- The repaint code was moved outside of set_current_tab() and to a "_repaint()" private function
- _on_theme_changed() will now only call _repaint() and update()
This means _on_theme_changed() will do only what it needs (repainting the TabContainer to account for the new theme)
fixes#39498
(cherry picked from commit 5123006f06)
Change error checking in `duplicate_signals()` to check for path to
`p_original`, thus adhering to the method used in `duplicate`, instead
of checking for ownership.
Configured for a max line length of 120 characters.
psf/black is very opinionated and purposely doesn't leave much room for
configuration. The output is mostly OK so that should be fine for us,
but some things worth noting:
- Manually wrapped strings will be reflowed, so by using a line length
of 120 for the sake of preserving readability for our long command
calls, it also means that some manually wrapped strings are back on
the same line and should be manually merged again.
- Code generators using string concatenation extensively look awful,
since black puts each operand on a single line. We need to refactor
these generators to use more pythonic string formatting, for which
many options are available (`%`, `format` or f-strings).
- CI checks and a pre-commit hook will be added to ensure that future
buildsystem changes are well-formatted.
(cherry picked from commit cd4e46ee65)
The crash happens further down when setting an invalid owner in
`Node::_set_owner_nocheck` but I couldn't figure out how to fix it.
But here the proper fix is to catch the invalid scene file early on
and fail loading it.
Part of #17372.
(cherry picked from commit c080ec5da2)
`get_char_size()` is a public virtual function defined in the `Font`
class. Implementations exist for both `BitmapFont` and `Dynamic Font`.
However, it was only exposed to the GDScript API through the Bitmap
Font, and not for Dynamic Font.
This commit exposes the function through `Font` instead.
Fixes#23967
(cherry picked from commit a4413710f9)
The specific case for object reference seems unnecessary, as `RES res = var`
already does the work. The case where REF is invalid is never hit in the case
of already freed objects.
The assignment `res = *r` was causing the resource to be always invalidated
on the 3.2 branch.
(cherry picked from commit 12685df423)
* On press left+command+shift or right+command+shift it should behave like shift+home or shift+end and select the text
* Using home and end events as reference
(cherry picked from commit d8f8a3c606)
This reverts commit bf1cc116e1.
This needs more discussion to avoid breaking some users' expectations.
See #38086 for arguments.
(cherry picked from commit 69f36cea8c)
Skew is x-axis only, because it must be bidirectionally convertible to a 2x3 matrix, but you can subtract it to the rotation to get the effect on y-axis
(cherry picked from commit efb1f7d76b)
(cherry picked from commit 38085f2f6982c491935a434bb45e358dbebe1714)
(cherry picked from commit b9c280b73ff6a13ea490d2da0f2728bcef3038dc)
(cherry picked from commit 895ed2aed7)
Calls to set_amount can increase the size of the particle array, but do not zero the memory, they only set the active flag to false. This uninitialized memory can be sent to the GPU, possibly as NaNs.
RichTextEffect can now have a bbcode string starting like one of the built-in.
It was impossible before as the built-in would take precedence over the custom effect that has the same bbcode start.
Example : [fade] would take precedence over [fade_in]
(cherry picked from commit b4e3042cba)
The stack size of the undo history of a TextEdit was not limited leading
to potential memory leaks when doing lots of operations on a TextEdit.
This commit adds the option gui/common/text_edit_undo_stack_max_size
to the project settings. The first element of the undo stack is popped
if the stack's size exceeds this value ensuring limited memory usage.
The default stack size setting is 1024.
Fixes#37838.
(cherry picked from commit 4a82390aaf)
Needed for the next commit. That's the only place in all the Godot code base
where that's attempted and it's not needed because Objects are not meant to
be copied that way.
This adds 2 new values (items and draw calls) to the performance monitor in a '2d' section, rather than reusing the 3d values in the 'raster' section.
This makes it far easier to optimize games to minimize drawcalls.
* item_selected and item_focused docs incorrectly had 'id' as the parameter. Changed to
'index'.
* Fix parameter name in ADD_SIGNAL callin code.
(cherry picked from commit a8de034f78)
Correct backtrack assignment to prevent excessive tabulation. Worth
noting that tabulation is treated differently in RichTextLabel because
of custom user-asignable tab variable which creates problems with
dynamic fonts specifically.
(cherry picked from commit 2000e110a9)
A click on the dimmed background of a popup in the editor should stop the input event from propagating to the background.
This solution reuses the system introduced in commit efc3ffb8, taking advantage of the hide() notifications from the modal where we will set the flag "pass_on_modal_close_click(false)" to stop event handling at the viewport input event handling.
The viewport first hides the modal and after marks the input as handled if the flag mentioned above is set.
Fixes#36341
(cherry picked from commit 35bc88ca34)
The `TextEdit` one was indeed a potential bug.
The `PCKPacker` one seems to be a false positive, it's already in a
`for` loop that depends on `files.size()`.
(cherry picked from commit ca4e4506db)
Placeholder with length greater than `max_length` are allowed, so there is no reason for those update condition.
It fixes the odd alignment of placeholder when it's length is greater than `max_length`
(cherry picked from commit 43b2f75d64)
Namely, move the drive dropdown to just the left of the path text box and don't include the former
in the latter.
This improves the UX on Windows.
In the UNIX case, since its concept of drives is (ab)used to provide shortcuts to useful paths, its
dropdown is kept at the original location.
In the case where a ConcavePolygonShape is used as a shape for a RigidBody
in another mode than static, a configuration warning will appear in the
editor.
(cherry picked from commit ad227d9a85)
The code above for horizontal movement uses the right margin (_positive_ x direction) when the offset is negative, but vertical movement uses the top margin (_negative_ y direction) when the offset is negative.
The resulting problem is easily seen in the editor — set the drag margins to be asymmetrical, turn on drawing the drag margins, and slide the offsets from -1 to 1 and back. The horizontal offset moves the camera's center between the left and right margins, but the vertical offset gets them backwards and will move the camera outside the margins entirely.
(cherry picked from commit 40816574ac)
The special case atan(y,0) of the built-in shader function atan(y,x)
returns different results on different devices. So this commit will add
checks when the atan(y,x) function is used in ParticlesMaterial to set
the direction of GPU Particles to make sure the desired values are
returned (act as atan2(y,x)).
(cherry picked from commit 3580ad6005)
A picture is easier to describe this issue than words. Basically, rich
text effects allowed for character visibility changes. While doing so
would work properly, the rich text label would render the next `word` in
an offset accounting for the hidden characters (leaving a huge space.)
This patch fixes this issue by keeping track of the amount of
`backtrack` necessary per line.
(cherry picked from commit b3fd4884d7)
The workaround for moving the pivot is not needed anymore, in fact it causes all transforms applied to control nodes to jitter while animating (if a pivot offset is set).
This can be observed via AnimationPlayer and Tween.
The fix is to remove the obsolete workaround that causes this bug.
Fixes#28804
(cherry picked from commit dfb7d46a2a)
- Add some missing descriptions.
- Add links to tutorials for ARVR and AnimationTree.
- Style fixes.
- Engine changes:
* Make `AnimationNodeTransition.input_<number>` properties internal
so that they don't appear in the docs. They still appear in the
inspector based on the actual number of inputs requested.
* Drop unimplemented `CPUParticles.flatness`. It's only used for 3D
particles in `ParticlesMaterial`, and thus only relevant for
`CPUParticles3D`.