Commit Graph

38811 Commits

Author SHA1 Message Date
Rémi Verschelde
d4067e661c
Merge pull request #54326 from nekomatata/x11-fix-input-delay 2021-10-28 08:57:37 +02:00
Rémi Verschelde
7bb568328f
Merge pull request #52985 from Calinou/editor-debugger-bottom-panel-error-warning-highlight
Improve appearance of the editor Debugger bottom panel menu
2021-10-28 08:12:41 +02:00
PouleyKetchoupp
ba96fc6a4d Fix input events random delay on X11
The new system based on a thread gathering events from the X11 server
was causing delays in some scenarios where some events have just been
missed at the time of processing and we're waiting for a whole frame to
check them again.

Solved by flushing again and checking for pending events at the
beginning of the process loop, in addition to events already gathered
on the event thread.
2021-10-27 15:24:09 -07:00
Rémi Verschelde
157cba3933
Merge pull request #54321 from V-Sekai/import-scene-crash 2021-10-27 22:25:25 +02:00
Rémi Verschelde
3e26ad3a5f
Merge pull request #54320 from YeldhamDev/tabbar_close_last_fix 2021-10-27 22:24:43 +02:00
Camille Mohr-Daurat
3c527dcbbd
Merge pull request #54157 from bjauny/fix_potential_nullpointer_collision3d
Fix potential null pointer use, based on #54094 fix
2021-10-27 12:40:50 -07:00
K. S. Ernest (iFire) Lee
d905d3c3d3 Avoid crash in scene importer when the mesh is empty. 2021-10-27 12:16:10 -07:00
Michael Alexsander
96fdb030ec Fix uninteractable singular tab in TabBar 2021-10-27 16:13:04 -03:00
Rémi Verschelde
21529c90f8
Merge pull request #54166 from ConteZero/unique_selection 2021-10-27 20:50:54 +02:00
Bastien JAUNY
258b5d0019 Fix potential null pointer use, based on #54094 fix 2021-10-27 20:41:14 +02:00
Camille Mohr-Daurat
a1092d14c5
Merge pull request #54302 from fabriceci/fix-2D-character-stuck-on-wall
Fix #54298 where a CharacterBody2D can be stuck on the wall.
2021-10-27 11:24:52 -07:00
ConteZero
fbee4efa5f Add option to make selection unique 2021-10-27 19:45:52 +02:00
Rémi Verschelde
5fadebed4c
Merge pull request #54125 from groud/tile_data_runtime_modification
Implement runtime update of TileData object in TileMap
2021-10-27 19:39:59 +02:00
Gilles Roudière
756e76293f Implement runtime update of TileData object in TileMap 2021-10-27 18:32:52 +02:00
Rémi Verschelde
16edca8415
Merge pull request #54285 from briansemrau/fix-proximity-fade
Fix BaseMaterial3D proximity fade for Vulkan
2021-10-27 18:25:06 +02:00
fabriceci
ee3e43c853 Fix #54298 where a CharacterBody2D can be stuck on the wall. 2021-10-27 18:05:35 +02:00
Rémi Verschelde
18a2c38ad2
Merge pull request #54305 from mhilbrunner/comments-cleanup
Small formatting fixes in Find in Files
2021-10-27 17:47:14 +02:00
Hugo Locurcio
bb681ef9f2
Improve appearance of the editor Debugger bottom panel menu
- Make the Debugger bottom panel menu more prominent when
  there are errors or warnings by adjusting the text color.
- Add some spacing to the right of the error/warning icon
  for better visual appearance.
2021-10-27 16:56:15 +02:00
Max Hilbrunner
55100f2f11 Small formatting fixes in Find in Files 2021-10-27 16:13:49 +02:00
Rémi Verschelde
435d50bf0f
Merge pull request #54301 from groud/optimize_tilemap_layer_update 2021-10-27 13:30:31 +02:00
Gilles Roudière
a6584e4cb8 Optimize TileMap layers updates 2021-10-27 12:07:52 +02:00
Brian Semrau
791773fa9d Fix vulkan proximity fade
Vulkan uses different normalized device coordinates than OpenGL.
2021-10-26 16:19:47 -04:00
Rémi Verschelde
8c162f4a7b
Merge pull request #54270 from JFonS/fix_selection 2021-10-26 19:03:34 +02:00
Rémi Verschelde
8473062dcc
Merge pull request #54255 from akien-mga/android-export-gradle-dont-escape-quotes 2021-10-26 18:22:42 +02:00
jfons
83fd0e0c70 Fix click selection in the editor 3D viewport 2021-10-26 18:08:31 +02:00
Rémi Verschelde
344babb939
Merge pull request #54267 from pycbouh/controls-button-font-focus 2021-10-26 17:34:07 +02:00
Rémi Verschelde
46a139a3ce
Merge pull request #54265 from JFonS/fix_sh_dis_mobile 2021-10-26 16:50:11 +02:00
Yuri Sizov
12838bd99d Add focus font color to Button and derivatives 2021-10-26 17:42:40 +03:00
Joan Fons
95bc9c40d9 Fix shadow disabling on mobile renderer 2021-10-26 15:37:22 +02:00
Rémi Verschelde
c2640e2b21
Merge pull request #54254 from mhilbrunner/ticks-msec-64 2021-10-26 14:53:56 +02:00
Max Hilbrunner
5dc02eb8b0 Save all 64 bits of get_ticks_msec() in more cases 2021-10-26 13:58:58 +02:00
Rémi Verschelde
d020c6851a
Merge pull request #54256 from mhilbrunner/docs-real-time 2021-10-26 11:54:48 +02:00
Max Hilbrunner
396d2f0282 Time: Add some notes about timezones and UTC 2021-10-26 10:24:05 +02:00
Rémi Verschelde
9204a3a50e
Android: Properly validate godot_project_name_string for Android special chars
Fixes #52659.
2021-10-26 10:01:09 +02:00
Rémi Verschelde
f2cf52e032
Merge pull request #54153 from skyace65/AreaImprovements2 2021-10-26 08:48:27 +02:00
Rémi Verschelde
cce7797a75
Another rename for makerst.py 2021-10-26 08:46:16 +02:00
Rémi Verschelde
2ecab0491c
Merge pull request #54179 from aaronfranke/make-rst 2021-10-26 08:43:07 +02:00
Rémi Verschelde
ba23ef9b29
Merge pull request #54249 from lyuma/gltf_padding_fix 2021-10-26 08:32:11 +02:00
Rémi Verschelde
0409644afd
Merge pull request #54245 from manueldun/nullParamAddMod 2021-10-26 08:20:40 +02:00
Rémi Verschelde
01afa39d21
Merge pull request #54073 from groud/terrains_for_procgen 2021-10-26 08:15:07 +02:00
Max Hilbrunner
d9d5296365
Merge pull request #53973 from nabfrew/nabf/light_hight_documentation
Clarify lighting height documentation
2021-10-26 07:58:12 +02:00
Lyuma
cada1a4747 gltf: Fix validation errors due to chunk padding and empty skins.
GLB chunk padding length calculation was backwards and missing for the BIN chunk.
Fixed error caused by "skins":[] when no skins were present.
Finally, encode animations before textures to avoid accessor misalignment due to texture byteLength.
2021-10-25 21:12:43 -07:00
Manuel Dun
0384474f83 Added error macro to ensure non null parameter 2021-10-25 19:44:22 -04:00
Rémi Verschelde
64faa37e45
Merge pull request #54240 from Calinou/editor-directionallight-3d-fix-validate-property 2021-10-25 23:40:10 +02:00
Hugo Locurcio
f2c2ecb6e8
Fix properties being displayed when they shouldn't in DirectionalLight3D
The parent `_validate_property()` wasn't called, which led to shadow
properties being visible even if shadows were disabled on a
DirectionalLight3D node.
2021-10-25 22:04:30 +02:00
Fabio Alessandrelli
7d37fb7aff
Merge pull request #54232 from akien-mga/mbedtls-pr4819-fix-certs-parsing-speed
mbedtls: Backport upstream PR 4819 to fix certs parsing speed
2021-10-25 20:49:41 +02:00
Rémi Verschelde
d98a6363fa
Merge pull request #54084 from reduz/node3d-rotation-options 2021-10-25 20:42:45 +02:00
Rémi Verschelde
8911d6ecc8
Merge pull request #54147 from Calinou/editor-directionallight-3d-only-show-relevant-properties 2021-10-25 20:13:42 +02:00
reduz
d03b7fbe09 Refactored Node3D rotation modes
* Made the Basis euler orders indexed via enum.
* Node3D has a new rotation_order property to choose Euler rotation order.
* Node3D has also a rotation_mode property to choose between Euler, Quaternion and Basis

Exposing these modes as well as the order makes Godot a lot friendlier for animators, which can choose the best way to interpolate rotations.
The new *Basis* mode makes the (exposed) transform property obsolete, so it was removed (can still be accessed by code of course).
2021-10-25 14:34:00 -03:00
Hugo Locurcio
c1de200757
Only show relevant properties in the DirectionalLight3D inspector
Some split distance properties are unused depending on the
current shadow mode. Also, Blend Splits can only be used if the shadow
mode is PSSM 2 Splits or PSSM 4 Splits.

This also moves the Fade Start property to be located after the
split properties. This avoids intertwining "conditional" properties
with a property that's always available.
2021-10-25 18:31:41 +02:00