR_UNAVAILABLE` (which it does by default), then the global external editor option will be used.
- Added formatting to the external editor execution arguments. Now it's possible to write something like this: `{project} -g {file}:{line}:{col}`.
- `VisualScript::get_member_line()` now can return the line of functions (well, it returns the id of the _Function_ node of the function). I guess there is nothing else we can get a "line" from.
Fixes:
- Fixes a bug where `ScriptEditor::script_goto_method()` would not work if the script is not already open in the built-in editor.
- Fixes wrong DEFVAL for `cursor_set_column` and `cursor_set_line` in TextEdit.
- `Script::get_member_line()` now returns -1 ("found nothing") by default.
Now project files don't have to be named "godot.cfg" anymore, they can have any name so as long as it ends with *.godot.
Also godot will automatically start the editor now if launched with a project file as an argument.
This allows for double-clicking of projects to open them :)
Code-wise this should be complete, but there's still work to do:
- Make a nice icon for godot projects.
- Work on installers/packaging -> register the extension and icon with godot.
- Update the 2.1 to 3.0 exporter.
Tested on linux and windows so far.
There was a logic error in #7815 which made
Variant.hash_compare() == Variant.hash_compare() always true.
In an attempt to short-circuit the NaN check I made an (in hindsight) obvious
error: 10 == 12 || is_nan(10) == is_nan(12)
This will be true for all inputs, except for the NaN, not-NaN case. The macro
has been updated to now generate:
(10 == 12) || (is_nan(10) && is_nan(10))
so:
(10 == 12) || (is_nan(10) && is_nan(12)) = false
False or (False and False) is False
(10 == 10) || (is_nan(10) && is_nan(10)) = true
True or (False and False) is True
(Nan == 10) || (is_nan(NaN) && is_nan(10)) = false
False or (True and False) is False
(Nan == Nan) || (is_nan(NaN) && is_nan(NaN)) = true
False or (True and True) is True
Which is correct for all cases.
This bug was triggered because the hash function for floating point numbers
can very easily generate collisions for the tested Vector3(). I've also added
an extra hashing step to the float hash function to make this less likely to
occur.
This fixes#8081 and probably many more random weirdness.
Added set_scale, set_rotation_euler, set_rotation_axis_angle. Addresses #2565 directly.
Added an euler angle constructor for Basis in GDScript and also exposed is_normalized for vectors and quaternions.
Various other changes mostly cosmetic in nature.