This pull request adds a small amendment to `SceneTree` describing the behavior `_physics_process()` when pausing the scene.
`_physics_process` will completely stop processing collisions and signals whenever the scene is paused, however, the function will still receive calls.
This addresses: #47326
(cherry picked from commit d62175e009)
- Tweak the Android platform logo to remove the Android wordmark,
as it can't be used without explicit permission.
(cherry picked from commit 1513aa9b26)
Fixes#43733: "creating SpatialMaterial in a separate thread creates invalid
shaders (temporarily)."
The bug occurred because various setters called in materials' constructors add
materials to queues that are processed on the main thread. This means that
when the materials are created in another thread, they can be processed on the
main thread before the constructor has finished.
The fix adds a flag to affected materials that prevents them from being added
to the queue until their constructors have finished initialising all the
members.
(cherry picked from commit 9e9bac1549)
When using non-English UI, there were `Index p_idx = -1 is out of bounds (items.size() = 2).`
errors on on startup if any text file is open in the script editor. And clicking the Standard
highlighter option does not check that menu item.
This is caused by `TextEditor` searching for that menu item with unlocalized text. As already
did in `ScriptTextEditor`, this PR stores and searches for menu item with `TTR`ed text.
(cherry picked from commit a66339a549)
This prevents the D-pad up arrow from being registered as pressed
when it isn't, and pressing any direction from activating the next
arrow clockwise of it.
Co-authored-by: Scott Wadden <scott.wadden@gmail.com>
(cherry picked from commit f95035b80b)
This could cause spurious errors on CI when trying to prune the cache,
as for some reason it tries to remove files/paths which do not exist.
That points at a bug in the `cache_progress` logic but at least this
workaround should prevent CI failures.
(cherry picked from commit 825b245f0d)
This is done by providing API access to app specific directories which don't have any limitations and allows us to bump the target sdk version to 30.
In addition, we're also bumping the min sdk version to 19 as version 18 is no longer supported by Google Play Services and only account of 0.3% of Android devices.
(cherry picked from commit c88d1608ab)
New contributors added to AUTHORS:
angad-k, Bhu1-V, Blackiris, ellenhp, fabriceci, follower,
foxydevloper, Geometror, hilfazer, hoontee, Janglee123,
Razoric480, SirQuartz, theoway.
Thanks to all contributors and donors for making Godot possible!
(cherry picked from commit d8a8d32f2e)
This was caused by the fact that a new instance of Godot was created at resume while a previous instance already existed.
The previous instance would then go through its cleanup lifecycle, and would thus attempt to close the entire app, leading to the system to restart the app, thus starting the cycle anew.
The fix involves reusing the previous instance of Godot if one is available instead of creating a new one, as well as giving control to the host activity for how the process should be terminated.
(cherry picked from commit 874aa1708f)