Rémi Verschelde
837f2c5f82
Merge pull request #54746 from neikeq/issue-42076
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C#: Don't use ActivityThread to determine Android nativeLibraryDir
2021-11-08 10:02:48 +01:00
NHodgesVFX
237f7eeabe
Add more OpenGL Attributes
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Co-Authored-By: Johann Meyer <25986904+johannmeyer@users.noreply.github.com>
Co-Authored-By: Clay John <claynjohn@gmail.com>
2021-11-08 01:22:40 -05:00
Ignacio Roldán Etcheverry
690bf12c4c
C#: Don't use ActivityThread to determine Android nativeLibraryDir
2021-11-08 02:35:06 +01:00
Rémi Verschelde
cad93bc691
Merge pull request #54711 from bruvzg/ios_xcbuild_info3
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[iOS export, 3.x] Capture and display xcodebuild output.
2021-11-07 17:14:17 +01:00
bruvzg
2e74bacf17
[iOS export] Capture and display xcodebuild output.
2021-11-07 11:06:21 +02:00
Hugo Locurcio
cc2b6acbd2
Improve the appearance of simple parallax in SpatialMaterial
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This uses offset limiting to avoid distortion in the distance,
and makes simple (non-deep) parallax more usable overall.
2021-11-07 00:58:04 +01:00
Rémi Verschelde
eae7a5384e
Merge pull request #54683 from DarkKilauea/fix-http-response-headers
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[3.x] Fix request headers being included in response.
2021-11-06 21:26:21 +01:00
Josh Jones
7df8bd6b85
Fix request headers being included in response.
2021-11-06 12:56:25 -07:00
Max Hilbrunner
73cb77c62c
Merge pull request #54623 from gongpha/3.x-typo1
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Fix little typos in `OS` 3.x doc
2021-11-06 17:35:45 +01:00
bruvzg
262ec9033a
Implement limited surrogate pairs support for platforms with 16-bit wchar_t.
2021-11-06 11:55:06 +02:00
Rémi Verschelde
965f7a6df9
Merge pull request #54607 from nekomatata/fix-intersect-shape-motion-3.x
2021-11-05 21:53:06 +01:00
Rémi Verschelde
14c366ddd7
Bump version to 3.5-beta
2021-11-05 16:10:17 +01:00
Kongfa Waroros
0d852bf5a6
Fix little typos in 3.x doc
2021-11-05 16:23:37 +07:00
Rémi Verschelde
206ba70f4b
Bump version to 3.4-stable \o/
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After the decision to continue feature development for the `3.x` branch
alongside the `master` branch for Godot 4.0, we released 3.3-stable in
April 2021.
6 months and 2000 commits later, Godot 3.4 is another feature-packed milestone
for Godot 3, with a ton of improvements and fixes to make it a great option
for use in production while we wait for Godot 4.0!
A big thankyou to all contributors who work tirelessly on our two parallel
development branches and made this stable 3.4 release possible.
2021-11-05 01:06:19 +01:00
Rémi Verschelde
e6613ca9d4
Add some more changelog entries for 3.4
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Selected from the 3.3.x changelogs.
2021-11-05 00:52:27 +01:00
Hugo Locurcio
231883bdcc
Improve description for `BitMap.grow_mask()`
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(cherry picked from commit e3d23d444c
)
2021-11-04 19:55:56 +01:00
PouleyKetchoupp
160346f794
Add support for motion in 2D intersect_shape function
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It was only missing extended rect for broadphase check, the solver was
already taking the motion from parameters into account.
2021-11-04 11:43:30 -07:00
Gustavo Beltrão Braga
27ec7e6ed5
Change description of relative field in input drag event.
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(cherry picked from commit 76c50928a1
)
2021-11-04 16:35:20 +01:00
Rémi Verschelde
f734a2c915
Merge pull request #54582 from m4gr3d/add_manifest_min_and_target_sdk_version_3x
2021-11-04 13:52:51 +01:00
Rémi Verschelde
2169d65799
Merge pull request #54576 from akien-mga/3.x-changelog-3.4
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Add changelog for Godot 3.4
2021-11-04 09:49:00 +01:00
Fredia Huya-Kouadio
724ef83971
Add default `minSdkVersion` and `targetSdkVersion` in the AndroidManifest.xml file
2021-11-03 21:49:22 -07:00
PouleyKetchoupp
fc2bd63ca0
Expose intersect_point in 3D physics server
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Also cleaned a few things in the documentation for 2D.
2021-11-03 16:46:40 -07:00
Rémi Verschelde
d155f0a8a0
Add changelog for Godot 3.4
2021-11-04 00:28:44 +01:00
Rémi Verschelde
7afb784269
Sync controller mappings DB with SDL2 community repo
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Synced with gabomdq/SDL_GameControllerDB@322aac4bb7 .
Also improve parser errors to allow identifying the problematic mappings.
(cherry picked from commit 4b247e7ffa
)
2021-11-03 21:32:53 +01:00
Jake Young
feecd894d8
Update my name on author file
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(cherry picked from commit 0b734bce4c
)
2021-11-03 21:31:11 +01:00
PouleyKetchoupp
ec0dc93083
Fix errors with invalid bone node path in Polygon2D
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NodePath properties are designed to be relative to the given node, so
validity checks are failing in the editor for Polygon2D nodes, which are
relative to the Skeleton2D node rather than the Polygon2D node.
Fixed by saving bone paths as String properties instead of NodePath.
Shouldn't cause a difference for performance since NodePath properties
are technically saved as String anyway.
(cherry picked from commit 8d9619ad46
)
2021-11-03 17:31:10 +01:00
Rémi Verschelde
fb8834bb91
Update AUTHORS and DONORS list
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New contributors added to AUTHORS:
@briansemrau, @Duroxxigar, @williamd67
Thanks to all contributors and donors for making Godot possible!
(cherry picked from commit 300286ea08
)
2021-11-03 16:16:10 +01:00
Rémi Verschelde
0b694eb8e7
i18n: Sync classref translations with Weblate
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German (de) is now above the threshold for inclusion.
2021-11-03 15:00:52 +01:00
Rémi Verschelde
74bcf37f90
i18n: Sync editor translations with Weblate
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Latvian (lv) is now above the threshold for inclusion.
2021-11-03 14:56:44 +01:00
Rémi Verschelde
d04368a41b
CI: Update black to 21.10b0
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No formatting changes on our code compared to 20.8b1.
(cherry picked from commit 5116f32db4
)
2021-11-03 14:53:05 +01:00
Ignacio Roldán Etcheverry
e282ee0a48
C#: Fix property set call boxing value when unboxed was expected
2021-11-03 13:02:53 +01:00
Ignacio Etcheverry
b775573a21
Don't box params on Native->C# calls with Variant params
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Godot uses Variant parameters for calls to script methods.
Up until now we were boxing such parameters when marshalling
them for invokation, even if they were value types.
Now Godot allocates the marshalled parameters on the stack,
reducing the GC allocations resulted from boxing.
2021-11-03 13:02:53 +01:00
bruvzg
28d7b585c9
[macOS] Enable multithreaded OpenGL engine flag when using multithreaded VisualServer.
2021-11-02 23:50:27 +02:00
Rémi Verschelde
a05aefb74b
Merge pull request #54512 from pycbouh/meshtool-fix-bones-crash-3.x
2021-11-02 15:20:12 +01:00
Yuri Sizov
ec15227be8
Prevent MeshDataTool from crashing due to invalid bones/weights arrays
2021-11-02 16:52:36 +03:00
Rémi Verschelde
4b7d1aed66
Merge pull request #54510 from pycbouh/lightmapper-respect-maximum-size-3.x
2021-11-02 14:18:22 +01:00
Yuri Sizov
d764e1fae7
Fix maximum allowed size atlas in CPU lightmapper
2021-11-02 15:50:50 +03:00
Rémi Verschelde
1a1a450616
Merge pull request #54507 from pycbouh/editor-resource-picker-edit-3.x
2021-11-02 13:31:55 +01:00
Yuri Sizov
5ff11a2c5c
Add a flag to EditorResourcePicker to differentiate selection contexts
2021-11-02 14:15:14 +03:00
Chained Lupine
44a532e99e
Fix crash in ResourceImporterTexture::_save_stex if webp disabled
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Fixes #51535 .
(cherry picked from commit 79d4edfca7
)
2021-11-02 09:28:46 +01:00
Rémi Verschelde
e4996887ca
Merge pull request #48625 from The-O-King/compression_options
2021-11-02 08:58:22 +01:00
Rémi Verschelde
2c47e33905
Merge pull request #54313 from nekomatata/x11-fix-input-delay-3.x
2021-11-02 08:53:06 +01:00
Rémi Verschelde
b8a70794de
Merge pull request #54503 from lyuma/fix_override_materials_3.x
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[3.x] glTF: Fix override materials and non-empty arrays
2021-11-02 07:56:29 +01:00
Lyuma
e575b27b15
3.x backport glTF: Fix override materials and non-empty arrays
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Keep track of MeshInstance and GeometryInstance override materials in the GLTFMesh object.
Ensure all arrays are non-empty to conform with "minItems":1 in glTF spec.
2021-11-01 23:40:12 -07:00
Rémi Verschelde
bf59549f68
Merge pull request #54394 from robfram/freebsd-llvm-no-atomic-lib
2021-11-01 22:30:13 +01:00
Omar El Sheikh
203295f17d
Added Mesh Compression Import Options
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Fleshed out the "Optimize Mesh" options found in the mesh import UI
Gave a checkbox to every vertex attribute that can be compressed
Surfaced option to enable/disable Octahedral compression for
normal/tangent vectors
Also surfaces the vertex position compression option which previously
inaccessible because the defaults did not compress vertex positions
Supports all current importers (obj, fbx, collada, gltf)
2021-11-01 12:54:28 -04:00
Rémi Verschelde
8580cfb122
EditorSpinSlider: Add arg name for _value_input_gui_input binding
2021-11-01 15:02:44 +01:00
Rémi Verschelde
18c185bd42
Merge pull request #54474 from bruvzg/monterey_exec_hack
2021-11-01 14:12:54 +01:00
bruvzg
ed25a160ea
[macOS] Always execute editor instances using NSWorkspace to ensure app window is registered and activated correctly.
2021-11-01 11:33:30 +02:00
Michael Alexsander
d5adb9e4b4
Fix uninteractable singular tab in `TabBar`
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(cherry picked from commit 96fdb030ec
)
2021-10-31 23:10:47 +01:00