Commit Graph

27172 Commits

Author SHA1 Message Date
Stijn Hinlopen
c029a03bc3 Remove directory search results
(cherry picked from commit c33707e9b4)
2020-06-29 10:56:32 +02:00
Adam Reichold
f06fc1fdf4 Call Spatial::get_global_transform and Vector3::dot only once within Camera::is_position_behind to avoid redundant work.
(cherry picked from commit b2a204799a)
2020-06-29 10:48:45 +02:00
Rémi Verschelde
636b1e4518 CanvasItemEditor: Fix losing position for drag'n'dropped scenes
Fixes #26549.
Supersedes #36309.

(cherry picked from commit a403131a25)
2020-06-29 10:48:07 +02:00
Stijn Hinlopen
65155c2855 No longer scroll vertically when scrollbars are unavailable
(cherry picked from commit 5f7499beac)
2020-06-29 10:47:43 +02:00
Hugo Locurcio
8cc3d4bda6 Keep the bottom panel visible when enabling the distraction-free mode
- Document the `EditorInterface.distraction_free_mode` property.

This closes https://github.com/godotengine/godot-proposals/issues/951.

(cherry picked from commit e6352d1daa)
2020-06-29 10:46:05 +02:00
Rémi Verschelde
94eaeb5e84
Merge pull request #39903 from RandomShaper/fix_object_rc_leak
Fix leaked ObjectRCs on object Variant reassignment
2020-06-28 09:53:32 +02:00
Rémi Verschelde
9b48c81f47
Merge pull request #39905 from m4gr3d/fix_focus_aware_option
Fix the logic to enable focus awareness
2020-06-28 09:10:52 +02:00
Rémi Verschelde
429f4830fe
Merge pull request #39906 from RandomShaper/fix_dangling_key_dbg_error
Fix debugger error when Dictionary key is a freed Object
2020-06-28 09:02:41 +02:00
Pedro J. Estébanez
b02e0b0c4b Fix debugger error when Dictionary key is a freed Object 2020-06-28 02:36:13 +02:00
Fredia Huya-Kouadio
623a1ae5b3 Fix the logic to enable focus awareness 2020-06-27 16:40:22 -07:00
Pedro J. Estébanez
dca653cc3a Fix leaked ObjectRCs on object Variant reassignment
Bonus:
- Add some (un)likely magic
- Use memdelete() instead of memfree() (not strictly needed, but more correct)
2020-06-28 01:31:00 +02:00
Rémi Verschelde
dafadfe6db
Merge pull request #39870 from Chaosus/shader_fix_return_3.2
[3.2] Prevents usage of return in main shader functions
2020-06-27 17:14:35 +02:00
Yuri Roubinsky
891b84a833 [3.2] Prevents usage of return in main shader functions 2020-06-27 17:38:22 +03:00
Rémi Verschelde
3e3972db7a
Merge pull request #39865 from clayjohn/alpha-prepass-fix
force depth prepass when using alpha prepass
2020-06-27 09:51:08 +02:00
clayjohn
95f93b5f0f force depth prepass when using alpha prepass 2020-06-26 15:16:20 -07:00
Rémi Verschelde
28c0088d86
Merge pull request #39558 from m4gr3d/godot_fragment_3_2
[3.2] Enable the ability to use Godot as a subview within an Android app
2020-06-26 22:07:43 +02:00
Rémi Verschelde
34c5133e6a
Merge pull request #39604 from Faless/js/3months_backport
[HTML5 - 3.2] Backport most changes/improvement in master.
2020-06-26 20:50:58 +02:00
Rémi Verschelde
d6ff55f30b
Merge pull request #39784 from neikeq/3.2-visualstudio-support
[3.2] C#: Add Visual Studio support
2020-06-26 20:49:35 +02:00
Rémi Verschelde
11bb4ef4c3 Bump version to 3.2.3-beta 2020-06-26 20:48:27 +02:00
Rémi Verschelde
6a9fbafcbb Bump version to 3.2.2-stable
This release includes many bugfixes, UX enhancements but also a number
of new features such as C# support on iOS, 2D batching for GLES2, a new
plugin system for Android, and DTLS support!

Thanks to all contributors! <3
2020-06-26 08:17:54 +02:00
Andrii Doroshenko (Xrayez)
63523e56e1 Don't use arbitrary theme editor icons for scripts with the same name
The existing theme editor icon could be unintentionally set for any
global class with matching name (`Group` icon, `Group` class_name etc),
which would only show up in the "Create Dialog" context, but not the
scene tree dock.

This change prevents this behavior, and ensures that the icon can be
actually overidden by explicit icon path in `class_name`, if there's any
custom icon to begin with.

The correct built-in type's icon is fetched for child classes if there
are no custom icons detected throughout base classes as well, so it
isn't left empty for those cases.

(cherry picked from commit c177308f80)
2020-06-26 08:10:24 +02:00
Ignacio Etcheverry
c682410379 Mono/C#: Fix unhandled exception not being printed
For some reason `mono_unhandled_exception` is not
printing the exception as its comment claims.
Use `mono_print_unhandled_exception` instead.

(cherry picked from commit f87ae395ee)
2020-06-26 08:10:24 +02:00
Rémi Verschelde
c8586d3837
Merge pull request #39840 from neikeq/3.2-use-/restore-instead-of-/t-restore
[3.2] Mono/C#: Use /restore instead of /t:restore when building
2020-06-26 08:08:40 +02:00
Rémi Verschelde
705b1695af
Merge pull request #39818 from Wavesonics/server-memory-leak
Fix memory leaks in RasterizerStorageDummy::free
2020-06-26 08:05:13 +02:00
Fredia Huya-Kouadio
920639511d Enable the ability to use Godot as a subview within an Android app 2020-06-25 19:57:03 -07:00
Ignacio Etcheverry
abc453f9b6 [3.2] Mono/C#: Use /restore instead of /t:restore when building
Documentation recommends not to use /t:restore
together with other targets (like /t:build),
as it messes with the environment.
2020-06-25 23:57:44 +02:00
Wavesonics
23d44223e6 Fix memory leaks in RasterizerStorageDummy::free
Lightmap capture data is now freed as well
free() now also properly returns true or false based on if something was actually freed.
2020-06-25 12:22:00 -07:00
Ignacio Etcheverry
7af6a4cc50 [3.2] Fix DebugPlay request handler ignoring BuildBeforePlaying
This must have been missed when backporting the new protocol to 3.2.
2020-06-25 21:20:44 +02:00
Rémi Verschelde
5079bea660
Merge pull request #39820 from Chaosus/shader_fix_const_crash_3.2
[3.2] Fix shader crash if pass const argument to 'out/inout' parameter
2020-06-25 11:36:37 +02:00
Rémi Verschelde
76fa1724b3
Merge pull request #39395 from asmaloney/fix-macos-scrollwheel-zoom
[3.2][macOS] Control key + scroll wheel should zoom not pan
2020-06-25 11:22:24 +02:00
Rémi Verschelde
a84f081160 i18n: Sync translations with Weblate 2020-06-25 10:42:19 +02:00
Yuri Roubinsky
474b178534 [3.2] Fix shader crash if pass const argument to 'out/inout' parameter 2020-06-25 10:27:37 +03:00
Hugo Locurcio
087a83fd54 Improve the low processor mode sleep precision
The Low Processor Usage Mode Sleep Usec setting is now used as a
FPS limiter rather than a constant sleep duration.

This will increase CPU/GPU usage slightly due to the higher
effective FPS, but the increase in overall smoothness is worth it.

If both Force Fps and Low Processor Usage Mode settings are enabled
in the project settings, only the setting that causes the highest
sleep duration will be retained.

This closes #11030.

(cherry picked from commit 1c28b269d8)
2020-06-24 23:15:53 +02:00
Rémi Verschelde
530307e7ec Main::cleanup: Move MessageQueue deletion further down where it's safer
Partial revert of #15702 which triggered the issue.

Fixes #39786.

(cherry picked from commit 6480efba45)
2020-06-24 22:52:05 +02:00
Andrii Doroshenko (Xrayez)
6dee6477dd Optimize class icon loading
`get_global_class_name` for `GDScriptLanguage` is slow because
it forces to parse an entire script each time. This patch ensures
that the icon is actually fetched from the EditorData where they
are loaded beforehand.

This change also makes the behavior consistent with the existing
`get_object_icon` method in EditorNode.

(cherry picked from commit 4a86e2bb76)
2020-06-24 22:52:05 +02:00
Bill
d4a1bc475a Fix overlapping hotkey designations for save all scenes and save all scripts
(cherry picked from commit acdcda9033)
2020-06-24 22:52:05 +02:00
Andreas Gustafsson
68c273fb09 Tween.xml word order fix
Change the word order of '...the where...' into '...where the...'.

(cherry picked from commit 5181daaf9e)
2020-06-24 22:52:05 +02:00
Meriipu
d2347bc4ec Clarify what a string being empty means
Should close https://github.com/godotengine/godot-docs/issues/2432

(cherry picked from commit 2643b8fa5e)
2020-06-24 22:52:05 +02:00
Yuri Roubinsky
5be4e10f4e Fix error label clicking in status bar for shader editor
(cherry picked from commit 25cb5a42e0)
2020-06-24 22:52:05 +02:00
Maganty Rushyendra
0f30fa8fbd Enable finer grained control when creating polygon with UV Editor
Modifies polygon auto-completion based on UV editor scale, in order
to enable finer grained control for the user. Enables selection of
points closer than the current threshold of 8 pixels.

(cherry picked from commit 69d0d89214)
2020-06-24 22:52:05 +02:00
Fredia Huya-Kouadio
944210923f Follow up cleanup for the godotpayment project module
(cherry picked from commit 206cbd960b)
2020-06-24 22:52:05 +02:00
Hugo Locurcio
0867fc2c4c Draw horizontal lines and labels in the editor performance monitors
This partially addresses
https://github.com/godotengine/godot-proposals/issues/1014.

(cherry picked from commit a593786d09)
2020-06-24 22:52:05 +02:00
Maganty Rushyendra
afac2514f8 Fix upscaling image with bilinear interpolation option specified
Fix error in calculation of 4 nearest points in source image when
resizing image with bilinear interpolation.

(cherry picked from commit f24ec3878e)
2020-06-24 22:52:05 +02:00
Rémi Verschelde
8f28e0861f
Merge pull request #39762 from naithar/feature/ios-modules
Enable iOS modules and fix missing symbols errors (3.2)
2020-06-24 22:50:05 +02:00
Rémi Verschelde
8b210f8732
Merge pull request #39806 from RandomShaper/fix_gone_popup_crash_3.2
Handle gone TabContainer popup nicely (3.2)
2020-06-24 20:22:14 +02:00
Pedro J. Estébanez
0f0360702b Handle gone TabContainer popup nicely 2020-06-24 19:31:26 +02:00
Rémi Verschelde
1575820207
Merge pull request #39791 from PoqXert/ios
[iOS] Replace purchase receipt
2020-06-24 15:15:40 +02:00
Poq Xert
bd71925726 Updated purchase receipt suitable for sending to apple verification server 2020-06-24 17:34:20 +10:00
Rémi Verschelde
c7bbe262dd
Merge pull request #39333 from Aroweeri/environment
Environment doc update regarding Viewport usage.
2020-06-24 08:19:19 +02:00
Ignacio Etcheverry
d0f365fe0f [3.2] C#: Fix completion request with case insensitive resource path
Sometimes Visual Studio documents have the root path all in upper case.
Since Godot doesn't support loading resource files with a case insensitive path,
this makes script resource loading to fail when the Godot editor gets code
completion requests from Visual Studio.
This fix allows the resource path part of the path to be case insensitive. It
still doesn't support cases where the rest of the path is also case insensitive.
For that we would need a proper API for comparing paths. However, this fix
should be enough for our current cases.
2020-06-23 21:04:08 +02:00