Rémi Verschelde
837b5da6a4
Merge pull request #47969 from neikeq/issue-47898-4.0
...
[master] C#: Fix `double` casting in wasm m2n trampolines
2021-04-17 08:14:44 +02:00
Ignacio Roldán Etcheverry
27a66ee528
C#: Fix `double` casting in wasm m2n trampolines
...
The trampolines were casting double to `size_t` (likely a copy-paste
mistake), so the value was getting truncated.
2021-04-17 05:45:52 +02:00
Rémi Verschelde
49511d4391
Merge pull request #47710 from Calinou/project-manager-add-about-dialog
...
Add the About dialog to the project manager
2021-04-16 17:29:13 +02:00
Hugo Locurcio
76722b5108
Add the About dialog to the project manager
...
The About button is located in the bottom-right corner of the
project manager.
This allows removing the copyright notice from the window title
(which looked a bit ugly in comparison to other applications).
2021-04-16 17:14:05 +02:00
Rémi Verschelde
2e87857d75
Merge pull request #47629 from Calinou/editor-allow-center-selection-without-selection
...
Allow Center Selection to work without any selection in 2D/3D editors
2021-04-16 12:47:47 +02:00
Rémi Verschelde
0e72d3d8f9
Merge pull request #47686 from aaronfranke/script-name-warning
2021-04-16 12:42:37 +02:00
Rémi Verschelde
200d9a734c
Merge pull request #47701 from vnen/gdscript-test-runner
2021-04-16 10:34:39 +02:00
Rémi Verschelde
a3ca7844b3
Merge pull request #47726 from dalexeev/patch-1
...
Fix `Color::get_{r,g,b,a}8`
2021-04-16 10:30:53 +02:00
Rémi Verschelde
916bff471a
Merge pull request #47728 from ray90514/bug#47562
...
Fix LineEdit undo behaves strangely
2021-04-16 10:28:57 +02:00
Rémi Verschelde
ce618d1be3
Merge pull request #41091 from totlmstr/module-disable-edit
...
Add option "modules_enabled_by_default" for shorthand disabling modules
2021-04-16 10:28:35 +02:00
Rémi Verschelde
8bbdd43b09
Merge pull request #47950 from AndreaCatania/AndreaCatania-patch-4
...
Lowers the navigation edge margin merge
2021-04-16 10:23:55 +02:00
Andrea Catania
fd2e652196
Lowers the navigation edge margin merge
...
Lowers the edge margin merge to avoid merge undesired edges.
2021-04-16 09:56:39 +02:00
Rémi Verschelde
dcc82a3f41
Merge pull request #47939 from bruvzg/macos_sanitizer
...
Fix macOS build with all sanitizers enabled.
2021-04-16 09:00:24 +02:00
Rémi Verschelde
c022582c1e
Merge pull request #47942 from nekomatata/joint-check-body-types
...
Fix errors related to joints setup with two non-dynamic bodies
2021-04-16 08:51:19 +02:00
Rémi Verschelde
7ce5599120
Merge pull request #47895 from Calinou/project-manager-name-strip-edges
...
Strip leading/trailing whitespace for project name in the project manager
2021-04-16 08:49:12 +02:00
Rémi Verschelde
ba66569512
Merge pull request #47923 from smix8/issue_47850_4.x
...
Fix Skeleton3D.clear_bones_global_pose_override() not resetting global_bone_overrides properly
2021-04-16 08:45:10 +02:00
Rémi Verschelde
88015f4e72
Merge pull request #47880 from RevoluPowered/fix-fbx-parser
...
FBX Improve Parser and File Compatibility
2021-04-16 08:41:46 +02:00
Rémi Verschelde
dddbde82ca
Merge pull request #45989 from HenryWConklin/optimize-2dphys-different-layers
...
Optimize BroadPhase2dHashGrid to not pair elements on different layers
2021-04-16 08:36:29 +02:00
bruvzg
a79cc0d772
Fix macOS build with all sanitizers enabled.
2021-04-16 08:27:00 +03:00
PouleyKetchoupp
60ae264db1
Fix errors related to joints setup with two non-dynamic bodies
2021-04-15 17:37:45 -07:00
Henry Conklin
9b65b00296
Optimize BroadPhase2dHashGrid to not pair elements on different layers
...
Clean up logic in _check_motion
Closes 45824
2021-04-15 17:20:07 -04:00
Rémi Verschelde
0c8ec72370
Merge pull request #47933 from TwistedTwigleg/skeletonik_changes_and_bug_fixes_regressionfix2
...
Changed SkeletonIK3D to clear bone overrides when stopping
2021-04-15 23:03:04 +02:00
Rémi Verschelde
75875c0685
Merge pull request #40924 from qarmin/more_undefined_flags
2021-04-15 22:55:45 +02:00
Rémi Verschelde
3890870275
Merge pull request #47414 from qarmin/vulkan_swiftshader_ci
...
Test Godot with Vulkan in CI
2021-04-15 22:54:34 +02:00
Rémi Verschelde
8095ee445e
Merge pull request #47936 from m4gr3d/display_export_command_errors_master
...
Fix issue causing export to fail
2021-04-15 22:53:34 +02:00
Fredia Huya-Kouadio
3a033c44b6
Fix issue causing export to fail with "Could not unzip temporary unaligned APK" error and improve command output logging.
2021-04-15 13:33:37 -07:00
TwistedTwigleg
9ebdf812df
Changed SkeletonIK3D to clear bone overrides when stopping
2021-04-15 15:46:30 -04:00
Rafał Mikrut
f827bcd2f3
Add more sanitizer flags to shows more bugs
2021-04-15 20:16:28 +02:00
smix8
d8b4a61678
fix skeleton (ik) not resetting global_bone_overrides properly
...
fix skeleton (ik) not resetting global_bone_overrides properly
2021-04-15 17:29:36 +02:00
Rafał Mikrut
599d96163c
Test Godot with Vulkan in CI
2021-04-15 16:17:28 +02:00
Rémi Verschelde
b8bd648ad9
Merge pull request #47916 from akien-mga/stringnames-mesh_materials-unused
...
Scene: Remove unused `mesh_materials` StringNames
2021-04-15 13:39:53 +02:00
Rémi Verschelde
f109376a8c
Merge pull request #47915 from BastiaanOlij/fix_surface_material_override
...
Fix forgotten rename on surface material override
2021-04-15 13:03:24 +02:00
Rémi Verschelde
764eee03a4
Scene: Remove unused `mesh_materials` StringNames
...
They were added in 8be2fabbe5
(2.1 era) but
were likely a first attempt that didn't get unused in the end.
2021-04-15 13:02:10 +02:00
Bastiaan Olij
eca20c2038
Fix forgotten rename on surface material override
2021-04-15 20:47:38 +10:00
Rémi Verschelde
c7a4e2196e
Merge pull request #47878 from clayjohn/rename-get_surface_material
...
Rename get_surface_material to get_surface_override_material
2021-04-15 07:57:15 +02:00
Gordon MacPherson
061b77e5e6
This stops using FBXPropertyTable as a pointer.
...
The base object will inherit the property table, for every FBX object, if it doesn't exist it will be ignored.
The previous code was dangerous and not simple to understand, this makes the code simpler and should result in no leaks with PropertyTable.
Features/Fixes:
Adds ability for multiple millions of polygons to be loaded.
Fixes memory leaks with tokens
Fixes memory leaks with property table
Fixes loading some corrupt files
Fixes meshes not having a unique name to the mesh node.
Opens up loading for two more versions: 7100 and 7200, up to 2020.
Preliminary support for Cinema4D files in parser now, before this was not possible it would cause memory corruption, which is gone now.
FBXProperties not being pointers presented simpler challenges in the long run also, fixed a bunch of bugs.
2021-04-15 05:54:50 +01:00
clayjohn
92731d292c
Rename get_surface_material to get_surface_override_material
2021-04-14 20:24:03 -07:00
Hugo Locurcio
86455d0c58
Strip leading/trailing whitespace for project name in the project manager
...
This affects creating projects and renaming them.
2021-04-14 20:25:44 +02:00
Rémi Verschelde
9e0f87359b
Merge pull request #47846 from nekomatata/solver-optimization
...
Godot Physics solver optimization
2021-04-14 18:04:30 +02:00
Rémi Verschelde
b6a31d0bf6
Merge pull request #47890 from akien-mga/etcpak-compress-only
...
etcpak: We only need the compression code, remove rest of etcpak app
2021-04-14 17:44:20 +02:00
Rémi Verschelde
f95945af5a
Merge pull request #47889 from EricEzaM/PR/fix-autocomplete-accept-on-space
...
Fixed ui_accept (spacebar + return) accepting auto-completion options.
2021-04-14 17:42:22 +02:00
Rémi Verschelde
17333aea76
Merge pull request #47870 from reduz/reorganize-shader-compiler
2021-04-14 17:41:23 +02:00
Rémi Verschelde
638cfec853
etcpak: We only need the compression code, remove rest of etcpak app
...
We do our own image loading, threading, and memory management in Godot already,
so the only components we need from etcpak (at least as of now) are the
`Compress*` methods defined in `ProcessDxtc.cpp` and `ProcessRGB.cpp`.
So we don't need to compile or vendor the rest.
2021-04-14 16:50:02 +02:00
Eric M
92900bd490
Fixed ui_accept (spacebar + return) accepting auto-completion options.
2021-04-15 00:38:28 +10:00
reduz
d3b49c416a
Refactor GLSL shader compilation
...
-Used a more consistent set of keywords for the shader
-Remove all harcoded entry points
-Re-wrote the GLSL shader parser, new system is more flexible. Allows any entry point organization.
-Entry point for sky shaders is now sky().
-Entry point for particle shaders is now process().
2021-04-14 11:37:52 -03:00
Rémi Verschelde
8ce0fb0a94
Merge pull request #47886 from Pineapple/separate-set
...
Separate set.h from map.h
2021-04-14 15:48:28 +02:00
George Marques
8fc4a732de
Merge pull request #47330 from Blackiris/fix-corrupt-scene-when-export-has-setter
...
Fix corrupt scene when export var has setter
2021-04-14 10:00:57 -03:00
Rémi Verschelde
3d1d3ab3db
Merge pull request #47807 from Blackiris/fix-is-type-treated-as-address
...
Fix type argument in is_builtin which was treated as an address
2021-04-14 14:50:02 +02:00
Rémi Verschelde
6b39980ea9
Merge pull request #47856 from ray90514/bug#47555
...
Fix multi-selection doesn't correctly show in the inspector
2021-04-14 13:43:35 +02:00
Bartłomiej T. Listwon
1eaaf2f9a2
Separate set.h from map.h
2021-04-14 11:43:45 +02:00