Commit Graph

31752 Commits

Author SHA1 Message Date
Nathan Franke 4df2951b5c
Fix character encoding of Engine::get_copyright_info
(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)
(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
(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.
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
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
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
[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
[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
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
Co-authored-by: Clay John <claynjohn@gmail.com>
2021-10-12 21:59:23 +02:00
Yuri Sizov c2106725ae Unify Pool*Array printing output
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
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
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
[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.
(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
(cherry picked from commit 6941ab9ae5)
2021-10-11 12:50:04 +02:00
Marcel Admiraal f3b69e3cf4
Update Android CI to use JDK 11.
(cherry picked from commit fe0b673bb3)
2021-10-11 12:49:38 +02:00
Rémi Verschelde 2f2e2cab01
Update AUTHORS and DONORS list
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)
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
(cherry picked from commit 70cf3cbd60)
2021-10-10 12:27:51 +02:00
Omar Polo 04c08d1f8c
use .get_file() instead of basename(3)
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`
(cherry picked from commit 3c5103ac1d)
2021-10-10 12:27:51 +02:00
mujpao 64d70d28d4
Fix right clicking sub nodes after renaming parent
(cherry picked from commit f25a698f80)
2021-10-10 12:27:51 +02:00
Haoyu Qiu e7b67fe8ee
Fix make sub-resource crash in AnimationTreeEditor
(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
(cherry picked from commit 6072f38bb1)
2021-10-10 12:27:51 +02:00
Infinixius 0f328bcbdc
Fix small typos regarding WebSocketPeer
(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
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
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
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
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