Rémi Verschelde
36069ebf9a
Merge pull request #57224 from bruvzg/export_hide_3x
2022-01-25 20:38:54 +01:00
bruvzg
eb975b7cea
[Export, 3.x] Instead of removing unsupported options, hide it.
2022-01-25 21:18:22 +02:00
Rémi Verschelde
e17af68daa
Merge pull request #57212 from akien-mga/3.x-cherrypicks
2022-01-25 19:05:13 +01:00
Haoyu Qiu
f8afd16c89
Fix memory leak when move to trash fails on Linux
...
(cherry picked from commit 8be49838b3
)
2022-01-25 18:55:52 +01:00
Manolis Papadeas
941879f601
Expose BitMap's `convert_to_image` and `resize` methods to GDScript
...
(cherry picked from commit 453912d48d
)
2022-01-25 18:55:52 +01:00
rafallus
58191c4b7e
Make sure `MeshLibrary` shape array has correct number of elements
...
(cherry picked from commit 5f8b292ad3
)
2022-01-25 18:55:52 +01:00
Haoyu Qiu
7a7eab06f8
Fix crash after renaming an animation node
...
(cherry picked from commit 5ea4a8b421
)
2022-01-25 18:55:51 +01:00
Wysocki Patryk
6340e4c83f
Expose AnimationNodeOneShot::mix_mode as a property
...
Fixes #23458 .
(cherry picked from commit f16c483c9d
)
2022-01-25 18:55:51 +01:00
Rémi Verschelde
2eb12f1d71
doc: Clarify expected type of `Object *` parameters in Tree methods
...
They're meant to be `TreeItem *` but this can't be bound in Variant.
Fixes #20538 .
(cherry picked from commit 81f2ce4e46
)
2022-01-25 18:24:02 +01:00
Hugo Locurcio
4f1f76c7ce
Add local web server configuration designed for web editor development
...
Running `npm run serve` in `platform/javascript/` will start
a web server that uses `bin/` as its root folder. This means you
can extract a compiled web editor ZIP in this folder and immediately
be able to test the web editor.
Headers required for the use of SharedArrayBuffer are automatically
added to every response.
(cherry picked from commit 9ef9bfb12c
)
2022-01-25 18:23:39 +01:00
Fabio Alessandrelli
822da984bb
[Net] Fix get_response_body_length for large files.
...
Parsing was fixed, but not the return value for the exposed getter.
(cherry picked from commit 01e5e98312
)
2022-01-25 18:23:04 +01:00
cdemirer
dd57c321bf
Fix Array and Dictionary id() and dictionary test bug
...
(cherry picked from commit e2ed9d13eb
)
2022-01-25 18:20:59 +01:00
kleonc
5b240d833a
SpriteFramesEditor Show AtlasTexture's source texture path in the frame's tooltip
...
(cherry picked from commit c635ab914d
)
2022-01-25 18:17:23 +01:00
Haoyu Qiu
164ef0763a
Update AssetLib network settings when Editor Settings change
...
(cherry picked from commit 575cd3645c
)
2022-01-25 18:14:58 +01:00
Navdeep Singh Rathore
b531a49265
Added the smart word wrap property to preview label
...
(cherry picked from commit 0b55eedc52
)
2022-01-25 18:14:42 +01:00
Hugo Locurcio
b8a7a74264
Tweak theme color to match the Godot editor's background color
...
This makes for a more seamless-looking address bar/status bar
when using the web editor on a mobile device, either directly
in the brower or installed as a progressive web app.
This also specifies a theme color for the web editor's offline
fallback.
(cherry picked from commit 7ef459c2d7
)
2022-01-25 18:13:59 +01:00
Bartłomiej T. Listwon
d3473b2a95
Rework Node::get_node to omit is_absolute() check in best case scenario
...
(cherry picked from commit e2792cc71c
)
2022-01-25 18:13:42 +01:00
Hugo Locurcio
96a325dec8
Force threads when compiling web editor instead of erroring out
...
This makes the build process more seamless. A similar option is
already forced for initial memorywhen needed.
(cherry picked from commit da19898c24
)
2022-01-25 18:12:19 +01:00
Rémi Verschelde
d62166f68f
Merge pull request #57186 from lawnjelly/gameplay_fix_ticks
2022-01-25 11:39:26 +01:00
lawnjelly
38240fd0c8
Portals - Fix gameplay monitor ticking
...
Due to an optimization to prevent processing except when camera rooms changed, the ticking synchronization and updating of previous and current lists could get out of sync for affected objects, leading to missing gameplay notifications.
This PR adds new paths to properly support and synchronize objects in this "room based" path.
2022-01-25 10:07:50 +00:00
Yuri Roubinsky
cb9854df52
Merge pull request #56794 from Chaosus/shader_fixes_3.x
2022-01-25 11:06:49 +03:00
Rémi Verschelde
417b270a3f
Merge pull request #57173 from rafallus/3.x_gridmap_bake_staticbody
2022-01-25 08:56:24 +01:00
Yuri Roubinsky
85deed9207
Backport some changes to 3.x shaders
2022-01-25 10:34:57 +03:00
rafallus
75fcb31cee
[3.x] Consider gridmap collisions in navigation bake
2022-01-24 19:10:33 -06:00
Rémi Verschelde
f9d0975b72
Merge pull request #57156 from snailrhymer/tileset-doc-improvement
2022-01-24 23:17:41 +01:00
SnailRhymer
6ac800aab7
Add clarification to tile_set_modulate
...
To resolve 45677, adds a note to tile_set_modulate clarifying how to use tile_modulate in shaders.
2022-01-24 21:23:04 +00:00
Rémi Verschelde
49df809ca4
Merge pull request #57113 from mhilbrunner/docs-fixes
2022-01-24 11:40:57 +01:00
Rémi Verschelde
3073842f69
Merge pull request #57114 from mhilbrunner/docs-fix-reloaded
2022-01-24 11:40:47 +01:00
Max Hilbrunner
6cecb2210e
Fix GDNative docs links
2022-01-24 11:29:20 +01:00
Max Hilbrunner
54de063890
[3.x] Fix make_rst.py on Windows
2022-01-24 10:28:22 +01:00
Rémi Verschelde
ed869729ae
Merge pull request #56755 from madmiraal/fix-45592-3.x
2022-01-24 10:06:24 +01:00
Rémi Verschelde
50a672eb80
Merge pull request #57110 from Macksaur/gi_not_mi_bakedlightmap
2022-01-24 09:42:13 +01:00
Mack
36c7110c1b
Fixed accessing a null MeshInstance object in BakedLightmap instead of the GeometryInstance
2022-01-24 06:59:48 +00:00
Rémi Verschelde
f2ec36fbcd
Merge pull request #57081 from Scony/fix-navigation-2d-defaults-3.x
2022-01-23 17:25:14 +01:00
Pawel Lampe
67cf622935
Improve `Navigation2D` default settings, fixes #56852
...
This commit reduces `cell_size` and `edge_connection_margin` default
values so that `Navigation2D` behaves more like in Godot <= `3.4` by default.
2022-01-23 14:07:31 +01:00
Rémi Verschelde
e33f8df9ca
Merge pull request #56984 from Calinou/doc-softbody-no-gameplay-3.x
2022-01-23 12:54:36 +01:00
Rémi Verschelde
30fe807fa9
Merge pull request #56965 from Calinou/scons-print-debug-notice-3.x
...
Print a notice when compiling with `target=debug`
2022-01-23 01:27:08 +01:00
Rémi Verschelde
f93e3a408a
Merge pull request #56034 from LoserFox/3.x
2022-01-23 00:55:24 +01:00
LoserFox
0af26280b6
Fix some errors in Environment documentation
...
Co-authored-by: Clay John <claynjohn@gmail.com>
Co-authored-by: Max Hilbrunner <mhilbrunner@users.noreply.github.com>
Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
2022-01-23 00:45:27 +01:00
Rémi Verschelde
8051322dc1
Merge pull request #57045 from Calinou/doc-csgpolygon-points-3.x
2022-01-23 00:30:11 +01:00
Rémi Verschelde
c29258e850
Update AUTHORS and DONORS list
...
New contributors added to AUTHORS:
cdemirer, marstaik, mortarroad, The-O-King
Thanks to all contributors and donors for making Godot possible!
(cherry picked from commit a9df1f51c2
)
2022-01-23 00:06:02 +01:00
Rémi Verschelde
aa6465cd5b
Fix style error from previous merge
2022-01-22 16:23:28 +01:00
Rémi Verschelde
6c0c0c4b29
Merge pull request #54165 from Calinou/directional-shadow-runtime-change-3.x
...
Allow changing directional shadow size at run-time
2022-01-22 15:25:09 +01:00
Hugo Locurcio
1e1fb145b3
Improve CSGPolygon3D documentation
...
- Describe why polygon triangulation usually fails in the error message.
2022-01-21 19:59:56 +01:00
Rémi Verschelde
40a348bce2
Merge pull request #57013 from Killfrra/3.x
...
[3.x] Backport method `get_rid` for NavigationAgent
2022-01-21 18:35:19 +01:00
Rémi Verschelde
c6480e2166
Merge pull request #57033 from lawnjelly/gameplay_monitor_unload
...
Portals - fix gameplay monitor unloading
2022-01-21 18:33:50 +01:00
Rémi Verschelde
d775499f43
Merge pull request #57037 from timothyqiu/groups-editor-3.x
2022-01-21 13:06:11 +01:00
Rémi Verschelde
66672c08f9
Merge pull request #55640 from lawnjelly/bvh5_multi_tree
2022-01-21 13:04:17 +01:00
Haoyu Qiu
7dcfe6b878
Improve Groups dock panel and the Group Editor
2022-01-21 18:32:27 +08:00
lawnjelly
dc14636e68
BVH templated mask checks and generic NUM_TREES
...
Refactors the BVH to make it more generic and customizable. Instead of hard coding the system of pairable_mask and pairable_type into the BVH, this information is no longer stored internally, and instead the BVH uses callbacks both for determining whether pairs of objects can pair with each other, and for filtering cull / intersection tests.
In addition, instead of hard coding the number of trees, the BVH now supports up to 32 trees, and each object can supply a tree collision mask to determine which trees it can collide against.
This enables the BVH to scale to either the two or 3 trees needed in physics, and the single tree used without pairing in Godot 4 render tree.
2022-01-21 10:08:29 +00:00