Nathan Franke
4df2951b5c
Fix character encoding of Engine::get_copyright_info
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(cherry picked from commit 28c163a432
)
2021-10-15 12:51:42 +02:00
Red Headphone
066f214654
no limit of negative value for engine_force (VehicleBody class)
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(cherry picked from commit fff70a6427
)
2021-10-15 12:51:42 +02:00
Matthew Newall
3149eabdc0
Fixed editor attempting to save a blank scene with save all scenes
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(cherry picked from commit e10d0d76bc
)
2021-10-15 12:51:38 +02:00
Rémi Verschelde
3ca8003199
Merge pull request #53830 from zaevi/fix_EditorSpinSlider_freeze
2021-10-15 12:41:47 +02:00
Zae
ee4c533ca6
[3.x] Fix EditorSpinSlider freezes editor when tabbing focus rapidly.
2021-10-15 16:52:45 +08:00
Rémi Verschelde
ff132ca278
Merge pull request #53800 from Faless/net/3.x_revert_gzip
2021-10-14 14:26:26 +02:00
Fabio Alessandrelli
6c4bb3fc4a
Revert HTTPRequest gzip compression support.
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Partial revert of commit c1135cf006
.
2021-10-14 12:51:37 +02:00
Fredia Huya-Kouadio
2b6678c851
Restrict the project data directory configuration.
2021-10-13 13:56:01 -07:00
Raul Santos
059750cd0d
Support marshaling generic Godot.Object
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Allows using generic C# types in signals as long as they inherit
from `Godot.Object`.
2021-10-13 18:22:06 +02:00
Rémi Verschelde
2b5d89e635
Merge pull request #53763 from Ev1lbl0w/bugfix-visual_script_crash
2021-10-13 14:53:02 +02:00
Ev1lbl0w
e57f8fd083
Fix VisualScript crash with null object
2021-10-13 12:19:29 +01:00
Rémi Verschelde
8bdeee04f0
Merge pull request #53655 from pycbouh/core-print-bytearray-contents-3.x
2021-10-13 12:50:32 +02:00
Rémi Verschelde
6fb7f18e35
Merge pull request #53740 from clktmr/gles2-multiple-refprobes
2021-10-13 12:42:23 +02:00
Timur Celik
e230bc6caa
Fix flipped `interior` option for second refprobe
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This patch fixes rendering of multiple reflection probes for a single
mesh in the GLES2 renderer. If there were two reflection probes, one of
them would always have the `interior` option flipped, resulting in
broken blending between probes and flickering of ambient reflection.
Also make note of GLES2 reflection probe limit
2021-10-13 10:04:48 +02:00
Rémi Verschelde
4186c5e757
Merge pull request #53490 from briansemrau/thread-is-alive-3.x
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[3.x] [core_bind] Add `Thread::is_alive`
2021-10-12 22:35:26 +02:00
Rémi Verschelde
8a332a2456
Merge pull request #53695 from CakHuri/fix-typo-csg-3.x
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[3.x] Fix a typo in csg module
2021-10-12 22:31:58 +02:00
Rémi Verschelde
c44f24ebf7
Merge pull request #53739 from Calinou/gles3-fix-light-flickering-2
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Fix lights flickering in GLES3 when new light attenuation is disabled
2021-10-12 22:11:41 +02:00
Дмитрий Сальников
5cf898b897
Exposed setters for sensor values in Input class
2021-10-12 23:09:30 +03:00
Hugo Locurcio
2826bec5d4
Fix lights flickering in GLES3 when new light attenuation is disabled
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Co-authored-by: Clay John <claynjohn@gmail.com>
2021-10-12 21:59:23 +02:00
Yuri Sizov
c2106725ae
Unify Pool*Array printing output
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Co-authored-by: mashumafi <mashumafi@gmail.com>
2021-10-12 22:31:18 +03:00
Rémi Verschelde
779a5e5621
Change editor FPS limit for unfocused mode back to 20 FPS
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This was changed in 7991d0fb22
but seems to cause issues
for some projects when using the profiler.
Fixes #51222 .
2021-10-12 16:56:09 +02:00
Hugo Locurcio
f769e9a864
List Physical Key before Key in the action map input editor
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Physical Key should be used for most game inputs as it allows
keys to work on non-QWERTY layouts out of the box.
This is especially important for WASD movement layouts.
In contrast, remapped (non-physical) keys are mainly useful in
non-game applications, where shortcuts are expected to match a
precise letter rather than a location on the keyboard.
2021-10-12 11:57:08 +02:00
Rémi Verschelde
f7fd5e3aeb
Merge pull request #52556 from m4gr3d/customize_metadata_dir_3x
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[3.x] Make the project data directory customizable
2021-10-12 08:28:01 +02:00
M. Huri
37ccfb18ff
Fixed a typo in csg module
2021-10-12 11:13:29 +07:00
Fredia Huya-Kouadio
d1808f0a7f
Make the project data directory customizable.
2021-10-11 14:42:40 -07:00
ne0fhyk
754db65a1f
Pass the correct `export_format` argument to locate the assets directory when exporting.
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(cherry picked from commit 431ccdb057
)
2021-10-11 18:04:16 +02:00
zacryol
df1eebd8d8
Mention remove_node() side effect of potentially setting owner to null
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(cherry picked from commit 6941ab9ae5
)
2021-10-11 12:50:04 +02:00
Marcel Admiraal
f3b69e3cf4
Update Android CI to use JDK 11.
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(cherry picked from commit fe0b673bb3
)
2021-10-11 12:49:38 +02:00
Rémi Verschelde
2f2e2cab01
Update AUTHORS and DONORS list
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New contributors added to AUTHORS:
@raulsntos, @TokageItLab
Thanks to all contributors and donors for making Godot possible!
(cherry picked from commit cd3c1f2594
)
2021-10-11 12:00:05 +02:00
Rémi Verschelde
4b4cbdd2c1
Merge pull request #53657 from pycbouh/gdscript-exports-redundant-string-op-3.x
2021-10-11 09:18:38 +02:00
Yuri Sizov
b6b65e08d1
Remove redundant String operation from GDScript enum exports
2021-10-11 02:12:30 +03:00
Rémi Verschelde
de319bec4f
Merge pull request #53652 from pycbouh/docs-make-defaults-stable-3.x
2021-10-11 00:14:34 +02:00
Yuri Sizov
b02c61ddb1
Ignore OS specific values (constants, project settings, properties)
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Co-authored-by: bruvzg <7645683+bruvzg@users.noreply.github.com>
2021-10-10 23:40:32 +03:00
Yuri Sizov
2401f1cf65
Add warnings to methods that give access to internal nodes
2021-10-10 23:10:07 +03:00
Zae
5e92619a64
Fix `EditorFileSystem` not checking `.gdignore` in existed directory
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(cherry picked from commit 70cf3cbd60
)
2021-10-10 12:27:51 +02:00
Omar Polo
04c08d1f8c
use .get_file() instead of basename(3)
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On OpenBSD the compiler complains that calling basename(3) would lose
const qualifier. basename(3) is defined as
char *basename(char *);
and can, accorgindly to the POSIX.1, modify the passed string.
This uses the .get_file() method. The check is necessary because
file_name could be a directory, in which case .get_file() would return
an empty string. The .get_base_dir().get_file() idiom is already used.
The usage of get_file() and the check were suggested by theraot, thanks!
(cherry picked from commit a3384b7461
)
2021-10-10 12:27:51 +02:00
Michael Alexsander
eeb6652436
Fix invisible tabs not being ignored in `Tabs`
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(cherry picked from commit 3c5103ac1d
)
2021-10-10 12:27:51 +02:00
mujpao
64d70d28d4
Fix right clicking sub nodes after renaming parent
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(cherry picked from commit f25a698f80
)
2021-10-10 12:27:51 +02:00
Haoyu Qiu
e7b67fe8ee
Fix make sub-resource crash in AnimationTreeEditor
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(cherry picked from commit 274ed82283
)
2021-10-10 12:27:51 +02:00
Haoyu Qiu
52ebe5993e
Use loop instead of recursion when clearing proximity groups
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(cherry picked from commit 6072f38bb1
)
2021-10-10 12:27:51 +02:00
Infinixius
0f328bcbdc
Fix small typos regarding WebSocketPeer
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(cherry picked from commit 547ed239c0
)
2021-10-10 12:27:47 +02:00
Raul Santos
fd160b642e
Fix C# List<T> marshalling
2021-10-10 11:41:37 +02:00
Rémi Verschelde
be768e524d
Merge pull request #53616 from Calinou/editor-import-dock-add-dirty-marker-3.x
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Add a "dirty" marker to the editor import dock for unsaved changes (3.x)
2021-10-10 10:51:52 +02:00
Hugo Locurcio
35d76733b0
Add a "dirty" marker to the editor import dock for unsaved changes
2021-10-10 01:06:05 +02:00
Lisandro Lorea
56f66aa8fc
Clarify that resize doesn't initialize memory
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Some users might expect resize() to initialize added elements to zero. This clarifies that it is not the case.
2021-10-09 13:46:04 -03:00
Rémi Verschelde
512211b61c
Merge pull request #53591 from Calinou/timer-low-wait-time-add-warning-3.x
2021-10-09 13:41:01 +02:00
Hugo Locurcio
7dcefa7c1b
Add a warning for Timer nodes with very low wait times
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Very low wait times behave in unpredictable ways depending on the
rendered frame rate. This is because the timeout signal is only emitted
once per rendered frame (or physics frame, depending on the timer's
process mode).
2021-10-09 11:36:03 +02:00
Rémi Verschelde
7843c871d0
Fix missing argument names in FileSystemDock bindings
2021-10-09 00:31:22 +02:00
Rémi Verschelde
302ad4e600
Merge pull request #52918 from Calinou/add-new-light-attenuation-3.x
2021-10-08 23:08:49 +02:00
Hugo Locurcio
85e080fcc0
Backport new 3D point light attenuation as an option
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This provides more realistic lighting with a very small performance cost.
The option is available in both GLES3 and GLES2, and can be enabled in
the Project Settings. This goes well with the ACES Fitted tonemapping mode
that was recently added.
When enabled, this also makes upgrading Godot 3.x projects to Godot 4.0 easier,
since lighting in 3.x will better match how it'll look in Godot 4.0.
2021-10-08 22:15:22 +02:00