The return type for `_make_custom_tooltip` is clarified as Control, and users
should make sure to return a visible node for proper size calculations.
Moreover in the current master branch, a PopupPanel will be added as parent
to the provided tooltip to make it a sub-window.
Clarifies documentation for `Control._make_custom_tooltip`, and shows how to
use the (until now undocumented) "TooltipPanel" and "TooltipLabel" theme types
to style tooltips.
Fixes#39677.
(cherry picked from commit c5d8dafec4)
Previously, when the mouse was released after dragging a scrollbar,
its highlight was not dropped (if the mouse cursor was still inside
the viewport). This seems to be because the currently hovered control
only gets updated when the mouse is moved.
This commit fixes the dropping of the cosmetic highlight by running
the check for whether the currently hovered control has changed on
mouse-clicks, in addition to to the existing mouse-movements.
(cherry picked from commit e8804b9978)
Every NOTIFICATION_PROCESS the spatial_editor_plugin.cpp is calling set_use_fxaa which is causing a redraw_request(). Same with debanding.
These can be fixed be checking for noop state changes.
It can be enabled in the Project Settings
(`rendering/quality/filters/use_debanding`). It's disabled
by default as it has a small performance impact and can make
PNG screenshots much larger (due to how dithering works).
As a result, it should be enabled only when banding is noticeable enough.
Since debanding requires a HDR viewport to work, it's only supported
in the GLES3 backend.
This fixes a regression from PR #40313 (support for software skinning in MeshInstance).
Before, the base mesh was always updated on load even if not skinning
was used, which caused mesh instance materials to be reset on the
rendering side.
Now the base mesh is set only when it has been modified, or when
switching software skinning on or off. In this case the mesh instance
materials are always updated properly afterwards.
My mistake I missed this before the PR got merged:
is_visible_in_tree() should be avoided being called per frame unless absolutely necessary, because it is a recursive function that traverses the scene tree. It should be used when deciding on rare occasions whether to switch on or off skeleton processing, but it is better to use the cheaper is_visible() check on the per frame update.
Don't apply lighting to objects when they have a lightmap texture and
the light is set to BAKE_ALL. This prevents applying the same direct
light twice on the same object and makes setting up scenes with mixed
lighting much easier.
Option in MeshInstance to enable software skinning, in order to test
against the current USE_SKELETON_SOFTWARE path which causes problems
with bad performance.
Co-authored-by: lawnjelly <lawnjelly@gmail.com>
These values are only meaningful in the range 0 to 1.
Make sure the editor enforces reasonable values.
Fixes#42202.
(cherry picked from commit 6c18baee9c)
When changing the texture region for a StyleBox, the regions was not updating automatically in the Texture editor.
(cherry picked from commit 7d7727bade)
InterpolatedCamera has already been removed from the `master` branch.
This adds a deprecation notice to inform people about the upcoming removal
in Godot 4.0.
Its functionality could be replicated in a GDScript add-on with relative
ease.
Fixes#41006 (regression from #39164).
The original alignment fix was limited to PROCESS_DRAW mode, which
caused some discrepancies with PROCESS_POINTER mode.
Now only PROCESS_CACHE is excluded with a condition a few lines above.
(cherry picked from commit b783fa1416)
LineEdit should not return early when processing KEY_ENTER, so it can
consume the event properly.
Regression introduced by mistake while fixing enter events for Android
(PR #40487 - c0b394572f)
(cherry picked from commit 5c63dec36e)
Updated set_max_length() function to actually pull a substring of the current text so it's not all thrown away when the new max length is shorter than the current length.
(cherry picked from commit 71febfd6e2)
The constant is already exposed in GDScript, but not in C++.
This information is useful for implementing animated texture
resource importers via modules.
(cherry picked from commit 528056a3c5)
Changed CPU velocity calculation for EMISSION_SHAPE_DIRECTED_POINTS
to follow the same logic as in the GPU version:
mat2 rotm;
rotm[0] = texelFetch(emission_texture_normal, emission_tex_ofs, 0).xy;
rotm[1] = rotm[0].yx * vec2(1.0, -1.0);
VELOCITY.xy = rotm * VELOCITY.xy;
Now both CPUParticles2D & CPUParticles3D (z disabled) show the same results
as their GPU counterparts and take the initial velocity settings into account.
(cherry picked from commit 1c231cacb3)
Adding support for disabling virtual keyboard on mobile platforms, in
order to make it consistent with LineEdit.
It allows implementing a custom virtual keyboard.
See: https://github.com/godotengine/godot/pull/41139
Add any leftover fractional pixels to an error accumulator. When the
accumulator is greater or equal to one, add one pixel to the current
Node's size and subtract one from the accumulator.
Closes#36522
(cherry picked from commit 04ea6ec88d)
This is a revert of 9d78274e06, which was an attempt to fix#21431, but in the end it seems a different problem was the root of the issue.
Renewing focus steal allowance every time is needed on Windows.
Depending on the device implementation, editor actions could be
received with different action ids or not at all for multi-line.
Added a parameter to virtual keyboards to properly handle single-line
and multi-line cases in all situations.
Single-line:
Input type set to text without multiline to make sure actions are sent.
IME options are set to DONE action to force action id consistency.
Multi-line:
Input type set to text and multiline to make sure enter triggers new lines.
Actions are disabled by the multiline flag, so '\n' characters are
handled in text changed callbacks.