Repeating NPOT textures are not guaranteed to be displayed correctly
in GLES2, since the specification does not mandate support for it.
The warning is also displayed in GLES3 projects that are configured
to allow falling back to GLES2.
This could occur when attempting to save project settings when
no scenes or scripts are open (which is common in a brand new project).
(cherry picked from commit 16876bec76)
This changes the types of a big number of variables.
General rules:
- Using `uint64_t` in general. We also considered `int64_t` but eventually
settled on keeping it unsigned, which is also closer to what one would expect
with `size_t`/`off_t`.
- We only keep `int64_t` for `seek_end` (takes a negative offset from the end)
and for the `Variant` bindings, since `Variant::INT` is `int64_t`. This means
we only need to guard against passing negative values in `core_bind.cpp`.
- Using `uint32_t` integers for concepts not needing such a huge range, like
pages, blocks, etc.
In addition:
- Improve usage of integer types in some related places; namely, `DirAccess`,
core binds.
Note:
- On Windows, `_ftelli64` reports invalid values when using 32-bit MinGW with
version < 8.0. This was an upstream bug fixed in 8.0. It breaks support for
big files on 32-bit Windows builds made with that toolchain. We might add a
workaround.
Fixes#44363.
Fixesgodotengine/godot-proposals#400.
Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
inform user in warning message
Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
Refactor remove plugin from enabled
(cherry picked from commit 2bae31a4df)
- Tweak the dialog messages to be more informative.
- The "Saved N modified resources" dialog is not a warning per se,
so make it more explicit.
(cherry picked from commit 39f9b92f54)
This can be used to tell Godot to run an executable that will run Godot
rather than running Godot directly. This is useful to make Godot start
on the dedicated GPU when using a NVIDIA Optimus setup on Linux:
`prime-run %command%`
The `editor/run/main_run_args` setting declaration was moved to make it
visible in the ProjectSettings documentation.
(cherry picked from commit ce4aa07276)
This makes it possible for external editors to pick up the changes.
Most modern editors should reload the file automatically,
but some older/lightweight editors may ask the user instead
(or only warn after trying to save in the external editor).
This closes#41283.
(cherry picked from commit 0ade686601)
- Make the timeline indicator thicker and with an indicator triangle,
similar to the animation editor timeline.
- Add Space bar shortcut to play/pause the audio preview.
- Only seek when clicking or dragging with the left mouse button,
not other mouse buttons.
(cherry picked from commit a50a81b703)
Fixes#48514 by moving the visibility of these buttons into their own if statement that depends on if scene tree editing is allowed. Previously it was under the script editing setting which is unexpected as it works with nodes and the scene tree.
(cherry picked from commit 10d5d4d3cd)
As a bonus, to have consistency between use Beziers and create insert tracks, use Beziers also gets a default via editor settings that is used when the confirmation dialog is disabled, instead of just falling back to creating non-Bezier tracks.
When using a negative contrast value, the base color will be lightened
to create the derivative colors instead of being darkened.
This can lead to better-looking themes, especially for light themes.
The About button is located in the bottom-right corner of the
project manager.
This allows removing the copyright notice from the window title
(which looked a bit ugly in comparison to other applications).
Previously if more than one Godot editor was running then the debugger of one editor would not work because both editors were trying to connect on the same port.
This commit attempts to fix this by allowing the debugger to change the port at runtime in such cases.
We've been using standard C library functions `memcpy`/`memset` for these since
2016 with 67f65f6639.
There was still the possibility for third-party platform ports to override the
definitions with a custom header, but this doesn't seem useful anymore.
Backport of #48239.
When there is no selection, the camera will center around the
world origin.
This helps people get back to the world center if they haven't added
any nodes yet.
(cherry picked from commit fc055e1993)
When ctrl-clicking in the code editor, the view will now be centered on the function result.
Also replaces a circumstance where goto_line_centered should be used.
(cherry picked from commit 2b775bd698)
- Display a specific error message if the project doesn't have an
`export_presets.cfg` file.
- Display a list of detected export presets if an invalid export
preset name is supplied.
(cherry picked from commit 09f38ea215)
During the development of 3.3, internationalization features were added to allow arbitrary bone and node names.
However, doing so will break all references and existing animation clips for projects upgraded from 3.2
This adds an import setting, enabled by default, but disabled for newly generated .import files which restores the old behavior.
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)
Its only purpose was to prevent importing CSV files as translations, but it
would still import them as *nothing*, leading to workflow issues.
This is now properly fixed with #47268 which allows disabling the import for
specific files.
(cherry picked from commit 7ed2220928)
* Removes error shown when file is in 'keep' mode
* Display a warning when attempting to open the file
* Closes#47296
(cherry picked from commit 4706297356)
The new CollisionObject gizmo used for custom shapes was used with
higher priority due to alphabetical order and was preventing physical
bones from being displayed in the editor.
Keyframe times shift slowly in imported animations, starting with a zero shift
at the beginning and increasing and becoming erratic slowly farther into an
animation, reaching significant levels at times after about 3 minutes into an
animation. This commit fixes the issue by increasing the precision of the
floating point numbers used for keyframe time calculations. Only the most
significant cases that cause fast accumulation of errors over a short animation
duration are fixed. Other cases that would have a marginal benefit from
switching to double precision numbers are left for another PR/further analysis.
Note that this change has no impact on the runtime performance of games/apps
created using Godot. It only affects the GLTF importer.
Fixes#47127.
(cherry picked from commit 6770a9413b)
The changes made in this commit refresh the URL OptionButton when editor settings are modified.
No need to restart any more for the changes to appear in the Asset Library.
Fix#46977
(cherry picked from commit 6525d74623)
When creating a Windows folder via a Godot's dialog, the extra spaces are not removed which causes problems with Windows. We now remove leading and trailing whitespace when creating a dir.
(cherry picked from commit c8538153b0)
ALT key modifier was hardcoded is node_3d_editor_plugin.cpp and didn't take editor settings into account.
Fix#46973
(cherry picked from commit 31077d875e)
Fix#46961:
This commit correctly initialize capitalization in sub-inspectors (like shaders's sub-inspector in the inspector panel) with the editor settings.
(cherry picked from commit 281f5a4999)
Fixes crash that happened while exporting if zero files were selected
and adds more error handling to EditorExportPlatform class.
(cherry picked from commit 15656d4182)