Commit Graph

35811 Commits

Author SHA1 Message Date
Julien Nguyen
0a823e85d2 Fix 'in' operator to check if an object member exists 2021-07-01 20:59:26 +02:00
Aaron Franke
2508fd0533
Use PROPERTY_USAGE_NONE instead of 0 for no property usage
Also use const more often.
2021-07-01 14:13:27 -04:00
Rémi Verschelde
382ddd497a
Merge pull request #50052 from Valeryn4/Valeryn4-Fix-GridMap 2021-07-01 20:08:22 +02:00
Pitanov V.V
4da4514b71
Fix GridMap erase Octans 2021-07-02 03:26:26 +10:00
Hugo Locurcio
257a8a337e
Remove unused code related to Travis CI 2021-07-01 18:02:00 +02:00
Rémi Verschelde
ad8a2b3d52
Merge pull request #50040 from reduz/fix-renderingserver-bindings
Clean up RenderingServer and its bindings
2021-07-01 15:17:33 +02:00
reduz
37776b2867 Clean up RenderingServer and its bindings
* Rewrote bindings for RenderingServer.
* They are now all up to date.
* Several unused methods and deprecated features were cleaned up.
2021-07-01 09:07:36 -03:00
Rémi Verschelde
9f30638d4b
Merge pull request #50044 from akien-mga/localvector-find-noerror
LocalVector: Don't error if `from` >= `count`
2021-07-01 13:13:27 +02:00
Rémi Verschelde
230a24a49d
Merge pull request #50026 from lyuma/callable_is_valid
Add Callable.is_valid() analogous to FuncRef.is_valid() from 3.x
2021-07-01 12:57:14 +02:00
Hugo Locurcio
fab3d136e0
Allow using the 3D editor's View menu while previewing a camera
This is already allowed when using cinematic preview, but not
when previewing a Camera3D the usual way.

Many operations from the View menu still work while previewing
a camera, such as switching between debug draw modes and toggling
information panes.
2021-07-01 12:43:53 +02:00
Rémi Verschelde
7b7ccf25b6
LocalVector: Don't error if from >= count
Vector handles this silently by returning -1, and we should do the same here.
Otherwise we get errors when calling `find()` on e.g. a LocalVector of size 0,
while `find()` is expected to always work (if the parameters are invalid then
it doesn't find anything, so -1).

Fixup to #49925.
2021-07-01 12:16:33 +02:00
Rémi Verschelde
7ee419f8d9
Merge pull request #50028 from akien-mga/android-isGame-attribute
Android: Add `isGame` application attribute, default to true
2021-07-01 12:02:42 +02:00
Lyuma
8f1efa656b Add Callable.is_valid() analogous to FuncRef.is_valid() from 3.x 2021-07-01 02:54:01 -07:00
Rémi Verschelde
40a594c6ea
Android: Add isGame application attribute, default to true
It can be turned off in the export preset with `package/classify_as_game`.

Upstream definition: https://developer.android.com/guide/topics/manifest/application-element#isGame

> `android:isGame`
>
> Whether or not the application is a game. The system may group together
> applications classifed as games or display them separately from other
> applications.

Also fixes replacing `android:allowBackup` in custom builds.
2021-07-01 11:00:23 +02:00
Rémi Verschelde
801548fb70
Merge pull request #49994 from akien-mga/script-duplicate-selection
Script editor: Rename 'Clone Down' to 'Duplicate Selection'
2021-07-01 09:43:02 +02:00
Rémi Verschelde
3f12d0a883
Merge pull request #50018 from fire/port-false
Network port comparison is always false
2021-07-01 09:42:34 +02:00
Rémi Verschelde
f82c649671
Merge pull request #50038 from Calinou/editor-add-lock-group-shortcuts
Add keyboard shortcuts for grouping and locking nodes, change grid toggle
2021-07-01 09:40:32 +02:00
Rémi Verschelde
ba376a0452
Merge pull request #50037 from reduz/move-color-to-8bit
Import mesh colors in 8BPC
2021-07-01 08:15:13 +02:00
Rémi Verschelde
8a4cb96856
Merge pull request #49409 from ekumlin/issue-32596
Enable Camera2D smoothing on limit change
2021-07-01 08:14:21 +02:00
reduz
9ad0c6cde7 Import mesh colors in 8BPP.
* Colors were imported as 16BPP (half float)
* Far most common use cases only require 8BPP
* If you need higher data precision, use a custom array, which are supported now.

**WARNING**: 3D Scenes imported in 4.0 no longer compatible with this new format. You need to re-import them (erase them from .godot/import)
2021-06-30 23:33:25 -03:00
Eric
525ad7c37e Enable Camera2D smoothing on limit change 2021-06-30 16:21:29 -07:00
Rémi Verschelde
5710adda72
Merge pull request #50030 from bruvzg/rtl_editor_spin
Add right-to-left layout support for `EditorSpinSlider`.
2021-07-01 00:52:26 +02:00
Hugo Locurcio
b7bb84bf46
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.
2021-06-30 23:09:26 +02:00
Rémi Verschelde
3530cb639a
Merge pull request #50033 from nekomatata/nodepath-code-style-fix
Coding style fix in editor NodePath update
2021-06-30 21:38:38 +02:00
bruvzg
c283519e0b Add right-to-left layout support for EditorSpinSlider. 2021-06-30 22:32:35 +03:00
PouleyKetchoupp
62ce81ec15 Coding style fix in editor NodePath update
Added r_ prefix for reference arguments that can be modified.
2021-06-30 11:50:40 -07:00
Rémi Verschelde
915344fe76
Merge pull request #49834 from nekomatata/physics-disable-modes
Add support for controlling physics nodes' behavior when disabled
2021-06-30 20:36:36 +02:00
Rémi Verschelde
270f9d4c88
Merge pull request #50014 from reduz/remove-immediate
Deprecate ImmediateGeometry
2021-06-30 20:18:59 +02:00
reduz
85cf99f28e Deprecate ImmediateGeometry
* Removed entirely from RenderingServer.
* Replaced by ImmediateMesh resource.
* ImmediateMesh replaces ImmediateGeometry, but could use more optimization in the future.
* Sprite3D and AnimatedSprite3D work again, ported from Godot 3.x (though a lot of work was needed to adapt them to Godot 4).
* RootMotionView works again.
* Polygon3D editor works again.
2021-06-30 14:14:41 -03:00
Rémi Verschelde
a02620f3a5
Merge pull request #50009 from reduz/fix-suffixes-and-degrees
Fix editor suffixes and degrees conversion
2021-06-30 18:47:40 +02:00
PouleyKetchoupp
5cbdc7a0ac Add support for controlling physics nodes' behavior when disabled
New property disable_mode to set different behaviors:
Remove: remove from physics simulation
MakeStatic: change body mode to static (doesn't affect area and soft body)
KeepActive: do nothing

Extra change:
Handle disable/enable node state with specific notifications, in order
to differentiate global pause from disabled nodes.
2021-06-30 09:20:44 -07:00
Rémi Verschelde
6f9767eff7
Merge pull request #50024 from madmiraal/fix-android-unchecked-warning
Fix unchecked call to put() warning in GodotInputHandler.java
2021-06-30 18:19:01 +02:00
reduz
75688772b3 Fix editor suffixes and degrees conversion
* Functions to convert to/from degrees are all gone. Conversion is done by the editor.
* Use PROPERTY_HINT_ANGLE instead of PROPERTY_HINT_RANGE to edit radian angles in degrees.
* Added possibility to add suffixes to range properties, use "min,max[,step][,suffix:<something>]" example "0,100,1,suffix:m"
* In general, can add suffixes for EditorSpinSlider
Not covered by this PR, will have to be addressed by future ones:

* Ability to switch radians/degrees in the inspector for angle properties (if actually wanted).
* Animations previously made will most likely break, need to add a way to make old ones compatible.
* Only added a "px" suffix to 2D position and a "m" one to 3D position, someone needs to go through the rest of the engine and add all remaining suffixes.
* Likely also need to track down usage of EditorSpinSlider outside properties to add suffixes to it too.
2021-06-30 12:38:25 -03:00
Marcel Admiraal
8270e101a7 Fix unchecked call to put() warning in GodotInputHandler.java 2021-06-30 12:13:05 +01:00
Rémi Verschelde
bb409efa1c
Merge pull request #50016 from fire/gdscript-shadow
Remove singleton variable shadowing.
2021-06-30 12:52:04 +02:00
K. S. Ernest (iFire) Lee
c1d9170194 Network port comparison is always false
error: comparison is always false due to limited range of data type [-Werror=type-limits]
  ERR_FAIL_COND_V_MSG(p_port < 0 || p_port > 65535, ERR_INVALID_PARAMETER, "The local port number must be between 0 and 65535 (inclusive).");
2021-06-30 02:39:17 -07:00
K. S. Ernest (iFire) Lee
364416ecd8 Remove singleton variable shadowing. 2021-06-30 02:37:20 -07:00
Rémi Verschelde
aceaf3953d
Merge pull request #50017 from fire/vulkan-error
Enum constant in boolean context
2021-06-30 11:33:14 +02:00
Rémi Verschelde
4622bef419
Merge pull request #50015 from fire/protocol-shadow
Protocol shadows a variable.
2021-06-30 11:28:38 +02:00
K. S. Ernest (iFire) Lee
d87526b391 Enum constant in boolean context
error: enum constant in boolean context [-Werror=int-in-bool-context]
2021-06-30 01:38:56 -07:00
K. S. Ernest (iFire) Lee
90bb560984 Protocol shadows a variable. 2021-06-30 01:25:27 -07:00
Rémi Verschelde
24c6ee9f56
Merge pull request #49844 from nekomatata/physics-disabled-shapes
Fix and clean disabled shapes handling in godot physics servers
2021-06-30 10:08:52 +02:00
voxelv
f17f3f8830 Avoid using a nullptr root in Tree._range_click_timeout().
Fixes #46648
2021-06-30 00:27:44 -07:00
Rémi Verschelde
cb2fb98af3
Merge pull request #50010 from akien-mga/rename-gdnavigation
Rename `GdNavigationServer` to `GodotNavigationServer`
2021-06-30 09:25:11 +02:00
Rémi Verschelde
bcd1fc832f
Merge pull request #49901 from nekomatata/move-and-collide-fix-slide
Fix move_and_collide causing sliding on slopes
2021-06-30 02:18:01 +02:00
Rémi Verschelde
9b8095ad05
Merge pull request #50012 from YeldhamDev/script_diag_fix
Make contents of "Create Script" dialog expand with the window size
2021-06-30 01:58:27 +02:00
Michael Alexsander
e4f9fa7e53 Make contents of "Create Script" dialog expand with the window size 2021-06-29 20:20:34 -03:00
Rémi Verschelde
74dc5e27c8
Rename GdNavigationServer to GodotNavigationServer
And rename `gdnavigation` module to simply `navigation`.
2021-06-30 00:35:18 +02:00
Rémi Verschelde
03788e9f18
Merge pull request #50007 from reduz/fix-2d-viewport
Fixes to 2D viewport
2021-06-29 23:47:53 +02:00
reduz
d07f7c8d25 Fixes to 2D viewport
* Editor 2D viewport now uses embedded subwindows (windows no longer pop up)
* Restored the ability to disable 3D on the 2D viewport (makes 3D not display on 2D when there is a camera on the scene)
2021-06-29 17:40:45 -03:00