Commit graph

19001 commits

Author SHA1 Message Date
Daniel Rakos
5fcb03f6b6 Changed ImageTexture image cache type to the correct one, fixes #24971
The original attempt to fix the issue was accidentally using the wrong
type for the image cache. This change fixes that.
2019-01-26 09:12:38 +01:00
Rémi Verschelde
6e600706e9
Merge pull request #25237 from eska014/pjmgr-rasterizerselect
Add renderer selection to New Project dialog
2019-01-26 00:14:45 +01:00
Juan Linietsky
973b68f396 Properly dispose of custom shaders, closes #19300 2019-01-25 19:28:27 -03:00
Juan Linietsky
b3335e943b Implement missing autorestart in oneshot node, closes #22238 2019-01-25 18:15:29 -03:00
Juan Linietsky
b0758b2d73 Stop preview generator before reimporting resources with different type. 2019-01-25 17:27:50 -03:00
Juan Linietsky
5bd3f72878 Properly warn about the effects of changing an import type, as well as force editor restart. Fixes #23874 2019-01-25 17:23:56 -03:00
Juan Linietsky
6d4d55cd42 Do not use depth prepass if effects are disabled, fixes #25267 2019-01-25 15:58:07 -03:00
Juan Linietsky
853f985b63 Make sub-inspectors not listen to node removals, since they never edit nodes. Fixes #23554 2019-01-25 15:14:56 -03:00
Juan Linietsky
32fa136cc7 Ability to keep images in ImageTexture cached while using editor, fixes #25243 2019-01-25 13:40:23 -03:00
Rémi Verschelde
3b2e854f4b
Merge pull request #25322 from godotengine/revert-25319-fix_contact_shadow_502
Revert "Fix GLES3 error 502 on iOS"
2019-01-25 16:01:46 +01:00
Bastiaan Olij
fe72e69c79
Revert "Fix GLES3 error 502 on iOS" 2019-01-26 01:51:41 +11:00
Juan Linietsky
a1157e8c5f Add "Apple" to the list of GPU vendors where depth prepass is disabled. 2019-01-25 11:48:28 -03:00
Juan Linietsky
677d4400de Ensure contact shadows are only used when lights use them. 2019-01-25 11:41:25 -03:00
Juan Linietsky
1d50a6edb4
Merge pull request #25319 from BastiaanOlij/fix_contact_shadow_502
Fix GLES3 error 502 on iOS
2019-01-25 11:01:03 -03:00
Bastiaan Olij
da7f9e1ed1 Fix GLES3 error 502 on iOS 2019-01-26 00:52:54 +11:00
Rémi Verschelde
c298b5267a
Merge pull request #25306 from DualMatrix/no_showup
Fixed function names of built-in scripts not showing up in debugger
2019-01-25 14:41:23 +01:00
Juan Linietsky
6504b88547 Ensure get script method list also checks base classes, fixes #23384 2019-01-25 10:09:44 -03:00
Juan Linietsky
5b5db08a51 Fix depth prepass in GLES2, closes #23321 2019-01-25 09:41:25 -03:00
Juan Linietsky
c743da100d Avoid crashing in #23302 2019-01-25 09:09:32 -03:00
DualMatrix
f119e0b156 Fixed function names of built-in scripts not showing up in debugger
Fixes #25198
2019-01-25 12:54:50 +01:00
marxin
3e4dab5386 Use placement new in visual_server_scene.cpp (#24417). 2019-01-25 12:41:55 +01:00
marxin
32713e60ab Use placement new in texture_loader_pvr.cpp (#24417).
Use constructor via placement new and swap colors directly.
2019-01-25 12:41:54 +01:00
Rémi Verschelde
00ec3e9d2a
Merge pull request #25308 from supagu/theme-fix
Added copy_theme and fixed bugs in copy theme introduced by #2e0a94e
2019-01-25 10:03:08 +01:00
Rémi Verschelde
a7525b5c13
Merge pull request #25302 from eska014/html5-startupfs
Allow requesting full screen during start-up in HTML5 platform
2019-01-25 09:36:54 +01:00
Fabian
01170c911c Added copy_theme and fixed bugs in copy theme introduced by #2e0a94e 2019-01-25 13:14:06 +10:30
Leon Krause
12bdb46706 Add renderer selection to New Project dialog 2019-01-25 01:49:55 +01:00
Ignacio Etcheverry
6de04cf04c Improve custom thread numbering for POSIX
We lazily assign new IDs to threads that do not have one. This is the case for threads not created by the Godot API.
2019-01-25 00:59:07 +01:00
Rémi Verschelde
6ad4f16b1d
Merge pull request #25298 from groud/fix_separation_update
Updates containers minimum size when some constants are modified
2019-01-24 23:39:32 +01:00
Rémi Verschelde
6e65c73f71
Merge pull request #25294 from groud/fix_2D_selection
Fixes Node2D selection not adapting to editor zoom level
2019-01-24 23:38:30 +01:00
groud
cb37de33ad Adds color to the audio buses buttons 2019-01-24 23:02:53 +01:00
Juan Linietsky
b32298a660 Ensure WebGL uses highp by default, and fix some wrong mediump usages. Fixes #22962. 2019-01-24 18:58:42 -03:00
groud
a1f955a1d3 Updates containers minimum size when some constants are modified 2019-01-24 22:31:33 +01:00
Juan Linietsky
a280bd0c85 Removed dangerous and useless function, closes #22884 2019-01-24 17:56:19 -03:00
Juan Linietsky
fb7c526ec4 Fix crash with cube shadows in gles2, closes #22635 2019-01-24 17:51:49 -03:00
Juan Linietsky
cce679584b
Merge pull request #25295 from godotengine/revert-25242-fix_ios_issues
Revert "Fix errors on iOS"
2019-01-24 17:16:04 -03:00
Juan Linietsky
42764ed252
Revert "Fix errors on iOS" 2019-01-24 17:15:52 -03:00
Juan Linietsky
7fa41f17a6 Makes screen texture work in GLES2 (2D for now), fixes #23604 2019-01-24 17:00:33 -03:00
groud
8676370aa5 Fixes Node2D selection not adapting to editor zoom level 2019-01-24 20:43:11 +01:00
Juan Linietsky
8ff00ca52d Make recursive nature of iteration not fail. 2019-01-24 13:09:05 -03:00
Juan Linietsky
99d997e424 Do not fail on recursive iteration. Not ideal but should work for now and not crash. Fixes #25272
Eventually some sort of main even queue should be implemented to do this properly.
2019-01-24 12:42:57 -03:00
Rémi Verschelde
148e62102b
Merge pull request #25257 from karroffel/tex3d-get-data-fix
implemented texture_get_data() for TextureLayered
2019-01-24 16:19:21 +01:00
Juan Linietsky
d0b736f7e5 Ability to get the current canvas item being drawn from stylebox. 2019-01-24 10:22:41 -03:00
Rémi Verschelde
95bd60f71c
Merge pull request #25283 from akien-mga/progress-step-float
ProgressBar: Set default step to 0.01
2019-01-24 13:16:47 +01:00
Rémi Verschelde
a29b10cced ProgressBar: Set default step to 0.01
Fixes #22655.
2019-01-24 12:58:58 +01:00
Rémi Verschelde
fb9c83780d
Merge pull request #25282 from akien-mga/physicsbody-friction-default
Fix PhysicsBody ignoring deprecated set_friction/bounce with default value
2019-01-24 12:43:03 +01:00
Rémi Verschelde
63b487e49c Fix PhysicsBody ignoring set_friction/bounce with default value
The intent was to avoid creating a physics override to set a default value
that doesn't make a difference, but as #22406 shows it can be necessary to
set the default value *back* after an override was created to set a non-default
value.

Fixes #22406.
2019-01-24 12:15:54 +01:00
Rémi Verschelde
7b4e7d5662
Merge pull request #25274 from vnen/gdscript-fixes
Some GDScript fixes
2019-01-24 09:56:22 +01:00
Rémi Verschelde
6d224e6443
Merge pull request #25270 from groud/fix_texture_update
Fixing textures not triggering _change_notify
2019-01-24 09:52:31 +01:00
groud
0577f93cf6 Fixing textures not triggering _change_notify 2019-01-23 21:48:58 +01:00
George Marques
587c1c90cf GDScript: do second pass of parsing on release
Some construct (like match) actually depends on the second pass. This
adds some extra checks to not perform specific type-checks on release
since not all type information is available.
2019-01-23 18:45:33 -02:00