This reverts commit bf1cc116e1.
This needs more discussion to avoid breaking some users' expectations.
See #38086 for arguments.
(cherry picked from commit 69f36cea8c)
Skew is x-axis only, because it must be bidirectionally convertible to a 2x3 matrix, but you can subtract it to the rotation to get the effect on y-axis
(cherry picked from commit efb1f7d76b)
(cherry picked from commit 38085f2f6982c491935a434bb45e358dbebe1714)
(cherry picked from commit b9c280b73ff6a13ea490d2da0f2728bcef3038dc)
(cherry picked from commit 895ed2aed7)
Similar to https://github.com/godotengine/godot/pull/36557
At least in chrome, the following error is printed for each mouse wheel
rotation:
[Intervention] Unable to preventDefault inside passive event listener due to target being treated as passive. See https://www.chromestatus.com/features/6662647093133312
This PR moves the handler to the canvas and thereby fixes the error.
Tested on: Chrome and Firefox (MacOS), Firefox, Chrome(Android), Safari (IPad + MacOS)
(cherry picked from commit b1e8ac7b08)
It seems that particles (and some other features) do not work correctly on iOS in GLES2 because either many of the devices do not support half float compression, or the GL constant used to reference it from Godot is incorrect.
This PR adds a project setting in rendering/gles2/ to disable half-float compression on iOS.
Adding the ability to access MODULATE in the shader breaks when final_modulate is baked into vertex colors (this is a technique used to batch together different colored items). This PR prevents baking vertex colors when MODULATE is detected in the shader.
It also prevents baking when COLOR is read in canvas shaders, which could currently produce the wrong result in the shader if colors were baked. It does not prevent baking if COLOR is only written, which happens in most shaders, and will operate correctly without baking.
Calls to set_amount can increase the size of the particle array, but do not zero the memory, they only set the active flag to false. This uninitialized memory can be sent to the GPU, possibly as NaNs.
RichTextEffect can now have a bbcode string starting like one of the built-in.
It was impossible before as the built-in would take precedence over the custom effect that has the same bbcode start.
Example : [fade] would take precedence over [fade_in]
(cherry picked from commit b4e3042cba)
It made minor adjustments difficult as the camera moved every time
Align Transform With View was used.
This closes#36738.
(cherry picked from commit a636631e33)
`OS.shell_open()` will pass on the path directly to the OS' shell
handler (which can handle file paths or URLs). It can't handle
Godot-specific paths, so these need to be converted with
`ProjectSettings.globalize_path()` first.
(cherry picked from commit d46e411b44)
The 204 and 205 are the older, SDL 2.0.4 and 2.0.5 compatible mappings,
but since all new mappings have only been added to the main
gamecontrollerdb.txt which overrides the older entries, it doesn't make
much sense for us to keep the old databases.
We do not support the SDL2 half axes and inverted axes features from
gamecontrollerdb.txt, but this only impacts the specific controllers
which can use those features, the rest are parsed and used properly.
As for godotcontrollerdb.txt, it doesn't make sense for us to maintain
our own custom mappings instead of submitting them upstream. The only
exception is the Javascript and UWP platforms for which no bindings are
available upstream, so we keep those entries.
(cherry picked from commit 510e83498e)
Calling _reduce_node_type from GDScriptParser::_parse_block for assert
was using a current class with a scope that didn't include all
functions. Now calling in GDScriptParser::_check_block_types uses the
right class type. We also now check the assert node message. The assert
line was added to the set_errors associated with assert, since before
the error would be reported on the next line
(cherry picked from commit bd081df519)
The indexes for the ScriptEditorItemData entries were not getting
updated after sorting. This would cause a page to be open but with a
different tab selected. Whenever _update_script_names was called next,
it would correct this indexing. Now we correct it immediately following
the tab sort.
(cherry picked from commit fe53c1b0bd)
The stack size of the undo history of a TextEdit was not limited leading
to potential memory leaks when doing lots of operations on a TextEdit.
This commit adds the option gui/common/text_edit_undo_stack_max_size
to the project settings. The first element of the undo stack is popped
if the stack's size exceeds this value ensuring limited memory usage.
The default stack size setting is 1024.
Fixes#37838.
(cherry picked from commit 4a82390aaf)
PR #30877 was bogus as it made a blend shape-specific code block apply
to everything but blend shapes (as it seemed not to work properly *for*
blend shapes).
The proper fix should thus be to simply remove the problematic
block (and thus cleanup unnecessary logic).
Fixes#32712.
(cherry picked from commit 0034c88c57)