nobuyuki_nyuu
35f30086de
PopupMenu.get_current_index() bound to ClassDB
2020-05-06 15:27:35 -05:00
Rémi Verschelde
aca9cfa76c
Merge pull request #38495 from DarkMessiah/tree-bind-suffix
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Bind set_suffix and get_suffix in Tree
2020-05-06 13:58:34 +02:00
Rémi Verschelde
ca289f4d6f
Merge pull request #38488 from EricEzaM/adjust-stretch-ratio-value-range-and-documentation
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Updated editor spin slider to have better behaviour and adjusted control's size_flags_stretch_ratio value range
2020-05-06 10:06:53 +02:00
Stanislav Labzyuk
ac8814624d
Bind set_suffix/get_suffix in Tree
2020-05-06 14:47:19 +07:00
Eric M
915ab50673
Updated editor spin slider to have better behaviour and adjusted control's size_flags_stretch_ratio value range
2020-05-06 17:43:31 +10:00
Rémi Verschelde
42649565e9
Merge pull request #38475 from Chaosus/vs_quals
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Added uniform qualifiers to visual shaders
2020-05-06 07:27:35 +02:00
Rémi Verschelde
4d50f747d5
Merge pull request #37293 from Janglee123/ctrl-click-improvements
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Improved go-to definition (Ctrl + Click)
2020-05-05 16:49:15 +02:00
Rémi Verschelde
88e242116a
Merge pull request #38480 from ThakeeNathees/tween-get-set-fix
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Fix: Tween always return true for _get(), _set()
2020-05-05 16:43:54 +02:00
Thakee Nathees
2811268231
Fix: Tween always return true for _get(), _set()
2020-05-05 16:32:33 +05:30
Yuri Roubinsky
463e4ad0f5
Some fixes for canvas item visual shader inputs
2020-05-05 13:19:36 +03:00
Yuri Roubinsky
082542b525
Added uniform qualifiers to visual shaders
2020-05-05 11:25:48 +03:00
janglee
be7a353c70
Improved go-to definition (Ctrl + Click)
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Co-Authored-By: Bojidar Marinov <bojidar.marinov.bg@gmail.com>
2020-05-05 10:46:12 +05:30
Rémi Verschelde
f7ca1c805b
doc: Sync classref with current source
2020-05-04 16:55:01 +02:00
Rémi Verschelde
878adb22b7
Merge pull request #37717 from qarmin/world_fix
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Change non-existent World to World3D
2020-05-04 16:37:40 +02:00
Rémi Verschelde
560510b93b
Merge pull request #38446 from qarmin/navigation_polygon_type
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Fixes type of array in _set_outlines function
2020-05-04 16:36:16 +02:00
Rémi Verschelde
69f36cea8c
Revert "Emit signal when animation ends by seek"
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This reverts commit bf1cc116e1
.
This needs more discussion to avoid breaking some users' expectations.
See #38086 for arguments.
2020-05-04 16:09:19 +02:00
qarmin
4af274756f
Fixes type of array in _set_outlines function
2020-05-04 07:39:40 +02:00
Rémi Verschelde
ec542db782
Merge pull request #38394 from reduz/implement-skew
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Implement Skew in Node2D
2020-05-03 18:17:08 +02:00
Thomas Riedmair
e0f084b924
Fix performance issue in update_bitmask_region fallback
2020-05-03 00:27:47 +02:00
Bastiaan Olij
45d1f41837
Added missing spring enums for generic_6dof_joint
2020-05-02 21:49:56 +10:00
Juan Linietsky
efb1f7d76b
Implement Skew in Node2D
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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
2020-05-01 13:38:04 -03:00
Thakee Nathees
b9acf1cedf
method bind TextEdit::set_line() added
2020-05-01 18:37:12 +05:30
Rémi Verschelde
b77f0e83ca
Merge pull request #38346 from jitspoe/master.fix_uninitialized_particle_param
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Fix custom w component being uninitialized on CPU particles.
2020-05-01 14:58:10 +02:00
Hugo Locurcio
ccc4f3899c
Increase the default Camera3D field of view to 75
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A vertical FOV of 75 degrees is roughly equivalent to a 91 degree
horizontal FOV on a 4:3 display (~107.51 degrees on 16:9),
which is close to the typical default FOV used in PC games.
Note that this doesn't apply to the in-editor camera which keeps its
FOV to 70. This is because it doesn't display in fullscreen;
its viewport only displays in the center of the editor (roughly).
This means the viewport won't cover the viewer's eyes as much. Therefore,
the editor camera FOV should be slightly lower to account for this.
Since this changes the default value, this may break existing projects
slightly.
For the record, this was already done in
https://github.com/godotengine/godot-demo-projects/pull/260
for the official demo projects.
2020-05-01 14:03:27 +02:00
Josh Chandler
8230e08f18
fixed camera2D showing incorrect bounds in editor
2020-04-30 12:25:39 -04:00
Darenn
b4e3042cba
Fixed bbcode parsing for built-in RichTextEffects in RichTextLabel
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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]
2020-04-30 11:56:40 +02:00
jitspoe
895ed2aed7
Fix custom w component being uninitialized on CPU particles.
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(cherry picked from commit 38085f2f6982c491935a434bb45e358dbebe1714)
(cherry picked from commit b9c280b73ff6a13ea490d2da0f2728bcef3038dc)
2020-04-30 01:41:46 -04:00
Rémi Verschelde
b46e5c7b94
Merge pull request #38203 from woollysammoth/multiple-ik-bug
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Fixes SkeletonIK resetting other IK poses
2020-04-29 17:29:51 +02:00
Rémi Verschelde
f6e29addd4
Merge pull request #37846 from CaptainProton42/text-edit-undo-stack-size
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Add "undo_max_stack_size" property to TextEdit
2020-04-29 15:56:08 +02:00
volzhs
9f1de2cfdd
Use underline position and thickness value in font file
2020-04-29 21:56:15 +09:00
John Wigg
4a82390aaf
Limit undo stack size
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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 .
2020-04-29 11:31:01 +02:00
Aaron Franke
540156b387
[Core] Rename linear_interpolate to lerp
2020-04-29 04:02:49 -04:00
Rémi Verschelde
dfe38fbf8a
Merge pull request #38287 from JiRuifanCR/animatedtexture-oneshot-pause-set-frame
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Add set_frame, pause, and oneshot to AnimatedTexture
2020-04-29 09:14:37 +02:00
Tomasz Chabora
9dfb231e00
Remove unneccessary increment in TextEdit
2020-04-29 00:16:48 +02:00
Revan Ji
f5029e18ca
Add set_frame, pause, and oneshot to AnimatedTexture
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Add API documentation for said changes.
2020-04-29 00:26:37 +08:00
Rémi Verschelde
fdf58a5858
Rename InputFilter back to Input
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It changed name as part of the DisplayServer and input refactoring
in #37317 , with the rationale that input no longer goes through the
main loop, so the previous Input singleton now only does filtering.
But the gains in consistency are quite limited in the renaming, and
it breaks compatibility for all scripts and tutorials that access
the Input singleton via the scripting language. A temporary option
was suggested to keep the scripting singleton named `Input` even if
its type is `InputFilter`, but that adds inconsistency and breaks C#.
Fixes godotengine/godot-proposals#639 .
Fixes #37319 .
Fixes #37690 .
2020-04-28 15:19:49 +02:00
Rémi Verschelde
d8066aa6a4
Merge pull request #38286 from bojidar-bg/x-expose-cell-size
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Expose the cell_size affecting VisibilityNotifier2D precision
2020-04-28 11:19:16 +02:00
Bojidar Marinov
d49ff7aff7
Expose the cell_size affecting VisibilityNotifier2D precision
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Refs: #4803
2020-04-28 10:33:45 +03:00
Rémi Verschelde
717f053e37
Merge pull request #38121 from JFonS/add_unwrap_caching
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Add caching the lightmap unwrapping on import
2020-04-27 18:51:32 +02:00
Rémi Verschelde
3031641879
Merge pull request #38243 from KoBeWi/whine
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Make Line2D be white by default
2020-04-27 08:56:34 +02:00
Rémi Verschelde
2c91b7f27a
Merge pull request #36035 from Xrayez/path2d-fix-self-modulate
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Do not override Path2D.self_modulate property
2020-04-27 08:55:22 +02:00
Tomasz Chabora
458cbef64e
Make Line2D be white by default
2020-04-26 23:40:41 +02:00
Sam
e321d38c0e
Resets global pose of IK chain bones being solved, rather than the whole skeleton. Resolves #38026
2020-04-25 10:57:42 -04:00
Rémi Verschelde
cacedac8b7
Merge pull request #38155 from Calinou/tweak-ssao-property-hints
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Tweak SSAO property hints to allow setting more precise values
2020-04-25 12:55:25 +02:00
Hugo Locurcio
ad55749718
Tweak SSAO property hints to allow setting more precise values
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This was requested by an user on Twitter who was working on a
game with a very small-scale world.
2020-04-23 21:46:20 +02:00
Rémi Verschelde
a800048071
Merge pull request #38109 from nekomatata/mesh-instance-active-material
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Fix get_active_material when a material is directly set on the mesh
2020-04-23 12:42:11 +02:00
JFonS
f7dadc4796
Add caching the lightmap unwrapping on import
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This commit adds caching to the lightmap mesh unwraps generated on
import. This speeds up re-imports of meshes that haven't changed and
also makes sure that the unwraps are consistent across imports.
The unwrapping process is not deterministic, so one could end up with
a different mapping every time the scene was imported, breaking any
previously baked lightmaps. The changes in this commit prevent that
from happening.
2020-04-22 15:34:00 +02:00
PouleyKetchoupp
72ee09082c
Fix get_active_material when a material is directly set on the mesh
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Makes MeshInstance3D::get_active_material consistent with the logic
in the rendering system.
Fixes #38108
2020-04-22 14:35:25 +02:00
Rémi Verschelde
f989a43135
Merge pull request #38086 from volzhs/seek-animation-finished
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Emit signal when animation ends by seek
2020-04-22 10:07:29 +02:00
volzhs
bf1cc116e1
Emit signal when animation ends by seek
2020-04-22 00:45:44 +09:00
Juan Linietsky
f8ef38efed
Add proper type to most public API uses of Array
2020-04-21 12:16:45 -03:00
Juan Linietsky
5d4dc2d45c
Add ability to bind typed arrays to script API
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Note: Only replaced 2 instances to test, Node.get_children and TileMap.get_used_cells
Note: Will do a mass replace on later PRs of whathever I can find, but probably need
a tool to grep through doc.
Warning: Mono will break, needs to be fixed (and so do TypeScript and NativeScript, need to ask respective maintainers)
2020-04-21 10:15:40 +02:00
Juan Linietsky
ae09b55a19
Exposed RenderingDevice to script API
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Also added an easier way to load native GLSL shaders.
Extras:
Had to fix no-cache for subresources in resource loader, it was not properly working, making shaders not properly reload.
Note:
The precommit hooks are broken because they don't seem to support enums from one class being used in another.
Feel free to fix this after merging this PR.
2020-04-20 21:21:58 -03:00
Rémi Verschelde
94f0c62789
Fix more GCC -Wmaybe-uninitialized warnings
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Fixes #38005 .
2020-04-20 22:34:20 +02:00
Rémi Verschelde
9cf48b3e99
Merge pull request #38039 from akien-mga/docdata-skip-unexposed
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DocData: Skip unexposed classes
2020-04-20 15:21:49 +02:00
Rémi Verschelde
0ef8bcac4d
DocData: Skip unexposed classes
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Properly expose classes that we actually want accessible.
2020-04-20 12:51:10 +02:00
Rémi Verschelde
b7b46093d8
doc: Sync classref with current source
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Add missing enum bindings.
2020-04-20 11:48:00 +02:00
Rémi Verschelde
088c2a0870
Merge pull request #37947 from clayjohn/DOCS-rendering-update
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Update many docs with recent rendering changes
2020-04-20 11:16:12 +02:00
qarmin
559bc3ca87
Change non-existent World to World3D
2020-04-18 11:00:51 +02:00
clayjohn
b50d954cb0
Update many docs with recent rendering changes
2020-04-17 09:47:59 -07:00
Rémi Verschelde
17304f1aae
Merge pull request #37949 from reduz/implement-global-shader-uniforms
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Implement global and per instance shader uniforms.
2020-04-17 18:36:06 +02:00
Rémi Verschelde
cfda0e3770
Merge pull request #37953 from clayjohn/VULKAN-sky-sun-size
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Add light size to Sky Shaders
2020-04-17 18:35:45 +02:00
clayjohn
7cd2ff309c
Add light size to Sky Shaders
2020-04-17 09:32:24 -07:00
Rémi Verschelde
077dbdf246
Merge pull request #37964 from AndreaCatania/AndreaCatania-patch-2
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Activate Physics Process in SpringArm3D.
2020-04-17 17:38:22 +02:00
Juan Linietsky
0e1c66d9fc
Implement global and per instance shader uniforms.
...
Adds two keywords to shader language for uniforms:
-'global'
-'instance'
This allows them to reference values outside the material.
2020-04-17 12:35:41 -03:00
Andrea Catania
152303bf51
Activate Physics Process in SpringArm3D.
2020-04-17 16:22:24 +02:00
Rémi Verschelde
51d86c9112
Merge pull request #37047 from YeldhamDev/tabcontainer_doc_control_fix
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Fix incorrect TabContainer documentation for 'get_tab_control()'
2020-04-16 12:36:42 +02:00
Rémi Verschelde
3c1218a39a
Merge pull request #37914 from clayjohn/VULKAN-decal-fix
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Fix texture check in decal setup
2020-04-15 21:26:08 +02:00
Rémi Verschelde
9c80674aee
Merge pull request #37911 from madmiraal/fix-32876
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Run SpringArm3D's process within physics.
2020-04-15 21:21:09 +02:00
clayjohn
61d86190e0
Fix texture check in decal setup
2020-04-15 12:06:02 -07:00
Marcel Admiraal
188bb6f867
Run SpringArm3D's process within physics.
2020-04-15 17:48:46 +01:00
Andrii Doroshenko (Xrayez)
430d1fd795
Bind Shape2D draw method
2020-04-15 18:17:21 +03:00
asheraryam
67c98cb438
Add "node_unselected" signal for GraphEdit
2020-04-15 18:06:21 +03:00
Rémi Verschelde
5b4ea6529a
Merge pull request #37896 from NutmegStudio/decal-enum-constant-fix
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Change DecalTexture bind from BIND_CONSTANT to BIND_ENUM_CONSTANT
2020-04-15 12:02:19 +02:00
NutmegStudio
fa6d9e0c01
Change DecalTexture bind from BIND_CONSTANT to BIND_ENUM_CONSTANT
2020-04-15 15:00:48 +07:00
NutmegStudio
df863cf7ee
Fix typo in light3d (Texture -> Texture2D)
2020-04-15 14:09:48 +07:00
Rémi Verschelde
9db525941f
Merge pull request #37887 from reduz/implement-projectors
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Add support for projectors in spot and omni lights.
2020-04-14 23:03:32 +02:00
Juan Linietsky
6f293ed795
Add support for projectors in spot and omni lights.
2020-04-14 17:05:45 -03:00
Rémi Verschelde
59a8af2106
Merge pull request #37316 from nekomatata/physical-bone-settings
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Add PhysicalBone rotation, damping, axis lock & can sleep
2020-04-14 18:33:43 +02:00
Rémi Verschelde
5e5103f460
Merge pull request #37861 from reduz/implement-decals
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Implement decals
2020-04-14 17:13:20 +02:00
Juan Linietsky
5944eb6e7f
Implement decals
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Also implemented decal atlas, so projectors and other stuff can be added.
Sidenote: Had to make RID hashable, so some unrelated includes changed
in order to include it in hashfuncs.h
2020-04-14 11:13:34 -03:00
PouleyKetchoupp
5c1c03f29a
Add PhysicalBone rotation, damping, axis lock & can sleep
2020-04-14 11:55:46 +02:00
janglee
5e64c146bc
Fixed 0 width issue of rich text label
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Fixes #37746
2020-04-13 14:59:38 +05:30
MickeMakaron
2edb59ec88
Handle huge offset values in Path2D and Path3D set_offset
2020-04-13 07:42:47 +02:00
Rémi Verschelde
06748a2b5f
Merge pull request #37749 from clayjohn/Vulkan-improved-ss
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Add vogel filter and settings to soft shadows
2020-04-13 00:39:37 +02:00
Juan Linietsky
a57dc398db
Implement MSAA
2020-04-12 15:33:57 -03:00
Juan Linietsky
16ae2cc1bf
Add screen space AA option, with FXAA implementation.
2020-04-12 10:57:18 -03:00
clayjohn
621f6f09a8
Add proper quality settings to soft shadows
2020-04-10 23:09:17 -07:00
Zak Grumbles
a8de034f78
Fix OptionButton docs godotengine#36803
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* item_selected and item_focused docs incorrectly had 'id' as the parameter. Changed to
'index'.
* Fix parameter name in ADD_SIGNAL callin code.
2020-04-10 20:35:40 -05:00
Rémi Verschelde
5566c5eb8d
Merge pull request #37517 from nekomatata/slider-grab-area-highlight
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Add style for highlighted Slider grab area
2020-04-10 12:08:02 +02:00
Rémi Verschelde
9ab08f06c8
Merge pull request #37688 from theludovyc/dev
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Remove unused ofs variable in Tree::_draw
2020-04-10 11:44:11 +02:00
Rémi Verschelde
c2f0d58c36
Merge pull request #37722 from reduz/implement-softshadows
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Support light size and soft shadows
2020-04-10 10:24:57 +02:00
Juan Linietsky
6a730ffeab
Support light size and soft shadows
2020-04-09 15:11:15 -03:00
Bastiaan Olij
afc8c6391c
Renaming all ARVR nodes to XR
2020-04-09 15:33:01 +10:00
theludovyc
875c994109
Remove unused ofs variable
2020-04-08 20:00:43 +02:00
Juan Linietsky
26ecd924cc
Merge pull request #37678 from reduz/refactor-shadowmapping
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Refactored shadowmapping.
2020-04-08 13:59:10 -03:00
Juan Linietsky
4ffc0d6b3f
Refactored shadowmapping.
...
- Made shadow bias size independent, so it will remain when changing light or camera size.
- Implemented normal offset bias, which greatly enhances quality.
- Added transmission to subsurface scattering
- Reimplemented shadow filter modes
Closes #17260
2020-04-08 11:19:43 -03:00
theludovyc
7e2de76236
erase : if ( i < offset ) { continue;} in for loops
2020-04-08 11:14:46 +02:00
janglee
9c2c2ab2b0
Fixed underlines and striketrough not respecting visible character
2020-04-07 19:04:13 +05:30
Rémi Verschelde
026ec44b02
Merge pull request #37551 from KoBeWi/found_your_screen
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Add the missing argument in files_dropped signal
2020-04-07 09:18:38 +02:00
Rémi Verschelde
3586f21519
Merge pull request #37591 from Anutrix/remove_reduntant_class
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Removed redundant class LineEditFileChooser from file_dialog
2020-04-07 09:14:53 +02:00
Rémi Verschelde
2c6affe084
Merge pull request #37642 from dreamsComeTrue/rich-text-strike-fix
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Calculate strike-through y-position correctly (RichTexteLabel)
2020-04-07 09:14:29 +02:00
Rémi Verschelde
5d82fa74d9
Merge pull request #37615 from guilhermefelipecgs/fix_37526
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Fix TextureRect::flip_* when used with atlas texture
2020-04-07 09:10:44 +02:00
Dominik 'dreamsComeTrue' Jasiński
06a79f260c
Calculate strike-through position correctly
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Fixes : #37637
2020-04-06 22:26:58 +02:00
Rémi Verschelde
0d4d96d4b0
Merge pull request #37639 from qarmin/no_more_leaks
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Fixes leaks when running editor
2020-04-06 21:25:36 +02:00
qarmin
5cbab81564
Fixes leaks when running editor
2020-04-06 20:07:08 +02:00
Guilherme Felipe
fb2d2dd5d0
Fix TextureRect::flip_* when used with atlas texture
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Fix #37526
2020-04-06 08:36:36 -03:00
Yuri Roubinsky
e0a9879ce4
Merge pull request #37623 from Chaosus/vs_fix_keyword_name
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Adds warning to the uniform name in visual shader if its equal to keyword
2020-04-06 14:15:20 +03:00
Yuri Roubinsky
8dfe6716ec
Adds warning to the uniform name in visual shader if its equal to keyword
2020-04-06 12:29:50 +03:00
Rémi Verschelde
6b07c72d76
Merge pull request #37556 from KoBeWi/kill_get_index
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Remove Node.get_position_in_parent()
2020-04-06 09:44:38 +02:00
Tomasz Chabora
c1023157eb
Remove Node.get_position_in_parent()
2020-04-06 01:19:20 +02:00
Rémi Verschelde
de1d021574
Merge pull request #37397 from Eoin-ONeill-Yokai/Bug37081
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Correction to RichTextLabel Tabulation (Bug 37081)
2020-04-05 10:07:47 +02:00
unknown
0fa7703565
Removed reduntant class LineEditFileChooser.
2020-04-05 02:50:32 +05:30
Rémi Verschelde
da887714be
Merge pull request #37570 from reduz/implement-sss
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Re-implement subsurface scattering.
2020-04-04 17:14:48 +02:00
Juan Linietsky
c54f80d35c
Re-implement subsurface scattering.
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The size settings are more "just works", with default scale and depth scale
values that don't need much tweaking.
Additionally, a "skin" mode was added so skin looks better.
EDIT: Cleaned up SSR filter shader a bit.
2020-04-04 11:44:28 -03:00
unknown
4413c562d6
Fix file dialog not showing icons
2020-04-04 17:18:43 +05:30
unknown
7e4db6174d
Remove redundant vbx variable in FileDialog
2020-04-04 14:58:57 +05:30
Michael Alexsander
a9e43ac73c
Re-expose a simplified version of the stretch properties in SubViewport
2020-04-03 14:11:22 -03:00
Tomasz Chabora
16cbfcf0de
Add the missing argument in files_dropped signal
2020-04-03 17:33:53 +02:00
Rémi Verschelde
59d44ee872
Merge pull request #37505 from YeldhamDev/viewcont_rename
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Rename ViewportContainer to SubViewportContainer
2020-04-03 15:53:35 +02:00
Rémi Verschelde
b50387c8bf
Merge pull request #37521 from akien-mga/more-nullptr
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Replace more occurrences of NULL with nullptr
2020-04-02 17:37:09 +02:00
Rémi Verschelde
6a38ce1b31
Merge pull request #37512 from reduz/implement-ssr
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Re-Added screen space reflection.
2020-04-02 17:17:27 +02:00
Juan Linietsky
87c658b304
Re-Added screen space reflection.
2020-04-02 11:25:21 -03:00
PouleyKetchoupp
4c8173af0f
Add style for highlighted Slider grab area
2020-04-02 15:05:46 +02:00
Rémi Verschelde
ea7b497065
Replace more occurrences of NULL with nullptr
2020-04-02 14:56:01 +02:00
lupoDharkael
95a1400a2a
Replace NULL with nullptr
2020-04-02 13:38:00 +02:00
Rémi Verschelde
5f11e15571
Merge pull request #37504 from qarmin/out_of_bound_cursor
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Fix array out of bounds access caused by uninitialised variables
2020-04-02 13:07:55 +02:00
Michael Alexsander
0c6851ae53
Rename ViewportContainer to SubViewportContainer
2020-04-01 16:11:44 -03:00
Rafał Mikrut
359bebd8c0
Fix out of bound array access caused by unassigned variable
2020-04-01 19:29:35 +02:00
Rémi Verschelde
2e84b7b916
Merge pull request #37443 from Leleat/master
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Fix PopupMenu's letter jumping on any InputEventKey (instead of just a press)
2020-04-01 16:51:10 +02:00
Rémi Verschelde
96e654335a
Merge pull request #37481 from ThakeeNathees/bind-method-typo
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some typo in method binds fixed
2020-04-01 12:57:26 +02:00
Thakee Nathees
cb53b1d88e
some typo in method binds fixed
2020-04-01 14:01:18 +05:30
Rémi Verschelde
a30bfe5176
Merge pull request #35765 from clayjohn/master
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Add a method to retrieve active material from MeshInstance
2020-03-31 18:03:11 +02:00
Rémi Verschelde
3a996faeed
Merge pull request #37442 from YeldhamDev/subviewport_register
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Register SubViewport class
2020-03-31 16:29:41 +02:00
Rémi Verschelde
e5033d3952
doc: Sync classref with DisplayServer/Window changes
2020-03-31 11:56:58 +02:00
clayjohn
3362e81674
Add a method to retrieve active material from MeshInstance
2020-03-30 16:53:07 -07:00
Leleat
8a5660f3d1
fixed PopupMenus letterjumping on any InputEvent
2020-03-30 21:45:56 +02:00
Michael Alexsander
46a6751302
Register SubViewport class
2020-03-30 16:43:55 -03:00
Rémi Verschelde
f3c74afd28
Merge pull request #37436 from akien-mga/doc-node-renames
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doc: Update classref with node renames
2020-03-30 20:32:11 +02:00
Rémi Verschelde
6fed21c7cb
Merge pull request #37356 from akien-mga/scons-enable-werror
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SCons: Treat all warnings as errors
2020-03-30 20:30:54 +02:00
Rémi Verschelde
f097511b96
Fix another batch of -Wmaybe-uninitialized warnings
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And simplify code in CSGShape.
2020-03-30 18:27:36 +02:00
Rémi Verschelde
eaaee63b62
doc: Update classref with node renames
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A few extra renames for classes which were missed in last week's PRs.
2020-03-30 18:23:02 +02:00
Juan Linietsky
89e1263117
Move glow upscale quality to a global setting, for consistency
2020-03-30 10:46:03 -03:00
Rémi Verschelde
cd4e46ee65
SCons: Format buildsystem files with psf/black
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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.
2020-03-30 09:05:53 +02:00
Eoin O'Neill
2000e110a9
Correction to RichTextLabel Tabulation
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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.
2020-03-29 14:33:17 -07:00
Rémi Verschelde
3f7fa93179
Merge pull request #37362 from reduz/audioserver-memory-cleanup
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Remove the audio memory allocator, use regular one instead.
2020-03-28 15:49:48 +01:00
Rémi Verschelde
60d486acc8
Fix copyright headers for recently added files
2020-03-28 13:29:29 +01:00
Rémi Verschelde
0c320a6bf3
More server renames for consistency after #37361
2020-03-28 13:20:48 +01:00
dankan1890
06e8740184
Fixed missed occurrences in #37361 renamings.
2020-03-28 12:37:44 +01:00
Juan Linietsky
16245f2c29
Remove the audio memory allocator, use regular one instead.
2020-03-27 20:36:43 -03:00
Juan Linietsky
a6f3bc7c69
Renaming of servers for coherency.
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VisualServer -> RenderingServer
PhysicsServer -> PhysicsServer3D
Physics2DServer -> PhysicsServer2D
NavigationServer -> NavigationServer3D
Navigation2DServer -> NavigationServer2D
Also renamed corresponding files.
2020-03-27 15:21:27 -03:00
Juan Linietsky
307b1b3a58
Merge pull request #37340 from reduz/rename-3d-nodes
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Make 2D and 3D node names more explicit
2020-03-27 13:47:15 -03:00
Rémi Verschelde
d1acbbce7f
Rename more 2D and 3D nodes to follow convention
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Rename editor plugins to match the new node names.
2020-03-27 16:26:34 +01:00
Rémi Verschelde
92d25e62f7
Merge pull request #37353 from bruvzg/fix_editor_font
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Fix default editor font.
2020-03-27 15:45:31 +01:00
Rémi Verschelde
c3a760c507
Fix build with disable_3d=yes, remove dependency on WorldEnvironment
2020-03-27 14:55:14 +01:00
Juan Linietsky
eaae4b6408
Renamed 2D and 3D nodes to make their types explicit
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Fixes #30736 .
2020-03-27 14:54:04 +01:00
Martin Liska
c554677c95
Fix various -Wmaybe-uninitialized ( #37352 ).
2020-03-27 13:57:20 +01:00
bruvzg
21c2116744
Fix default editor font.
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Fix popup_centered_clamped definition typo.
2020-03-27 14:13:01 +02:00
bruvzg
15a9f94346
Add macOS DisplayServer implementation.
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Change global menu to use Callable, add support for check items and submenus.
2020-03-26 16:24:05 +01:00
Juan Linietsky
197cb4e771
Fixes to X11, still pretty broken
2020-03-26 15:50:00 +01:00
Mateo Kuruk Miccino
f387b9b4f4
Multiple changes to DisplayServerX11
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- Travis: Change x11 to linuxbsd
- SCons: Change x11 plataform to linuxbsd
- Plugins: Remove ; to avoid fallthrough warning
- DisplayServerX11: Implement set_icon
- DisplayServerX11: Fix X11 bug when a window was erased from windows
map, all the changes from that erased windows are sending to the main
window
- DisplayServerX11: Reorder create_window commands
- DisplayServerX11: Change every Size2 to Size2i and Rect2 to Rect2i
where it belongs
+ More X11 fixes which have been integrated directly back into reduz's
original commits while rebasing the branch.
2020-03-26 15:49:54 +01:00
Juan Linietsky
9a5d15a2dc
Implemented drag and drop across windows, both OS and embedded.
2020-03-26 15:49:46 +01:00
Juan Linietsky
047e0b7de5
Reworked tooltips to use the popup system.
2020-03-26 15:49:45 +01:00
Juan Linietsky
b3080bc2f4
Popups have also been converted to windows
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Controls using the old modal API have been replaced to use popups.
2020-03-26 15:49:44 +01:00
Juan Linietsky
c7b4dcae2f
Open sub-windows as embedded if the OS does not support them
2020-03-26 15:49:43 +01:00
Juan Linietsky
441f1a5fe9
Popups are now windows also (broken!)
2020-03-26 15:49:42 +01:00
Juan Linietsky
4758057f20
Working multiple window support, including editor
2020-03-26 15:49:40 +01:00
Juan Linietsky
f51fdc6eef
Support for transient windows
2020-03-26 15:49:39 +01:00
Juan Linietsky
8e6960a69e
Refactored input, goes all via windows now.
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Also renamed Input to InputFilter because all it does is filter events.
2020-03-26 15:49:39 +01:00
Juan Linietsky
9e08742de8
Added a Window node, and made it the scene root.
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Still a lot of work to do.
2020-03-26 15:49:38 +01:00
Juan Linietsky
f8a79a97c7
Effective DisplayServer separation, rename X11 -> LinuxBSD
2020-03-26 15:49:34 +01:00
Juan Linietsky
4396e98834
Refactored Input, create DisplayServer and DisplayServerX11
2020-03-26 15:49:32 +01:00
Rémi Verschelde
4d5705eefa
Merge pull request #37274 from Janglee123/corrected-text-selection-in-color-picker
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Corrected text selection in color picker
2020-03-26 09:29:18 +01:00
Rémi Verschelde
4507d0cd2b
Merge pull request #37279 from Waridley/fix_22016
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Fix volume interpolation in positional audio nodes
2020-03-26 09:28:50 +01:00
Yuri Roubinsky
1358febfa1
Merge pull request #37287 from Chaosus/vs_sky
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Added sky shader mode to visual shaders
2020-03-26 08:38:19 +03:00
Yuri Roubinsky
898b843718
Added sky shader mode to visual shaders
2020-03-25 19:04:42 +03:00
janglee
77b70aa79d
Corrected text selection in color picker
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Fixes #35603
2020-03-25 08:13:31 +00:00
Waridley
ff1fbd2bc5
Fix volume interpolation in positional audio nodes
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Fixes #22016
2020-03-25 02:37:35 -05:00
Rémi Verschelde
5fede4a81c
Merge pull request #37272 from AndreaCatania/fix_ik_rot
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Fixed IK rotation issue
2020-03-25 08:25:44 +01:00
Rémi Verschelde
4d7ab010db
Merge pull request #37281 from ThakeeNathees/fix-project-manager-don't-consume-Enter
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Fix: project manager don't consume Enter key #17620
2020-03-25 08:13:04 +01:00
Thakee Nathees
b98153886f
fix project manager don't consume Enter key #17620
2020-03-25 07:09:36 +05:30
Rémi Verschelde
e9ecb06cf3
Merge pull request #37280 from KoBeWi/n
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Make search in RichTextLabel case-insensitive
2020-03-24 21:31:57 +01:00
Rémi Verschelde
b587f98fcc
Merge pull request #37176 from dkaste/line-edit-secret-fix-2
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Use LineEdit secret character width everywhere
2020-03-24 21:27:44 +01:00
Tomasz Chabora
b3f83ac115
Make search in RichTextLabel case-insensitive
2020-03-24 20:03:09 +01:00
Rémi Verschelde
641c85a54f
Merge pull request #37268 from clayjohn/VULKAN-sky-color
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Replace subpass textures with color in sky shader
2020-03-24 19:22:55 +01:00
clayjohn
61c67cd5e1
Replace subpass textures with color in sky shader
2020-03-24 10:11:00 -07:00
Andrea Catania
277696d6c5
Fixed IK rotation issue
2020-03-24 10:06:24 +01:00
Rémi Verschelde
9d24541597
Remove unused classes and stray headers
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Found by reviewing headers with 1 or less matching includes:
```
find -name thirdparty -prune -o -name "*.h" -exec basename {} \; | sort -u > headers
for header in $(cat headers); do echo "$header: "; rg -l "#include \"(.*/)?$header\"" | wc -l; done > list-includes
```
2020-03-24 09:50:51 +01:00
Dominik 'dreamsComeTrue' Jasiński
f530c38174
Remove unreferenced & undocumented class Space2D
2020-03-24 01:30:28 +01:00
Rémi Verschelde
ed9a0d0484
Merge pull request #37179 from clayjohn/VULKAN-sky-shader
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Implement Sky Shaders
2020-03-22 20:03:35 +01:00
clayjohn
61a74739ca
Working sky shader implementation
2020-03-21 20:43:44 -07:00
Rémi Verschelde
ca4e4506db
Fix potential divisions by 0 reported by MSVC
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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()`.
2020-03-21 11:54:08 +01:00
Rémi Verschelde
87404bda8a
Merge pull request #37169 from AndreaCatania/AndreaCatania-patch-2
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Fixes navigation path reset
2020-03-20 09:34:53 +01:00
Bastiaan Olij
c3fee7ba6c
Add shader based background mode
2020-03-19 18:30:39 -07:00
Darren Kaste
c7c47410aa
Use LineEdit secret character width everywhere
2020-03-19 19:06:14 -04:00
Andrea Catania
c7cf624836
Fixes navigation path reset
2020-03-19 18:05:31 +01:00
Rémi Verschelde
cf50ee4fa4
Merge pull request #37094 from dkaste/line-edit-secret-select
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Calculate LineEdit selection with secret character
2020-03-18 21:50:14 +01:00
Rémi Verschelde
ae68c33570
Merge pull request #37123 from simpuid/placeholder-fix
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Remove update condition from LineEdit::update_placeholder_width
2020-03-18 21:49:43 +01:00
Rémi Verschelde
87118ac39e
Merge pull request #37113 from KoBeWi/to_enable_or_not_to_enable
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Fix visibility enabler flag toggling
2020-03-18 20:27:30 +01:00
Rasmus Vermeulen
760095e28d
Clarify the Viewport size warning message
2020-03-17 22:47:20 +01:00
simpuid
43b2f75d64
Remove update condition from LineEdit::update_placeholder_width
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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`
2020-03-18 02:22:45 +05:30
Rasmus Vermeulen
855f4dc193
Add size warning to Viewport Node
2020-03-17 21:33:39 +01:00
Tomasz Chabora
2ccd1a7805
Fix visibility enabler flag toggling
2020-03-17 17:46:18 +01:00
Rémi Verschelde
cb282c6ef0
Style: Set clang-format Standard to Cpp11
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For us, it practically only changes the fact that `A<A<int>>` is now
used instead of the C++03 compatible `A<A<int> >`.
Note: clang-format 10+ changed the `Standard` arguments to fully
specified `c++11`, `c++14`, etc. versions, but we can't use `c++17`
now if we want to preserve compatibility with clang-format 8 and 9.
`Cpp11` is still supported as deprecated alias for `Latest`.
2020-03-17 07:36:24 +01:00
Rémi Verschelde
f9decec1bc
Merge pull request #36491 from AndreaCatania/edit_node_anim_state_mac
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Added new method to edit an already added node to anim state machine
2020-03-16 19:29:38 +01:00
Andrea Catania
422926cfc6
Added new method to replace an already added node to the animation state machine
2020-03-16 17:42:29 +01:00
Darren Kaste
395a038c85
Calculate LineEdit selection with secret character
2020-03-16 12:22:13 -04:00
Michael Alexsander
8f925b1970
Fix incorrect TabContainer documentation for 'get_tab_control()'
2020-03-14 10:53:21 -03:00
Ev1lbl0w
380b8039ec
Fix divison by zero issue
2020-03-14 13:08:01 +00:00
Rémi Verschelde
951ecc4f79
Merge pull request #36518 from Janglee123/no-underlined-keywords
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Removed underlining of not clickable symbols
2020-03-12 22:24:43 +01:00
Rémi Verschelde
3c376a898a
Merge pull request #36961 from JFonS/fix_mesh_selection
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Return correct mesh format for PrimitiveMesh
2020-03-12 12:35:56 +01:00
Rémi Verschelde
98cdf50a55
Merge pull request #36977 from lupoDharkael/decompose-copy
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Mesh::convex_decompose: Remove unneeded vector copy
2020-03-11 15:12:15 +01:00
Rémi Verschelde
153a2b094c
Merge pull request #36978 from lupoDharkael/opti-trimesh
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Loop over faces in create_trimesh_shape()
2020-03-11 15:04:14 +01:00
janglee
50a570c9c1
Removed underlining for not clickable symbols
2020-03-11 08:57:21 +00:00
Rémi Verschelde
e80da4a920
Merge pull request #36715 from dreamsComeTrue/fix-text-edit-comment-quotes
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Allow single quotes [',"] in comments in TextEdit
2020-03-11 07:32:24 +01:00
Dominik 'dreamsComeTrue' Jasiński
ab6456d1bc
Allow single quotes in comments
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Fixes : #36638
2020-03-11 06:27:28 +01:00
lupoDharkael
ee0262977e
Loop over faces in create_trimesh_shape()
2020-03-11 00:33:39 +01:00
lupoDharkael
97d1149c3b
Mesh::convex_decompose: Remove unneeded vector copy
2020-03-11 00:14:29 +01:00
JFonS
9f2f7ee5eb
Return correct mesh format for PrimitiveMesh.
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The return value was changed during the Vulkan port, but it didn't include ARRAY_FORMAT_INDEX. This meant they were wrongly considered non-indexed meshes and the click-selection logic for all primitive meshes broke.
2020-03-10 13:08:17 +01:00
Rémi Verschelde
478337c412
Merge pull request #36751 from Faless/debugger/threads_and_profilers
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ScriptDebugger refactor, threading, profilers.
2020-03-09 19:08:07 +01:00
lupoDharkael
d63bf6dea5
Complete NavigationMeshInstance rename
2020-03-08 17:33:34 +01:00
Fabio Alessandrelli
b8ddaf9c33
Refactor ScriptDebugger.
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EngineDebugger is the new interface to access the debugger.
It tries to be as agnostic as possible on the data that various
subsystems can expose.
It allows 2 types of interactions:
- Profilers:
A subsystem can register a profiler, assigning it a unique name.
That name can be used to activate the profiler or add data to it.
The registered profiler can be composed of up to 3 functions:
- Toggle: called when the profiler is activated/deactivated.
- Add: called whenever data is added to the debugger
(via `EngineDebugger::profiler_add_frame_data`)
- Tick: called every frame (during idle), receives frame times.
- Captures: (Only relevant in remote debugger for now)
A subsystem can register a capture, assigning it a unique name.
When receiving a message, the remote debugger will check if it starts
with `[prefix]:` and call the associated capture with name `prefix`.
Port MultiplayerAPI, Servers, Scripts, Visual, Performance to the new
profiler system.
Port SceneDebugger and RemoteDebugger to the new capture system.
The LocalDebugger also uses the new profiler system for scripts
profiling.
2020-03-08 12:36:39 +01:00
Thakee Nathees
b07e788ad9
animation autocomplete bug fixed
2020-03-07 14:52:53 +05:30
Bastiaan Olij
0ca1711681
ARVRController.is_button_pressed requires to return a boolean
2020-03-07 12:22:18 +11:00
Yuri Roubinsky
d5bff588c7
Removed boolean return type from majority of method in Tween
2020-03-06 10:59:07 +03:00
Rémi Verschelde
ee0f670807
Merge pull request #36772 from pyacier/warning-concavepolygonshape
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Add a new configuration warning to CollisionShape
2020-03-05 12:01:59 +01:00
Pierre Caye
ad227d9a85
Add a new configuration warning to CollisionShape
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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.
2020-03-05 11:18:45 +01:00
Rémi Verschelde
a0e33e17fb
Merge pull request #36733 from qarmin/static_analyzer_fixes
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Fixes bugs found by Sonarcloud and Coverity
2020-03-04 13:41:38 +01:00
Rémi Verschelde
f83f1d7c9b
Merge pull request #36069 from RandomShaper/imvu/improve_drives_ux
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Improve UX of drive letters
2020-03-04 13:19:55 +01:00
Rémi Verschelde
da8a0913f4
Merge pull request #36689 from eevee/patch-1
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Fix inverted use of Camera2D.offset_v
2020-03-03 10:39:12 +01:00
Pedro J. Estébanez
aee586553a
Improve UX of drive letters
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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.
2020-03-03 10:38:34 +01:00
qarmin
1f209bfc41
Fixes bugs found by Sonarcloud and Coverity
2020-03-02 19:17:20 +01:00
Rémi Verschelde
e2b66cacf7
Merge pull request #18020 from bruvzg/input_fix_non_latin_and_add_hw_scancodes
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Fix non-latin layout scancodes on Linux, adds access to physical scancodes.
2020-03-01 23:00:42 +01:00
Eevee
40816574ac
Fix inverted use of Camera2D.offset_v
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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.
2020-02-29 16:50:33 -07:00
Gil Arasa Verge
c27811ee68
Double click on a folder didn't open it
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There is a deferred call to _update_file_list inside _tree_item_activated but it was not bound.
2020-02-29 21:11:03 +01:00
Juan Linietsky
c9cab7ac9f
Properly handle EOF when parsing text resource
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Fixes #36652
2020-02-28 17:45:33 -03:00
Rémi Verschelde
620030b600
Merge pull request #36640 from reduz/resource-loader-refactor
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Removed ResourceInteractiveLoader, add built-in threaded loading.
2020-02-28 17:21:16 +01:00
Juan Linietsky
475e4ea67b
Removed interactive loader, added proper thread loading.
2020-02-28 11:20:45 -03:00
Rémi Verschelde
09a6a2d8f8
Signals: Port more uses of connect_compat
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Those were problematic as they call a method of their parent class,
but callable_mp does not allow that unless it's public.
To solve it, we declare a local class that calls the parent class'
method, which now needs to be protected to be accessible in the
derived class.
2020-02-28 14:24:09 +01:00
Rémi Verschelde
f742dabafe
Signals: Manually port most of remaining connect_compat uses
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It's tedious work...
Some can't be ported as they depend on private or protected methods
of different classes, which is not supported by callable_mp (even if
it's a class inherited by the current one).
2020-02-28 14:24:09 +01:00
Rémi Verschelde
01afc442c7
Signals: Port connect calls to use callable_mp
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Remove now unnecessary bindings of signal callbacks in the public API.
There might be some false positives that need rebinding if they were
meant to be public.
No regular expressions were harmed in the making of this commit.
(Nah, just kidding.)
2020-02-28 14:24:09 +01:00
Rémi Verschelde
5a025d3ce8
Merge pull request #36626 from giarve/stop-input-event-prop-on-popup-close
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Clicking backgrd. dimming of editor popup stops input event propagation
2020-02-28 10:09:04 +01:00
Rémi Verschelde
4f64f3401a
Merge pull request #36388 from AndreaCatania/some_renames
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Rename Navigation{Mesh,Polygon}Instance and PlaneShape for clarity
2020-02-28 09:15:38 +01:00
Andrea Catania
483994601d
Renamed NavigationPolygonInstance to NavigationRegion2D
2020-02-28 08:28:53 +01:00
Rémi Verschelde
b7b3978684
Merge pull request #36556 from RandomShaper/rework_mutex
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Reimplement `Mutex` with C++'s `<mutex>` (plus more)
2020-02-28 00:26:01 +01:00
Gil Arasa Verge
35bc88ca34
Clicking backgrd. dimming of editor popup stops input event propagation
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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
2020-02-28 00:02:06 +01:00
Mateo Dev .59
7ea690b94f
Signals: tab_changed now is emitted when it's on scene tree
2020-02-27 21:27:52 +01:00
Rémi Verschelde
2d904d2f80
Merge pull request #36232 from Calinou/add-soft-line-length-guideline
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Add a soft line length guideline to the script editor
2020-02-27 21:10:42 +01:00
Rémi Verschelde
f9d93ee819
Merge pull request #36288 from Calinou/meshlibrary-allow-non-tools-use
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Allow using `MeshLibrary.get_item_preview()` in non-editor builds again
2020-02-27 21:10:09 +01:00
Rémi Verschelde
2b3431e2b7
Merge pull request #36581 from Calinou/doc-improve-add-child-below-node
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Improve the `Node.add_child_below_node()` documentation
2020-02-27 19:44:27 +01:00