PouleyKetchoupp
a1db6784d6
Fix crashes with CollisionObject debug shapes
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MeshInstance added as child nodes for CollisionObject debug shapes can
be invalidated while deleting the collision object (child nodes are
deleted first), which caused accesses to invalid memory in
shape_owner_remove_shape that lead to random crashes.
Also optimized accesses to shapes to avoid copy-on-write on each
iteration.
2021-04-12 20:04:13 -07:00
Fredia Huya-Kouadio
158c848ac5
Fix custom boot splash image scaling.
2021-04-12 16:39:32 -07:00
lawnjelly
e8da16b032
Batching - prevent applying final modulate on CPU when it is sent in FVF
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When using modulate_fvf, final_modulate was still being applied on CPU in some circumstances, AS WELL as in the shader. This double application resulted in the wrong color.
This PR prevents CPU multiplication of final_modulate when modulate_fvf is in use.
It also applies an OR to the joined item flags with each item joined. This fixes a bug where a smaller FVF is used than required, resulting in incorrect colors.
2021-04-12 17:41:48 +01:00
Rémi Verschelde
c406f569aa
Merge pull request #47832 from lawnjelly/ewok_store_batch_items
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Batching - store parent items in default batches
2021-04-12 18:21:25 +02:00
lawnjelly
40a267cf25
Batching - store parent items in default batches
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In rare cases default batches could occur which were containing commands that were not owned by the first item referenced by the joined item. This had assumed to be the case, and would read the wrong command, or crash.
Instead for safety in this PR we now store a pointer to the parent item in default batches, and use this to determine the correct command list instead of assuming.
2021-04-12 16:55:59 +01:00
Yuri Roubinsky
ac91e2ca0d
[3.2] Prevents default values of VSNodeCustom from overriding by a script
2021-04-12 14:52:19 +03:00
kobewi
f72c91e0b1
Expose edit_node() for editor plugins
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(cherry picked from commit 72014a7a2e
)
2021-04-12 09:24:37 +02:00
Hugo Locurcio
2c06545266
Improve command line --print-fps
display
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- Display the frame time in addition to FPS.
- Frame time is a more objective measurement in comparison to FPS,
but FPS is more familiar to people less acquainted with profiling.
- Rename "Game" to "Project" for the project FPS printing line.
(cherry picked from commit 157d8e4d36
)
2021-04-12 00:23:44 +02:00
Hugo Locurcio
cd4906ee0b
Document secure wss:// caveats for WebSocketClient
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See https://github.com/godotengine/godot/issues/37739 .
(cherry picked from commit a56e37545b
)
2021-04-12 00:23:44 +02:00
Aaron Franke
9b928cbd9e
Show a message when trying to zoom farther than the limit
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(cherry picked from commit b8f66d58b6
)
2021-04-12 00:23:43 +02:00
Anders Stenberg
c4f941114c
Add missing color argument in forward_canvas_draw_over_viewport example.
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(cherry picked from commit 034c48dbed
)
2021-04-12 00:23:43 +02:00
Haoyu Qiu
14cea66f23
Fixes Node3D rotation in select mode on macOS
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(cherry picked from commit 879a290ed9
)
2021-04-12 00:23:43 +02:00
Johannes
9a7e537aac
Fix _File::get_buffer
length always set to p_length
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(cherry picked from commit 33d6eccdec
)
2021-04-12 00:23:43 +02:00
Daniel Kříž
edcb95cede
fix wrong encoding in uri_encode
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(cherry picked from commit 13c999d9d7
)
2021-04-12 00:23:43 +02:00
Rémi Verschelde
f3476b66c4
Merge pull request #47213 from timothyqiu/project-icon-size-3.x
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[3.x] Fix project icon size in Project Manager
2021-04-12 00:08:40 +02:00
Rémi Verschelde
ed077e4d1f
Merge pull request #47792 from timothyqiu/spatial-selection-box
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[3.x] Fix 3D selection box size for Spatial
2021-04-11 14:02:56 +02:00
Haoyu Qiu
bfa5adb84f
Fix 3D selection box size for Spatial
2021-04-11 19:01:37 +08:00
Rémi Verschelde
7a9c14e276
Merge pull request #47759 from m4gr3d/update_activity_result_behavior_3_3
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[3.x] Fix issue causing the response callback to be invoked with the invalid `requestCode`
2021-04-09 22:57:25 +02:00
Fredia Huya-Kouadio
dedeada310
Fix issue causing the response callback to be invoked with the invalid requestCode
.
2021-04-09 13:38:36 -07:00
Morris Tabor
d9e9aec9b9
fix gltf importer regression from b032067e42
, causing different BoneAttachment names
2021-04-09 10:25:45 +02:00
Rémi Verschelde
5fe89e8ccd
Merge pull request #47738 from TwistedTwigleg/skeletonik_changes_and_bug_fixes_regressionfix2_godot3x
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[3.x] Fix for SkeletonIK not working correctly with 0 interpolation and incorrectly rotating with animation
2021-04-09 09:00:16 +02:00
TwistedTwigleg
9c33f091cd
Godot 3.x backport: Fix for SkeletonIK not working correctly with 0 interpolation and incorrectly rotating with animation. Now the root bone rotates differently to ensure it always rotates correctly and works with BoneAttachment nodes.
2021-04-08 18:45:54 -04:00
Rémi Verschelde
e3c59bf0ff
Merge pull request #47718 from lyuma/fbx_empty_crash_3.3
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Fix crash on importing empty .fbx file (3.x Backport)
2021-04-08 13:02:11 +02:00
Lyuma
5cf5e7e3d3
Fix crash on importing empty .fbx file for 3.x
2021-04-08 02:52:15 -07:00
rafallus
e075b6b411
Check if _direct_state_changed() argument is valid
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- Modified classes: RigidBody, PhysicalBone, VehicleBody, RigidBody2D, KinematicBody2D
- The input argument is untrusted even in release mode
2021-04-07 20:00:30 -05:00
Nathan Franke
8dd6fd058a
Improve Ambiguous StreamPeerTCP set_no_delay
Documentation
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(cherry picked from commit dbff957028
)
2021-04-07 11:55:11 +02:00
Rémi Verschelde
ed44e2806f
doc: Fix markup issues in classref
2021-04-07 11:52:44 +02:00
Alex Hirsch
6a7ee81610
Always dynamically allocate PropertyTable
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- `Texture::~Texture` expects `props` to be dynamically allocated.
- `GetPropertyTable` returned a pointer to an existing `PropertyTable`
but is expected to return a newly, dynamically allocated one.
- `PropertyTable::PropertyTable()` suggests that an empty `element`
property is valid.
fix #46876
fix #45573
(cherry picked from commit 09bda3f140
)
2021-04-07 11:26:19 +02:00
Rémi Verschelde
b076150b08
Sync controller mappings DB with SDL2 community repo
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Synced with gabomdq/SDL_GameControllerDB@01dce71403 .
(cherry picked from commit f83486b430
)
2021-04-06 22:53:20 +02:00
Marcel Admiraal
1e28e234c5
Check for the use of an empty shape in Bullet Kinematic collisions
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(cherry picked from commit ff9a6c4e39
)
2021-04-06 22:37:35 +02:00
Marcel Admiraal
a3f4bd96c5
Ensure ConvexPolygonShape support count variable is initialised
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(cherry picked from commit 0d4d8925b7
)
2021-04-06 22:37:03 +02:00
Rémi Verschelde
bd9ee18fb1
Merge pull request #47679 from madmiraal/fix-47436.1-3.x
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[3.x] Check for empty ConcavePolygonShape2D before checking for intersection
2021-04-06 22:36:01 +02:00
Rémi Verschelde
a145f4a5dc
Merge pull request #47677 from madmiraal/fix-47436-3.x
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[3.x] Check ConvexPolygonShape2D point count before calcuating moment of inertia
2021-04-06 22:35:10 +02:00
Rémi Verschelde
cd728abb98
Merge pull request #47669 from madmiraal/fix-47438-3.x
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[3.x] Ensure ConvexPolygonShape support count variable is initialised
2021-04-06 22:34:36 +02:00
Rémi Verschelde
fa4ad3c5c2
Merge pull request #47682 from akien-mga/3.x-android-javavm-threads
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[3.x] Android: Fix access to JavaVM for threads after #45618
2021-04-06 22:21:02 +02:00
Bastiaan Olij
abaa032fae
Fixes on android:
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- checking for validity of ENV in wrapper classes
- fix for access to JavaVM from threads
(cherry picked from commit b3a43430aa
)
2021-04-06 22:02:10 +02:00
Marcel Admiraal
83da95b6e4
Check for empty ConcavePolygonShape2D before checking for intersection
2021-04-06 19:43:51 +01:00
Marcel Admiraal
ebcff3b4a6
Check ConvexPolygonShape2D point count before calcuating moment of inertia
2021-04-06 19:11:40 +01:00
Marcel Admiraal
28c7b3a17d
Ensure ConvexPolygonShape support count variable is initialised
2021-04-06 16:46:04 +01:00
Rémi Verschelde
e97cd3d52d
Merge pull request #47659 from Faless/js/3.x_webgl_fallback
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[3.x] [HTML5] Implement WebGL fallback.
2021-04-06 13:06:19 +02:00
Fabio Alessandrelli
00f3807a24
[HTML5] Implement WebGL fallback.
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According to project settings and when WebGL2 is not available.
2021-04-06 12:56:45 +02:00
Yuri Sizov
ea5b3dda93
Expose editor scale to the plugin API
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(cherry picked from commit ea31af68ba
)
2021-04-06 10:18:20 +02:00
Hugo Locurcio
566213e08d
Add a subtle background to editor scrollbars
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This makes it possible to see whether a scrollbar grabber is at the top
or at the bottom of a scrollbar. Also, if a scrollable area is very
large, this makes it easier to notice that the area can be scrolled
(since the grabber is proportionally very small).
The scrollbar grabbers were also made thicker and slightly more opaque
for better visibility, especially in peripheral vision.
(cherry picked from commit b60b6ddba4
)
2021-04-06 10:04:51 +02:00
Bastiaan Olij
5228871e26
Only cleanup meta data if GDNative library is reloadable and we're about to unload it
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(cherry picked from commit 81131bd844
)
2021-04-06 10:03:41 +02:00
Rémi Verschelde
48b7e73e44
Update AUTHORS and DONORS list
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New contributor added to AUTHORS:
@gongpha, @jmb462
Thanks to all contributors and donors for making Godot possible!
(cherry picked from commit 3d84fa85b4
)
2021-04-05 17:36:17 +02:00
Rémi Verschelde
5cfdb86660
i18n: Sync translations with Weblate
2021-04-05 16:30:04 +02:00
Rémi Verschelde
822b734601
Re-allow playing AnimatedSprite2D without frames
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Fixes #47578 , partial revert of #47064 .
(cherry picked from commit 77264e346b
)
2021-04-05 15:01:01 +02:00
RoniPerson
79f4da78fb
Added missing :
in gdscript example.
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(cherry picked from commit 5870931a15
)
2021-04-05 12:03:40 +02:00
Jan Haller
f64d9423a5
Fixes #47607 (forgotten statement in GDNative cleanup)
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Co-authored-by: geekrelief <geekrelief@gmail.com>
(cherry picked from commit 0fe851da23
)
2021-04-05 12:02:56 +02:00
jmb462
ce4dec647c
fix crash on null class in ClassDB.get_property() and set_property()
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(cherry picked from commit 400843c172
)
2021-04-05 12:02:32 +02:00