Commit Graph

27303 Commits

Author SHA1 Message Date
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
Marcel Admiraal ebff150680 Support SDL2 half axes and inverted axes mappings. 2020-06-26 06:28:56 +01:00
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
Ignacio Etcheverry d8af79140e [3.2] C#: Add VisualStudio support 2020-06-23 21:01:54 +02:00
Rémi Verschelde 7ec072f7e7
Merge pull request #39774 from lawnjelly/kessel_tex_wrapping_fix
GLES2 Batching - Fix texture wrapping state bug.
2020-06-23 10:17:52 +02:00
lawnjelly 491059ca82 GLES2 Batching - Fix texture wrapping state bug.
For textures that were imported as wrapping, the legacy renderer relied on GL repeat state being set as a once off during load, and didn't alter the GL wrapping state at runtime.

Batching was setting wrapping according to the CANVAS_RECT_TILE flag on rects, however this reset GL wrapping to clamp after use, which was conflicting with later drawcalls that relied on the default wrapping being preserved.

In this PR we only set the wrapping in GL if the texture has not been imported with wrapping. This duplicates the logic in the legacy renderer and solves the state bug.
2020-06-23 08:34:17 +01:00
Dylan 198bd4cb0f Environment doc update regarding Viewport usage. 2020-06-22 17:59:44 -04:00
Sergey Minakov 45a6628b15 SCons: Enable iOS modules for ARKit and Camera 2020-06-22 23:23:03 +03:00
Sergey Minakov e564ca0c1b Export: Fix iOS enabling push notifications capability 2020-06-22 23:16:22 +03:00
Sergey Minakov bc6a75786c Export: Remove system frameworks from xcode template 2020-06-22 23:16:22 +03:00
Sergey Minakov a678ceaeae SCons: Enable modules for iOS 2020-06-22 23:15:52 +03:00
bruvzg a662b853dd Fix use uninitialized `ofs` variable introduced in 39701.
(cherry picked from commit 439c97e0ff)
2020-06-22 15:41:36 +02:00
Rémi Verschelde 8fd861ab11 doc: Sync classref with current source 2020-06-22 13:24:11 +02:00
bruvzg 1468c0b4d4 [Windows] Prevent overwriting old cursor handle on multiple mouse_mode changes, ensure mouse_mode is set before `cursor_set_shape` is called to restore cursor.
(cherry picked from commit fc1d1c3557)
2020-06-22 13:08:53 +02:00
Rémi Verschelde f2f11bc752
Merge pull request #39744 from timoschwarzer/remove-godot-payment-plugin
Remove GodotPayment android plugin (3.2)
2020-06-22 12:15:36 +02:00
Aaron Franke 44c3908c7b Avoid errors when the editor camera is inside the focused object
Prevent the gizmo distance from being zero by MAX-ing it with CMP_EPSILON

(cherry picked from commit ed2bbdbbef)
2020-06-22 12:04:52 +02:00
bruvzg e2675e9462 macOS, prevent multiple CGDisplayHideCursor calls unpaired with CGDisplayShowCursor.
(cherry picked from commit 7a250b579f)
2020-06-22 12:04:31 +02:00
PouleyKetchoupp d2aa3031dc Fix crashes with invalid shapes in BulletPhysicsDirectSpaceState queries
(cherry picked from commit 8b0232bf29)
2020-06-22 12:03:21 +02:00
Timo Schwarzer 5053ab684a
Remove GodotPayment android plugin
This is now available in a separate repository
at https://github.com/godotengine/godot-google-play-billing
2020-06-22 11:11:41 +02:00
Rémi Verschelde 571a0c60c0 Revert "Implement Skew in Node2D"
This reverts commit 7f61710183.

See #38868, in its current implementation a small skew value might end up
serialized to scene files due to floating point precision errors, which is
detrimental to VCS.

This can be cherry-picked anew once a fix for #38868 has been found.
2020-06-22 10:26:06 +02:00
Rémi Verschelde 75791358c6
Merge pull request #39736 from naithar/fix/deleted-object-stringify
Fix for a crash on printing freed object
2020-06-22 10:02:30 +02:00
Sergey Minakov af1788baf3 Variant: Fix potential crash when stringifying deleted Object
Fixes #38597.
2020-06-22 08:53:47 +02:00
Rémi Verschelde 000db65d40 i18n: Sync translations with Weblate 2020-06-22 08:43:14 +02:00
skyace65 0b1d9f9d88 Fix Joint2D doc
(cherry picked from commit a94ba7be59)
2020-06-22 08:37:57 +02:00
Rémi Verschelde 327479472e Revert "return boxed long when marshalling a godot int to mono runtime in dynamic contexts"
This reverts commit 42a31501a8.

It breaks compat as is and needs some further work before it can be
cherry-picked for 3.2.x.
2020-06-22 08:35:21 +02:00