Rémi Verschelde
61c0cb712d
Merge pull request #66355 from Mickeon/fix-color-picker-always-color-changed
...
Fix ColorPicker always emitting color_changed on html submit
2022-09-24 23:00:19 +02:00
Rémi Verschelde
39be6695d1
Merge pull request #66295 from bruvzg/win_fix_wm_char_keysym
...
[Windows] Fix WM_CHAR processing code using Unicode char instead of Virtual key.
2022-09-24 22:59:44 +02:00
Rémi Verschelde
340f6e93d2
Merge pull request #66315 from clayjohn/QuadMesh-size
...
Set QuadMesh default size back to 1
2022-09-24 22:59:25 +02:00
Rémi Verschelde
01e26bdcf8
Merge pull request #66364 from aaronfranke/projectman-selfcontained
...
Fix project manager not working in self-contained mode
2022-09-24 22:58:43 +02:00
bruvzg
b66931946b
[macOS] Process menu callback after event processing step to avoid event queue corruption.
2022-09-24 23:57:24 +03:00
Miguel Gonzalez Sanchez
2047be4516
fix broken 2D light blending, addresses #49922
2022-09-24 20:13:12 +01:00
Aaron Franke
bb71e92826
Fix project manager not working in self-contained mode
2022-09-24 13:15:11 -05:00
Andy Maloney
127e2333f4
Remove redundant "if" condition in GDScriptCompiler::_parse_function()
...
Looking at the original PR, I believe this is the original intent, but it now means that previously dead code is now executed.
2022-09-24 12:30:43 -04:00
Micky
544727ac1e
Fix ColorPicker always emitting color_changed on html submit
...
The color change was always emitted when the the modal was closed, even if it was exactly the same as before.
2022-09-24 18:15:06 +02:00
Gergely Kis
d5445c25a6
Dynamic loading of OpenXR Loader on Android
...
This change implements dynamic loading of the OpenXR Loader library
on Android. If an OpenXR Loader library is not found,
Godot will still function with OpenXR disabled.
Also, on every platform, the OpenXR symbols are resolved at runtime
using xrGetInstanceProcAddr.
On Windows and Linux the OpenXR loader is included in the main
engine binary.
On Android, the OpenXR Loader is not built with the engine. Separately
distributed Android plugins will be provided with the correct loader
library for each device.
Co-authored-by: Gábor Pál Korom <gabor.p.korom@migeran.com>
Co-authored-by: Gábor Koncz <gabor.koncz@migeran.com>
2022-09-24 13:57:03 +02:00
Rindbee
f1a4041f52
Load/update GDScript from disk on load if cache mode is CACHE_MODE_IGNORE
2022-09-24 16:06:36 +08:00
Andy Maloney
49ff3d5489
Remove unused includes & move some includes to top of file
2022-09-23 19:06:31 -04:00
clayjohn
fe69fedc1a
Move deband to end of tonemapping.
...
This avoids artifacts when using adjustments and color correction
2022-09-23 11:46:40 -07:00
clayjohn
36cb3c4050
Set QuadMesh default size back to 1
2022-09-23 11:00:43 -07:00
RedMser
3183b7371d
SceneTreeDialog: focus search bar by default
2022-09-23 18:04:48 +02:00
Francois Belair
03e41d21e0
Prevent null crash when datatype not resolved
2022-09-23 11:13:57 -04:00
Rémi Verschelde
f74491fdee
Merge pull request #66303 from akien-mga/scons-cleanup-debug-defines
2022-09-23 16:45:12 +02:00
Rémi Verschelde
26e9145c26
SCons: Cleanup DEBUG
, _DEBUG
and NDEBUG
defines
...
- `_DEBUG` is MSVC specific so it didn't make much sense to define for
Android and iOS builds.
- iOS was the only platform to define `DEBUG`. We don't use it anywhere
outside thirdparty code, which we usually don't intend to debug, so it
seems better to be consistent with other platforms.
- Consistently define `NDEBUG` to disable assert behavior in both `release`
and `release_debug` targets. This used to be set for `release` for all
platforms, and `release_debug` for Android and iOS only.
- Due to the above, I removed the only use we made of `assert()` in Godot
code, which was only implemented for Unix anyway, should have been
`DEV_ENABLED`, and is in PoolAllocator which we don't actually use.
- The denoise and recast modules keep defining `NDEBUG` even for the `debug`
target as we don't want OIDN and Embree asserting all over the place.
2022-09-23 15:21:26 +02:00
Rémi Verschelde
56e847ef65
Merge pull request #66297 from akien-mga/scons-remove-fomit-frame-pointer-ftree-vectorize
2022-09-23 15:21:19 +02:00
Rémi Verschelde
c5c3d13dc0
SCons: Remove redundant -fomit-frame-pointer
and -ftree-vectorize
...
- `-fomit-frame-pointer` is included automatically by both GCC and
Clang in `-O1` and above.
- `-ftree-vectorize` is included automatically by GCC in `-O2` and
beyond, and seems always enabled by Clang.
Closes #66296 . See that issue for a detailed investigation.
2022-09-23 13:56:16 +02:00
bruvzg
54adfb6dfd
[Windows] Fix WM_CHAR processing code using Unicode char instead of Virtual key.
2022-09-23 14:16:16 +03:00
Rindbee
6973abd458
Fix sub-scene root nodes not getting the correct inheritance chain when exporting
2022-09-23 18:34:07 +08:00
bruvzg
3278917c7a
[TextEdit] Use error/selection font color for the current glyph only, instead of updating cached font color.
2022-09-23 11:25:39 +03:00
Rémi Verschelde
006e345695
Merge pull request #65817 from bruvzg/typed_array
2022-09-23 10:24:46 +02:00
Rémi Verschelde
03410efa15
Merge pull request #66284 from clayjohn/particles-mem-bug
...
Properly initialize motion vectors offset when motion vectors are disabled
2022-09-23 09:45:48 +02:00
Rémi Verschelde
1928492b41
Merge pull request #65158 from nongvantinh/fixed-infinite-loop
...
Fixes engine runs into an infinite loop when searching using FindBar
2022-09-23 09:45:34 +02:00
Rémi Verschelde
ee95cc0b79
Merge pull request #66177 from rburing/callable_callv
...
add `callv` method
2022-09-23 09:45:02 +02:00
Rémi Verschelde
3a8e711e33
Merge pull request #66254 from bruvzg/macos_title
...
[macOS extend-to-title] Add scene/project name to the editor title, and fix window button placement.
2022-09-23 09:44:37 +02:00
Rémi Verschelde
300ea8602c
Merge pull request #66260 from lawnjelly/fix_bvh_array_warning
...
Fix array-bounds warning in BVH
2022-09-23 09:42:58 +02:00
Rémi Verschelde
ca88b23a3b
Merge pull request #66248 from akien-mga/warnings-gcc-Wmaybe-uninitialized
...
Fix various -Wmaybe-uninitialized warnings from GCC 12.2.1
2022-09-23 09:42:53 +02:00
Rémi Verschelde
43e7db0c69
Merge pull request #66250 from nongvantinh/fixed_invalid_root_name
...
Fixed root name invalid at scene creation.
2022-09-23 09:42:04 +02:00
Rémi Verschelde
414dd3a257
Merge pull request #66246 from Jummit/fix-dir-crash
...
Fix crash when listing files in nonexistent directory
2022-09-23 09:41:59 +02:00
clayjohn
aac8d5c406
Properly initialize motion vectors offset when motion vectors are disabled.
...
This fixes an uninitialized memory bug that caused particles to fail in non-LTO builds
2022-09-22 20:36:01 -07:00
Bastiaan Olij
6da6e1690e
Add OpenXR palm pose extension support
2022-09-23 13:20:12 +10:00
bruvzg
163257d51b
[GDExtension] Implement support for typed arrays.
2022-09-22 23:31:27 +03:00
bruvzg
0dab11afa4
[macOS extend-to-title] Add scene/project name to the editor title, fix incorrect window button position/order when system primary language is RTL.
2022-09-22 23:09:56 +03:00
Ignacio Roldán Etcheverry
62792eeb9f
Merge pull request #66253 from raulsntos/dotnet/assembly-may-be-null
...
C#: Guard against null assemblies
2022-09-22 18:24:31 +02:00
Ignacio Roldán Etcheverry
9f028f6571
Merge pull request #66257 from raulsntos/dotnet/suppress-CA1711
...
C#: Suppress EventHandler suffix diagnostic for signals
2022-09-22 18:21:28 +02:00
lawnjelly
91d252c697
Fix array-bounds warning in BVH
...
Provides a workaround to prevent tripping a compiler warning.
2022-09-22 16:06:25 +01:00
Raul Santos
24ac82e235
C#: Suppress EventHandler suffix diagnostic for signals
...
Suppress CA1711 for signal delegates because they are used in events so
the naming follows the guidelines.
2022-09-22 14:23:01 +02:00
Raul Santos
f6d60764d3
C#: Guard against null assemblies
...
A symbol's containing assembly will be null if the symbol is shared
across multiple assemblies.
2022-09-22 12:41:38 +02:00
Nong Van Tinh
59f933b0e1
Fixed root name invalid at scene creation.
2022-09-22 17:02:07 +07:00
Rémi Verschelde
d1a155e3cd
Fix various -Wmaybe-uninitialized warnings from GCC 12.2.1
...
Not sure why I didn't get those before, it may be due to upstream
changes (12.2.1 is a moving target, it's basically 12.3-dev), or simply
rebuilding Godot from scratch with different options.
2022-09-22 11:29:48 +02:00
Jummit
2175e38dfb
Fix crash when listing files in nonexistent directory
2022-09-22 09:54:19 +02:00
Rémi Verschelde
8e14f9ba21
Merge pull request #64679 from DarkKilauea/nav-region-props
...
Improve consistency of NavigationRegion setters
2022-09-22 08:27:35 +02:00
Rémi Verschelde
6d6f7f3de8
Merge pull request #66240 from bruvzg/ftr_hide
...
[Font Inspector Plugin] Hide "Add Feature" button if supported feature list is empty.
2022-09-22 08:27:18 +02:00
Rémi Verschelde
08bd94e4ba
Merge pull request #66236 from KoBeWi/empty_words
...
Automatically use class name for empty renames
2022-09-22 08:27:06 +02:00
Rémi Verschelde
d96b7d767a
Merge pull request #66110 from Zylann/reference_get_count
...
get_reference_count()`
2022-09-22 08:26:29 +02:00
Rémi Verschelde
2d598bbf9a
Merge pull request #66222 from Mickeon/gradual-destruction
...
Remove unused struct in GradientTexture1D
2022-09-22 08:26:20 +02:00
Josh Jones
a25bb9811a
Improve consistancy of NavigationRegion setters
2022-09-21 22:42:52 -07:00