Assembly paths were written to PCK files with backslash as path separator and PackedData only supports forward slash.
This would make exported games unable to find the assemblies.
- Remove FPS dependency by using a simpler implementation that just
rounds the final number
- Make it possible to combine Ctrl and Shift together for slow,
precise snapping
In 2.1 and 3.0, light_vec could be modified for altering shadow_computations.
But it broke shadows when rotating light. shadow_vec would do the same, but without breaking
shadows in rotated lights if not used.
Add inverse light transformation to shadow vec, so it's not affected when rotating lights;
Added usage define for shadow vec.
For shadow vec working properly when rotating a light, it's needed to multiply it by light_matrix normalized. Added usage define in order to don't do that if shadow_vec not used.
If you somehow end up with a Singleton.gd that looks like this:
extends Node
class_name Singleton
func foo():
pass
You will get an error when using it in another file:
extends Node2D
func _init():
# Parser Error: Non-static function "foo" can only be called from an instance.
Singleton.foo()
This error is confusing. This patch ensures that an error on the class_name line will be produced:
Parse Error: The class "Singleton" conflicts with the AutoLoad singleton of the same name, and is therefore redundant. Remove the class_name declaration to fix this error.
Fixes#28187.
This makes their visual feedback more consistent with other controls.
This also makes easing lines slightly more subtle by decreasing
their opacity by 10%.
- Reorganized buttons layout to make it clearer between deleting animation & frame
- Added a confirmation popup for deleting an animation
- Fixed errors on selecting an animation after deleting one
When the option button's current selection is updated to a different text/icon, the selected option does not update until you unselect the option and then select it again.
- Use "B" insted of "Bytes" to be more compact
- Use suffixes that denote a binary prefix
- Make suffixes localizable
This removes the need for the custom
`EditorNetworkProfiler:_format_bandwidth()` method.
Fixed a bug introduced in my previous PR involving CharFXTransform not
allowing the use of type hinting. Should now work properly. This should
also help with Godot Mono issues...
The application module `app` serves double duties of providing the prebuilt Godot binaries ('android_debug.apk', 'android_release.apk') and the Godot custom build template ('android_source.zip').