Commit Graph

1566 Commits

Author SHA1 Message Date
Rémi Verschelde 7c3b3e0a80 Revert "Fix text warp in color blocks with CJK"
This reverts commit b93fce1c18.

That commit introduced regressions for non-CJK languages are discussed
in #8952. Fixes #9078.
2017-06-07 07:40:06 +02:00
Rémi Verschelde 6fb97d9898 Merge pull request #8952 from GodotExplorer/pr-fix-richtextlabel-warp-CJK
[2.1] Fix text warp in color blocks with CJK
2017-05-27 11:34:31 +02:00
Rémi Verschelde 7b286b06da Merge pull request #8919 from pixelpicosean/fix-item-list-scroll
[2.1] Fix item list scroll speed
2017-05-27 11:20:47 +02:00
Rémi Verschelde 680b905ae4 Merge pull request #8918 from GodotExplorer/pr-expose-texturebutton-resize-model-consts
Expose texturebutton resize model constants
2017-05-27 11:19:24 +02:00
Geequlim cd778e00dc Fix text warp in color blocks with CJK 2017-05-27 14:07:18 +08:00
Ferenc Arn c2c1d2076c GDScript bindings for various missing Mesh functions.
Fixes #8041.

(cherry picked from commit f2a335d0c1)
2017-05-27 00:42:59 +02:00
yanorax 06ca73c6f8 Add column_title_pressed signal to Tree node
The Tree node column/table form is missing the ability to
capture column title clicks easily.

Adding this functionality will give us the ability to
create functions such as sort by column, which is a common
table manipulation ability in games/apps.

https://godotengine.org/qa/7699
(cherry picked from commit 7b00ad22b9)
2017-05-27 00:42:58 +02:00
AlexHoratio 3cd1185b25 Fixed #8526, popup menu width now responds to submenu icon
(cherry picked from commit 69359f2220)
2017-05-27 00:42:58 +02:00
Poommetee Ketson 85e6a38c0b RayCast2D: fix detached arrow tip
(cherry picked from commit 64879e592b)
2017-05-26 23:54:34 +02:00
Andreas Haas 4a1c9de869 Tree: Clear search string on selection.
The Tree node has the ability to jump to a specific item by typing the first few chars of it's name.
But on selection ('item_activated' signal), it didn't clear the search string used for that. It was especially annoying in `FileDialog`s and has been bugging me for
ages :P

With this, you can traverse a directory structure in a FileDiag quickly with the keyboard (like you'd expect from pretty much any modern file browser) :)

(cherry picked from commit def41b9856)
2017-05-26 23:45:11 +02:00
Poommetee Ketson e06fa5a089 LineEdit: fix placeholder text affected by secret
(cherry picked from commit e64c473bc9)
2017-05-26 23:44:24 +02:00
Rémi Verschelde 6cf507f004 Move other lone thirdparty files to thirdparty/misc
Also move Box2D ConvexDecomposition contrib code to
thirdparty/b2d_convexdecomp.

(cherry picked from commit d4029aa51a)
2017-05-26 23:39:47 +02:00
Rémi Verschelde 8312d421c6 Move core thirdparty files to thirdparty/{minizip,misc}
(cherry picked from commit 2398eb6ed4)
2017-05-26 23:29:26 +02:00
Rémi Verschelde e43e7a414a Fix theme_data.h formatting via make_header.py
Should make clang-format happy.

(cherry picked from commit 5f15f03d38)
2017-05-26 19:11:43 +02:00
Andreas Haas 66a1e049b0 Tree: Ability to add tooltips to TreeItem buttons.
Adds a tooltip parameter to `TreeItem::add_button()` and set a few tooltips in the Project settings and SceneTree dock.

(cherry picked from commit 29999942a2)
2017-05-26 19:05:09 +02:00
Sean Bohan 064dce7a4c Fix item list scroll speed.
Remove the extra `set_val` action after the proper one, so the right scroll value won’t get overrided any more.
2017-05-26 17:25:44 +08:00
Geequlim 166d4cb40c Expose constants of TextureButton 2017-05-26 17:07:38 +08:00
Zireael07 307c5c1afc GDScript can now tell if the wheel is in contact with the ground; change roll influence of the wheel in editor 2017-05-19 11:50:23 +02:00
Rémi Verschelde 21bf3778d5 Merge pull request #8776 from RandomShaper/fix-sample-priority-2.1
Fix priority in sample players (2.1)
2017-05-16 08:12:52 +02:00
Pedro J. Estébanez 40e7f1c3d5 Fix priority in sample players 2017-05-15 20:24:38 +02:00
Rémi Verschelde aa046a85dc Merge pull request #8740 from pixelpicosean/scrollingWithFactor
Implemented scrolling factor for precision trackpads for 2.1
2017-05-15 07:57:05 +02:00
Rémi Verschelde caeee17846 Merge pull request #8734 from Faless/various_2.1_cherries
Various 2.1 cherry picks
2017-05-15 07:55:27 +02:00
Sean Bohan ee670f3724 Implemented scrolling factor for smooth trackpad scrolling
Working platforms platform: OSX, Windows.
Support for almost all ui elements, including project list.

Ported from 304a1f5b5a (#7864).
Fixes #492 and #3913.
2017-05-15 06:44:00 +08:00
Fabio Alessandrelli 56e23624bf Fix bug in pause mode propagation
Pause mode was not correctly propagating effectively stopping
immediately when the mode was not PAUSE_MODE_INHERIT.

(cherry picked from commit a5ce7a98cb)
2017-05-12 20:01:53 +02:00
Rémi Verschelde e7328fe5a0 Fix return statement in CanvasItem::get_global_transform_with_canvas
Thanks to @susnux for the report and patch in #5446.
2017-05-12 19:54:54 +02:00
Fabio Alessandrelli 2665460390 Fix bug with viewport not correctly setting audio listener 2d 2017-05-05 15:21:42 +02:00
volzhs edefaa768b Fix auto_accept_quit option to work
auto_accept_quit value is set first properly with GLOBAL_DEF("application/auto_accept_quit", true) in main.cpp
after that it's reset to true in SceneTree:init() whatever value was.
2017-04-25 19:54:08 +09:00
Rémi Verschelde 6aaec01e99 Merge pull request #8272 from MattUV/2.1
Add methods to get and set bits of collision layers and masks for TileMaps (2.1)
2017-04-24 11:13:33 +02:00
Andreas Haas 0ffa923bca Merge pull request #8369 from volzhs/fix-stylebox-2.1
Fix editor style box for ToolButton (2.1)
2017-04-14 17:51:22 +02:00
volzhs 4a0aac4fb3 Fix editor style box for ToolButton 2017-04-12 12:20:51 +09:00
Rémi Verschelde d8ae244d51 Revert "Respect style boxes for Button states other than "normal""
This reverts commit 98f01f9143.
This made icons in the editor "jumpy" on hover.
2017-04-11 19:45:39 +02:00
MattUV de96024453 Add set/get_collision_layer/mask_bit() to TileMaps
Add four methods to the TileMap node to make collision layers and masks be modified bit by bit (like PhysicBody2Ds and RayCast2Ds):

 * set_collision_layer_bit()
 * set_collision_mask_bit()

 * get_collision_layer_bit()
 * get_collision_mask_bit()
2017-04-11 19:38:14 +02:00
Rémi Verschelde 3b687c5474 Move VERSION_MKSTRING logic to version.h
Fixes a bug where the VERSION_PATCH define is not yet in scope if
typedefs.h is included before version.h at compilation time.
2017-04-10 23:08:28 +02:00
Rémi Verschelde b46d7f986d Merge pull request #8320 from RandomShaper/zero-preprocess-particles2d-2.1
Allow a preprocess time of 0 for Particles2D (2.1)
2017-04-09 17:44:23 +02:00
Andreas Haas 9b6b713d61
Particles2D: Fix flip property (again).
should have flipped the dst_rect..
2017-04-09 01:16:48 +02:00
Rémi Verschelde c9eb0f5f45 Merge pull request #8317 from RandomShaper/fix-area-monitoring-2.1
Fix side effects of the bookkepping of Area/Area2D's monitoring (2.1)
2017-04-08 22:47:44 +02:00
Pedro J. Estébanez 86966940ff Allow a preprocess time of 0 for Particles2D 2017-04-08 20:00:24 +02:00
Pedro J. Estébanez c3c0cfd207 Fix side effects of the bookkepping of Area/Area2D's monitoring
- Fix monitoring flag being reset when the scene is out of the tree (happens on save all if the current scene is not the focused one, therefore on save-on-run as well)
- Fix the inability to reset the monitoring flag while the area is out of the tree
2017-04-08 13:24:29 +02:00
Rémi Verschelde e9b045d9e5 Add "Godot Engine contributors" copyright line 2017-04-08 00:45:24 +02:00
Rémi Verschelde 63ddee793e Merge pull request #8307 from RandomShaper/optimize-out-debug-n-non-tools-2.1
Optimize-out some debug and/or non-tools methods (2.1)
2017-04-07 22:22:43 +02:00
Rémi Verschelde 990e8e00c7 Merge pull request #8303 from RandomShaper/reset-folded-on-reset-edit-children-2.1
Reset display folded for an instanced scene if editable children is toggled off (2.1)
2017-04-07 19:10:03 +02:00
Pedro J. Estébanez 1b15c53479 Optimize-out some debug and/or non-tools methods
Collisions and nav debug are conditionally compiled depending on DEBUG_ENABLED
is_editor_hint() and is_node_being_edited() are compiled only with TOOLS_ENABLED
Every affected method is implemented in the header in case its macro is not present (the getters just returning false and the setters having an empty body) so the compiler can inline and finally no-op-out them as likely as possible.
is_node_being_edited() already showed a similar optimization effort and has been adapted to this change.
Furthermore, and as a consequence, -debugcol and -debugnav will not work on non-debug (strict release) builds.
This can bring a little bit of runtime performance on release and non-tooled builds (less code, so less cycles to spend and maybe more cache friendly).
2017-04-07 16:34:15 +02:00
Pedro J. Estébanez 4087e61900 Reset display folded for an instanced scene if editable children is toggled off
This avoids the display folded flag needlessly getting into the scene file (potentially forever) and also gives more visual feedback if the user re-enables editable children so it will display unfolded at first.
2017-04-07 15:46:13 +02:00
Pedro J. Estébanez 9f8f8efa67 Add priority to samples in a library 2017-04-06 23:59:49 +02:00
Rémi Verschelde 9a9bd12913 Fixer looping timer accumulation in _process
Follow-up to #8251.

(cherry picked from commit 5b5a825c7f)
2017-04-05 08:24:15 +02:00
Nikhil Shagrithaya 323041a476 previous value of time_left is added to wait_time before assigning to time_left
(cherry picked from commit ea4fbee8f2)
2017-04-05 08:23:34 +02:00
Andreas Haas 1620f46f03 Viewport: Fix undefined behaviour found by llvm sanitizer.
When godot was running as the project manager, it tried to call a method on a null pointer (get_tree()->get_edited_scene_root()).
This is undefined behaviour and caused a crash when compiled with sanitizing enabled.

(cherry picked from commit 1d3c9c448d)
2017-04-05 08:18:59 +02:00
Fabian Mathews 1a1e25bfca Added ability to change A-star cost function
(cherry picked from commit b541402417)
2017-04-05 08:18:38 +02:00
Saggi Mizrahi 89b201b466 Add the option to check if input was handled
When working with a viewport you should call Viewport.input() to pass
the input, but if the input was unhandled you might also want to call
Viewport.unhandled_input() so that objects in the sub-scene can handle
the event. This adds a way to check if the input was handled so that you
know whether you should call Viewport.unhandled_input() or not.

Signed-off-by: Saggi Mizrahi <saggi@mizrahi.cc>
(cherry picked from commit 245ace6e2e)
2017-04-05 08:15:15 +02:00
Rémi Verschelde e10e732bf0 Merge pull request #8242 from volzhs/area-monitoring
Fix monitoring status of Area2D and doing same logic on Area too
2017-04-04 23:04:20 +02:00