Commit Graph

8987 Commits

Author SHA1 Message Date
Rémi Verschelde 8c1fc562dc
Merge pull request #55483 from pycbouh/theme-load-and-order 2021-12-02 17:20:04 +01:00
Rémi Verschelde ced07100d7
Merge pull request #53287 from Chaosus/sprite3d_fix 2021-12-02 16:23:33 +01:00
Yuri Sizov c33f407d27 Allow scrolling theme preview when the control picker is active 2021-12-02 17:57:53 +03:00
Rémi Verschelde bb3f0a9d58
Merge pull request #55271 from RPicster/particles-texture-animation-speed 2021-12-02 10:14:26 +01:00
Rémi Verschelde 81b7418013
Merge pull request #55402 from TokageItLab/fixed-immediatemesh-minimum-aabb
Fixed minimum size of `AABB` in `ImmediateMesh` to draw only one vertex
2021-12-02 08:05:56 +01:00
Silc 'Tokage' Renew ca2b7a87a5 Fixed minimum size of aabb in ImmediateMesh to draw only one vertex 2021-12-02 08:33:33 +09:00
Rémi Verschelde 3b9de26fec
Merge pull request #53868 from aaronfranke/curve 2021-12-02 00:17:47 +01:00
lawnjelly 6db29583f2 Faster Path2D drawing with polyline
Changes the Path2D drawing to use POLYLINE instead of thick lines.
2021-12-01 15:23:27 +00:00
Aaron Franke 129911f61a
Improve Curve with const and real_t 2021-11-30 14:24:27 -06:00
Rémi Verschelde e223a9c129
Merge pull request #55486 from nekomatata/physics-contacts-debug 2021-11-30 20:21:54 +01:00
Rémi Verschelde 7e0537bd79
Merge pull request #55301 from Chaosus/vs_fix_meshemitter_crash 2021-11-30 19:41:11 +01:00
PouleyKetchoupp 1ce74c0273 Fix physics 2D/3D contact points rendering
Physics internal process was removed by mistake, it's needed for contact
points to be updated each frame.

Fixed some multimesh parameters to allow 3D contact points to be drawn,
although it's still not working well in 3D as only some of the contact
points are drawn, and some of them keep being drawn when the number
of visible instances drops to 0 instead of hiding them all.
2021-11-30 09:35:12 -07:00
Yuri Sizov d567ce3582 Make default/project theme wait for modules before initializing 2021-11-30 19:09:29 +03:00
Rémi Verschelde 7da392bcc5
Don't return reference on copy assignment operators
We prefer to prevent using chained assignment (`T a = b = c = T();`) as this
can lead to confusing code and subtle bugs.

According to https://en.wikipedia.org/wiki/Assignment_operator_(C%2B%2B), C++
allows any arbitrary return type, so this is standard compliant.

This could be re-assessed if/when we have an actual need for a behavior more
akin to that of the C++ STL, for now this PR simply changes a handful of
cases which were inconsistent with the rest of the codebase (`void` return
type was already the most common case prior to this commit).
2021-11-30 16:26:29 +01:00
ator-dev 8c2b7ea537 Prevent hidden tab close buttons from intercepting input [4.0] 2021-11-29 20:25:42 +00:00
Rémi Verschelde 9c116fcf0a
Merge pull request #55377 from RedHeadphone/patch-1 2021-11-29 16:24:14 +01:00
Rémi Verschelde e4a7ee0da9
Merge pull request #55437 from KoBeWi/show_tooltips_only_when_node_is_not_paused_and_when_it's_paused_don't_show_master_edition 2021-11-29 15:40:54 +01:00
Rémi Verschelde cae5615a22
Merge pull request #55417 from ekumlin/issue-54856 2021-11-29 14:46:01 +01:00
Rémi Verschelde d2ac4bb48e
Merge pull request #55052 from RPicster/master-particles-visibility-rect 2021-11-29 14:30:58 +01:00
kobewi dc5f6ac4cf Don't show tooltips for paused controls 2021-11-29 13:23:28 +01:00
Rémi Verschelde 89a4ab6c11
Merge pull request #48717 from Faless/debugger/4.x_custom_res_fix 2021-11-29 13:13:13 +01:00
Raffaele Picca 37cfa56db3 Visibility rect only shown when a GPUParticle2D is selected to reduce visual clutter in scenes with a lot of Particle nodes. 2021-11-28 19:42:42 +01:00
Red Headphone 8a6c6d5329 progress_offset now added to reference cross draw function 2021-11-28 17:59:00 +05:30
Silc 'Tokage' Renew 0569930280 Fixed PlaybackData in AnimationPlayer 2021-11-27 07:53:48 +09:00
Yuri Roubinsky 93bb34cfb4 Prevent crash when passing empty array to MeshEmitter 2021-11-26 16:07:09 +03:00
Rémi Verschelde 3a0a935fcc
Merge pull request #54345 from floppyhammer/fix-circular-texture-progress
Fix nine patch of circular TextureProgressBar
2021-11-26 08:23:45 +01:00
Raffaele Picca 459e2a4b6f Fixed texture animation speed when using random lifetime ( Particle2D gpu + cpu) as mentioned here: https://github.com/godotengine/godot/issues/54993 2021-11-26 01:12:23 +01:00
Rémi Verschelde 1b89296fad
Merge pull request #55227 from ator-dev/fix-code-folding 2021-11-25 22:21:46 +01:00
Max Hilbrunner a6a2e0feb9
Merge pull request #52387 from Calinou/node-rename-path-changed-notification
Rename Node's `NOTIFICATION_PATH_CHANGED` to `NOTIFICATION_PATH_RENAMED`
2021-11-25 17:47:44 +01:00
ator-dev bac0a035c9 Fix code folding when end of block is unindented delimiter 2021-11-24 22:43:06 +00:00
Rémi Verschelde 547c270777
Merge pull request #51679 from Je06jm/fsr
AMD FidelityFX Super Resolution
2021-11-24 22:34:48 +01:00
Lightning_A e078f970db Rename `remove()` to `remove_at()` when removing by index 2021-11-23 18:58:57 -07:00
Je06jm 20deb0917d Implemented AMD's FSR as a computer shader for upscaling 3D scenes 2021-11-23 14:16:03 -07:00
Camille Mohr-Daurat c6022ddcf3
Merge pull request #55254 from fabriceci/fix-horizontal-velocity-being-always-reset-on-wall
Fix horizontal velocity being always reset when the body hit a wall in 3D
2021-11-23 11:22:17 -07:00
kobewi 4682f22293 Improve various texts 2021-11-23 12:20:57 +01:00
fabriceci ed9b18be94 Fix horizontal velocity being always reset when the body hit a wall in 3d 2021-11-23 11:29:29 +01:00
Camille Mohr-Daurat 66ba19a435
Merge pull request #55202 from fabriceci/fix-wall-acceleration-in-3d
Fix wall acceleration in move and slide (3D)
2021-11-22 08:27:56 -07:00
Rémi Verschelde 76aa1d0a43
Merge pull request #55151 from Chaosus/control_reset_size 2021-11-22 16:22:57 +01:00
Camille Mohr-Daurat 8daf0cc49c
Merge pull request #55216 from fabriceci/fix-body-stuck-complex-scenario-3d
Fix CharacterBody3D stuck in some advanced scenario
2021-11-22 08:16:16 -07:00
Yuri Roubinsky eabf8f5edf Added `reset_size` method to `Control` and `Window` classes 2021-11-22 16:55:21 +03:00
fabriceci a86d73ef3b Fix body stuck in some 3d advanced scenario 2021-11-22 13:36:51 +01:00
Yuri Sizov e85e6ec7fc Add methods to get position from column and line in TextEdit 2021-11-22 15:13:13 +03:00
Rémi Verschelde 70d530029a
Merge pull request #55171 from dalexeev/font-data-set-fixed-size 2021-11-22 12:23:41 +01:00
Rémi Verschelde 78dbe4e3e4
Merge pull request #54339 from ConteZero/line_edit_drag_and_drop 2021-11-22 12:20:01 +01:00
Rémi Verschelde a387094c25
Merge pull request #55174 from clayjohn/Sky-SRGB 2021-11-22 12:19:20 +01:00
Rémi Verschelde ed3af70b11
Merge pull request #55170 from Razoric480/raz/cast-handle 2021-11-22 11:53:28 +01:00
clayjohn 7ba555dada Convert PhysicalSkyMaterial colors to SRGB 2021-11-21 12:26:29 -08:00
fabriceci b738af86da Fix wall acceleration in move and slide (3D) 2021-11-21 17:09:49 +01:00
Danil Alexeev 753d677343
Expose `FontData::{set,get}_fixed_size` methods 2021-11-20 20:47:01 +03:00
Francois Belair 2e6e3a8ed7 Change cast of int to num to int static cast 2021-11-20 11:58:55 -05:00
Hugo Locurcio 6c0b55acad
Fix ProceduralSkyMaterial colors due to double sRGB -> linear conversion 2021-11-20 17:26:06 +01:00
fabriceci 3a4debfa59 Scales the horizontal velocity according to the wall slope in 2D 2021-11-19 14:09:17 +01:00
Hugo Locurcio 652fd9ffcc
Remove outdated comments related to the 20-layer editor limitation
All 32 layers are now exposed in the editor.
2021-11-18 23:02:40 +01:00
Rémi Verschelde 395558c021
Merge pull request #54462 from Paulb23/the-last-hidden-line 2021-11-18 15:56:06 +01:00
Rémi Verschelde d087e1c413
Merge pull request #55082 from Chaosus/vs_mesh_emitter 2021-11-18 15:16:38 +01:00
Rémi Verschelde bae15cb90e
Merge pull request #53602 from KoBeWi/mountain_range 2021-11-18 13:02:02 +01:00
Yuri Roubinsky 0270144644 Enchance `VisualShaderNodeMeshEmitter`, add more ports and fix bugs 2021-11-18 14:02:15 +03:00
Eric 7257bb6ad0 Fix condition on 'jump to limits' logic
This is a fix for: #54856
2021-11-17 21:12:34 -08:00
Paulb23 2a302f7097 Fix TextEdit mouse interactions when the last line is hidden 2021-11-17 18:29:19 +00:00
Yuri Roubinsky 8be89357ce Fix `ColorPicker` inverted input on color circle 2021-11-17 20:33:17 +03:00
Rémi Verschelde 0ef092a138
Merge pull request #55056 from RandomShaper/fix_crash_instantiate 2021-11-17 15:54:38 +01:00
Pedro J. Estébanez 78ffc2a987 Fix crash when loading scene instance after node vanished from parent 2021-11-17 14:00:23 +01:00
Rémi Verschelde 08eb8c9fc3
Merge pull request #55018 from kodiwills/add-error-macros-for-`set_modification_count`
add negative number validation for set_modification_count
2021-11-17 08:48:19 +01:00
Kodi bdcd98c6ce add input validation for set_modification_count
update error macros for set_modification_count
2021-11-16 19:09:01 -05:00
Hugo Locurcio 8fb7e622a6
Rename built-in `SGN()` macro to `SIGN()`
This matches the name of the GDScript function (except it's uppercase
here).
2021-11-16 20:40:49 +01:00
Nathan Lovato a5d0a74b65 Make bezier handle type a property of keyframes, update interface
- Replaced unused code related to old close icon with a button
- Add bezier handle options to right-click menu
- Remove mirror handle mode, only keep balanced
- Update animation reference
2021-11-16 09:26:35 -05:00
Rémi Verschelde 098e3cf8f7
Fix style issue after #54148 2021-11-16 14:27:44 +01:00
Rémi Verschelde 1edbe4f3c1
Merge pull request #54148 from miraz12/fix-scrollContrainer-notification-crash 2021-11-16 14:13:21 +01:00
Rémi Verschelde b99792b5d9
Merge pull request #54167 from brunosxs/fix-game-crash-when-sending-a-notification-from-a-camera-class 2021-11-16 14:11:14 +01:00
ConteZero 2b1787b446 Fix drag and drop on LineEdit 2021-11-15 17:10:56 +01:00
Umang Kalra 840225bdb1 Making nodes enclosed within comment move with the comment node 2021-11-15 10:59:07 +05:30
Hugo Locurcio bad74311db
Set roughness/metallic to 1 when assigning a texture in BaseMaterial3D
This makes material setup faster and avoids mistakes, especially with
the metallic channel which defaults to 0.

The value is only changed when adding a texture when none was
previously assigned, not when assigning a different texture.
2021-11-13 17:46:22 +01:00
Aaron Franke 3c0fdcc8ac
Use "enum class" for input enums 2021-11-12 15:37:54 -06:00
Camille Mohr-Daurat 74facb6d39
Merge pull request #54803 from goostengine/shape-cast-2d
Add `ShapeCast2D` node
2021-11-12 13:28:44 -07:00
Andrii Doroshenko (Xrayez) 6a67350910 Remove `get_closest_*` methods from `ShapeCast2D`
The physics API cannot provide needed functionality to ensure the correct behavior, which might lead to confusion (see `rest_info()`).

However `get_closest_collision_safe/unsafe_fraction()` methods are not removed, because they return correct result from `cast_motion()`.
2021-11-12 21:30:35 +02:00
Andrii Doroshenko (Xrayez) f979d5977a Add `ShapeCast2D` node 2021-11-12 21:29:30 +02:00
Aaron Franke 2ad3d1bd7a
Make OpenSimplex and VisualScript modules not depend on the editor 2021-11-12 12:03:54 -06:00
Rémi Verschelde aa1b13a96e
Merge pull request #51048 from aaronfranke/ci-minimal 2021-11-12 17:23:07 +01:00
Yuri Roubinsky 9da86c2fb7
Merge pull request #54920 from Chaosus/vs_fix_crash 2021-11-12 19:21:49 +03:00
Aaron Franke ae713f8980
Add a minimal template build to CI
Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
2021-11-12 09:30:50 -06:00
Yuri Roubinsky d0fbc467a6 Fix editor crash due incorrect setup of default texture in visual shader 2021-11-12 18:23:45 +03:00
Gilles Roudière 1224d7a25c Implement texture padding in TileSetAtlasSources 2021-11-12 15:14:10 +01:00
Rémi Verschelde 57ae154e86
Merge pull request #53987 from groud/tile_data_inspector_plugin 2021-11-12 15:10:54 +01:00
Rémi Verschelde 88c4380737
Modules: Make sure to include modules_enabled.gen.h where needed 2021-11-12 13:42:58 +01:00
Yuri Roubinsky 826e781bfa Fix default_texture_param in shader pipeline to support uniform arrays 2021-11-12 12:53:40 +03:00
Camille Mohr-Daurat 11e03ae7f0
Merge pull request #54810 from nekomatata/area-separate-override-modes
Separate space override modes for gravity/damping in Area
2021-11-11 15:11:21 -07:00
Rémi Verschelde 86460db231
Merge pull request #54857 from nekomatata/raycast-hit-from-inside 2021-11-11 18:22:53 +01:00
Rémi Verschelde 1aa3c8419b
Merge pull request #54869 from akien-mga/string-remove-erase 2021-11-11 13:00:21 +01:00
Rémi Verschelde 2beaae4b6f
String: Remove `erase` method, bindings can't mutate String 2021-11-11 11:23:32 +01:00
bruvzg 76d42c7b32 Fix RichTextLabel selection copy with table cells. 2021-11-11 12:06:51 +02:00
PouleyKetchoupp c3ae7ddedd Add raycast options to hit when starting inside / hit back faces
Makes the results consistent for all shape types with options to set
the desired behavior.
2021-11-10 17:43:35 -07:00
Rémi Verschelde 7b3abf17fd
Merge pull request #49708 from megalobyte/editor_description_fix 2021-11-10 21:56:20 +01:00
Rémi Verschelde 3668312e78
Merge pull request #54847 from nekomatata/fix-test-move-regression 2021-11-10 20:38:49 +01:00
Rémi Verschelde a6412e132a
Merge pull request #54660 from Chaosus/vs_particles_mesh_emitter 2021-11-10 19:55:25 +01:00
megalobyte e3def40160 Update editor description property flag 2021-11-10 13:44:54 -05:00
PouleyKetchoupp 5da057adaf Fix test_move reporting collision when touching another body
Reporting rest collision information is needed for move_and_collide and
move_and_slide so floor detection can be done properly, but in the case
of just testing the motion for collision, it makes sense to return false
if the body is able to move all along the path without being stopped.

Updated the logic in test_move and clarified the documentation for
test_move and move_and_collide.
2021-11-10 11:20:02 -07:00
Rémi Verschelde b46a42b689
Merge pull request #54204 from Ev1lbl0w/bugfix-textedit_selection_mode_crash 2021-11-10 19:03:33 +01:00
Rémi Verschelde c5a99a2056
Merge pull request #54820 from nekomatata/fix-character-body-floor-errors 2021-11-10 17:53:44 +01:00
PouleyKetchoupp bfd0d33244 Fix errors in CharacterBody when floor is destroyed or removed
In all physics servers, body_get_direct_state() now silently returns
nullptr when the body has been already freed or is removed from space,
so the client code can detect this state and invalidate the body rid.

In 2D, there is no change in behavior (just no more errors).

In 3D, the Bullet server returned a valid direct body state when the
body was removed from the physics space, but in this case it didn't
make sense to use the information from the body state.
2021-11-10 08:27:33 -07:00
Ev1lbl0w 1843662510
Fix crash with indexing array with bad values 2021-11-10 12:44:40 +00:00