Commit Graph

35782 Commits

Author SHA1 Message Date
Marcel Admiraal 61ee51d2bf Use StringBuilder instead StringBuffer in Godot Java code 2021-07-02 16:57:12 +01:00
Hugo Locurcio 7d4c20f9db
Improve and clarify documentation for RandomNumberGenerator 2021-07-02 17:47:52 +02:00
Rémi Verschelde 710effdaad
Merge pull request #50078 from madmiraal/android-remove-unused-imports 2021-07-02 17:45:29 +02:00
Marcel Admiraal d237f7d33d Fix raw use of parameterized Class 2021-07-02 16:35:52 +01:00
reduz a632f9fd6e Add compatibility with old mesh formats
* Can load 2.x meshes
* Can load 3.x meshes
2021-07-02 12:34:54 -03:00
Rémi Verschelde 83d27ce7d7
Merge pull request #50077 from thebestnom/fix/initialize_mouse_mode
Android: Initialize mouse mode
2021-07-02 17:25:42 +02:00
thebestnom e200195564 Android: Initialize mouse mode 2021-07-02 18:00:33 +03:00
Marcel Admiraal a38fd4a4c2 Remove unused imports from Android Java code 2021-07-02 12:57:55 +01:00
Rémi Verschelde 6ef0b8fcd3
Merge pull request #50074 from madmiraal/android-replace-c-array
Use Java array declarations not C-style declarations in Android Java code
2021-07-02 13:44:22 +02:00
Rémi Verschelde 42184dd6d5
Merge pull request #50072 from madmiraal/android-remove-interface-modifiers
Remove redundant interface modifiers from Android Java code
2021-07-02 12:35:14 +02:00
Marcel Admiraal 721b3d56c5 Use Java array declarations not C-style declarations in Android Java code 2021-07-02 11:09:09 +01:00
Rémi Verschelde 04649ecd55
Merge pull request #50071 from madmiraal/android-remove-semicolons
Remove unnecessary semicolons from Android Java code
2021-07-02 11:23:49 +02:00
Rémi Verschelde 276f25688d
Merge pull request #50065 from SirQuartz/patch-1
Add `action_get_deadzone()` method to `InputMap`
2021-07-02 10:58:01 +02:00
Marcel Admiraal a74e803a4f Remove redundant interface modifiers from Android Java code 2021-07-02 09:37:45 +01:00
Marcel Admiraal 360447001d Remove unnecessary semicolons from Android Java code 2021-07-02 08:54:09 +01:00
Haoyu Qiu 4a26e61e89 Add numpad emulation in 3D viewport 2021-07-02 15:41:44 +08:00
Nick H c6f28ed62b Add `get_dead_zone()` method to `InputMap`
This commit adds a new method to the `InputMap`, allowing the user to get the value of an action's dead zone as a float.
2021-07-02 03:07:37 -04:00
Juan Linietsky eefe276a82
Merge pull request #50058 from reduz/fix-surface-from-arrays
Fix surface from array creation
2021-07-01 17:50:02 -03:00
Rémi Verschelde 97e041e285
Merge pull request #50057 from reduz/force-string-in-dictionary
Force String as Dictionary key instead of StringName
2021-07-01 22:22:47 +02:00
reduz 8cf812fba1 Fix surface from array creation
* The debug check was not updated to the new format.
* Bug introduced by #50037
2021-07-01 16:51:55 -03:00
Rémi Verschelde 022640a8fd
Merge pull request #50041 from aaronfranke/prop-usage-flags
Use `PROPERTY_USAGE_NONE` instead of `0` for no property usage
2021-07-01 21:29:32 +02:00
reduz 379b90fd33 Force String as Dictionary key instead of StringName
* Lua table syntax uses named indexing: `{ mykey = myvalue }`
* Python style syntax uses string indexing: `{ "mykey" : myvalue }`
* Both are incompatible since a StringName key wont fetch a String key, hence confusing.
* This PR proposes always using String for indexing at a very minimal performance cost. Always indexing with StringNames will be faster, but they are considerably more expensive to create.
2021-07-01 16:03:37 -03:00
Aaron Franke 2508fd0533
Use PROPERTY_USAGE_NONE instead of 0 for no property usage
Also use const more often.
2021-07-01 14:13:27 -04:00
Rémi Verschelde 382ddd497a
Merge pull request #50052 from Valeryn4/Valeryn4-Fix-GridMap 2021-07-01 20:08:22 +02:00
Pitanov V.V 4da4514b71
Fix GridMap erase Octans 2021-07-02 03:26:26 +10:00
Hugo Locurcio 257a8a337e
Remove unused code related to Travis CI 2021-07-01 18:02:00 +02:00
Rémi Verschelde ad8a2b3d52
Merge pull request #50040 from reduz/fix-renderingserver-bindings
Clean up RenderingServer and its bindings
2021-07-01 15:17:33 +02:00
reduz 37776b2867 Clean up RenderingServer and its bindings
* Rewrote bindings for RenderingServer.
* They are now all up to date.
* Several unused methods and deprecated features were cleaned up.
2021-07-01 09:07:36 -03:00
Rémi Verschelde 9f30638d4b
Merge pull request #50044 from akien-mga/localvector-find-noerror
LocalVector: Don't error if `from` >= `count`
2021-07-01 13:13:27 +02:00
Rémi Verschelde 230a24a49d
Merge pull request #50026 from lyuma/callable_is_valid
Add Callable.is_valid() analogous to FuncRef.is_valid() from 3.x
2021-07-01 12:57:14 +02:00
Hugo Locurcio fab3d136e0
Allow using the 3D editor's View menu while previewing a camera
This is already allowed when using cinematic preview, but not
when previewing a Camera3D the usual way.

Many operations from the View menu still work while previewing
a camera, such as switching between debug draw modes and toggling
information panes.
2021-07-01 12:43:53 +02:00
Rémi Verschelde 7b7ccf25b6
LocalVector: Don't error if `from` >= `count`
Vector handles this silently by returning -1, and we should do the same here.
Otherwise we get errors when calling `find()` on e.g. a LocalVector of size 0,
while `find()` is expected to always work (if the parameters are invalid then
it doesn't find anything, so -1).

Fixup to #49925.
2021-07-01 12:16:33 +02:00
Rémi Verschelde 7ee419f8d9
Merge pull request #50028 from akien-mga/android-isGame-attribute
Android: Add `isGame` application attribute, default to true
2021-07-01 12:02:42 +02:00
Lyuma 8f1efa656b Add Callable.is_valid() analogous to FuncRef.is_valid() from 3.x 2021-07-01 02:54:01 -07:00
Rémi Verschelde 40a594c6ea
Android: Add `isGame` application attribute, default to true
It can be turned off in the export preset with `package/classify_as_game`.

Upstream definition: https://developer.android.com/guide/topics/manifest/application-element#isGame

> `android:isGame`
>
> Whether or not the application is a game. The system may group together
> applications classifed as games or display them separately from other
> applications.

Also fixes replacing `android:allowBackup` in custom builds.
2021-07-01 11:00:23 +02:00
Rémi Verschelde 801548fb70
Merge pull request #49994 from akien-mga/script-duplicate-selection
Script editor: Rename 'Clone Down' to 'Duplicate Selection'
2021-07-01 09:43:02 +02:00
Rémi Verschelde 3f12d0a883
Merge pull request #50018 from fire/port-false
Network port comparison is always false
2021-07-01 09:42:34 +02:00
Rémi Verschelde f82c649671
Merge pull request #50038 from Calinou/editor-add-lock-group-shortcuts
Add keyboard shortcuts for grouping and locking nodes, change grid toggle
2021-07-01 09:40:32 +02:00
Rémi Verschelde ba376a0452
Merge pull request #50037 from reduz/move-color-to-8bit
Import mesh colors in 8BPC
2021-07-01 08:15:13 +02:00
Rémi Verschelde 8a4cb96856
Merge pull request #49409 from ekumlin/issue-32596
Enable Camera2D smoothing on limit change
2021-07-01 08:14:21 +02:00
reduz 9ad0c6cde7 Import mesh colors in 8BPP.
* Colors were imported as 16BPP (half float)
* Far most common use cases only require 8BPP
* If you need higher data precision, use a custom array, which are supported now.

**WARNING**: 3D Scenes imported in 4.0 no longer compatible with this new format. You need to re-import them (erase them from .godot/import)
2021-06-30 23:33:25 -03:00
Eric 525ad7c37e Enable Camera2D smoothing on limit change 2021-06-30 16:21:29 -07:00
Rémi Verschelde 5710adda72
Merge pull request #50030 from bruvzg/rtl_editor_spin
Add right-to-left layout support for `EditorSpinSlider`.
2021-07-01 00:52:26 +02:00
Hugo Locurcio b7bb84bf46
Add keyboard shortcuts for grouping and locking nodes, change grid toggle
- Locking nodes can now be done by pressing Ctrl + L, and unlocking with
  Ctrl + Shift + L.
- Grouping nodes is now done by pressing Ctrl + G, and ungrouping with
  Ctrl + Shift + G (similar to Inkscape).
- Toggling the grid is now done by pressing the `#` key
  (also similar to Inkscape). This change was needed as Ctrl + G
  now groups selected nodes.

Different shortcuts are used for the lock/unlock and group/ungroup
actions, so that the shortcuts are idempotent.
2021-06-30 23:09:26 +02:00
Rémi Verschelde 3530cb639a
Merge pull request #50033 from nekomatata/nodepath-code-style-fix
Coding style fix in editor NodePath update
2021-06-30 21:38:38 +02:00
bruvzg c283519e0b Add right-to-left layout support for `EditorSpinSlider`. 2021-06-30 22:32:35 +03:00
PouleyKetchoupp 62ce81ec15 Coding style fix in editor NodePath update
Added r_ prefix for reference arguments that can be modified.
2021-06-30 11:50:40 -07:00
Rémi Verschelde 915344fe76
Merge pull request #49834 from nekomatata/physics-disable-modes
Add support for controlling physics nodes' behavior when disabled
2021-06-30 20:36:36 +02:00
Rémi Verschelde 270f9d4c88
Merge pull request #50014 from reduz/remove-immediate
Deprecate ImmediateGeometry
2021-06-30 20:18:59 +02:00
reduz 85cf99f28e Deprecate ImmediateGeometry
* Removed entirely from RenderingServer.
* Replaced by ImmediateMesh resource.
* ImmediateMesh replaces ImmediateGeometry, but could use more optimization in the future.
* Sprite3D and AnimatedSprite3D work again, ported from Godot 3.x (though a lot of work was needed to adapt them to Godot 4).
* RootMotionView works again.
* Polygon3D editor works again.
2021-06-30 14:14:41 -03:00