Make TileMap monitor its TileSet for changes and emit a signal when the TileSet changes. This makes the editor update and show the updated version of the TileSet.
(cherry picked from commit 67f4944a21)
Original code used a quick aproximation for simulating the
correspondent texel in the `TextureProgress` texture as radial
progress indicator. This lead to visualization errors. Changed it for
a Liang-Barsky line clipping algorithm stripped to its minimum for
this specific use case.
Fix#17364.
(cherry picked from commit 7991bd168d)
If you change the type of an existing node, it checks if you have
modified the initial value of their properties before overwriting
their values in the new node.
For example, if you created a `Label` and changed it to
`LineEdit`, the `mouse_filter` property was created as `Ignore`
for the original `Label` node, and was maintained after changing
it to `LineEdit` causing not to work as expected. Now it checks if
`Ignore` is the default value for `Label` nodes, and as it is, the
property value is left unchanged, maintaining the default value
for `LineEdit`, which is `Stop`.
Fix#13955 and alike.
(cherry picked from commit 8ea4ea0d53)
- Setup runtime main args during initialization. This must be done manually by embedders who do not call mono_runtime_run_main. Fixes NullReferenceException in System.Environment.
- Continue to search the assembly in the rest of the search locations if loading it from one of them failed.
(cherry picked from commit fa1d656af4)
Disallow reserved keywords as class names and prefix base class with the Godot
namespace if it's the same as the class name.
Fixes#12483
(cherry picked from commit 700d07cf7c)
Replace float with real_t in most files, defined at the top of each file via using. Objects such as Vector3 now accept doubles as inputs, and convert to real_t internally. I've added default Vectors such as Vector3.Zero. Other misc C# improvements such as Mathf.RoundToInt(). Color continues to use float only because high precision is not needed for 8-bit color math and to keep things simple. Everything seems to compile and work fine, but testing is requested, as this is the first time I've ever contributed to Godot.
(cherry picked from commit ff97c97c93)
If you had a tree like Node2D->Sprite->Camera2D and you write a
code like $Node2D/Spr and chose the autocompletion sugested
Node2D/Sprite, the resulting string was $Node2D/Node2D/Sprite
instead $Node2D/Sprite. If you chose Node2D/Sprite/Camera2D, then
you ended with $Node2D/Node2D/Sprite/Camera2D.
Fix#15813.
(cherry picked from commit 95f186b621)