Rémi Verschelde
fbcf442260
Merge pull request #53651 from pycbouh/docs-warn-about-internal-nodes-3.x
2021-10-18 11:24:08 +02:00
Rémi Verschelde
ae92a6b024
Merge pull request #53932 from neikeq/issue-51045
2021-10-18 10:45:46 +02:00
Rémi Verschelde
75a05fc3a9
Merge pull request #53938 from clayjohn/GLES3-directional-lights
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Only add emission on base pass in GLES3
2021-10-18 07:53:54 +02:00
clayjohn
a4e8ba8cfd
Only add emission on base pass in GLES3
2021-10-17 15:58:57 -07:00
Ignacio Roldán Etchevery
24fb09614d
iOS: Don't embed project static frameworks/libs
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Previously, files added via `add_ios_project_static_libs` where
being added as embedded frameworks. This commit fixes that.
Static frameworks/libs should never be embedded into IPAs.
2021-10-17 22:30:09 +02:00
Rémi Verschelde
fddbbf445b
SCons: Fix missing mono .gen.cpp
sources after #53860
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(cherry picked from commit d6aab5c1bf
)
2021-10-16 16:47:08 +02:00
Rémi Verschelde
a5093d64ac
SCons: List .gen.cpp
sources explicitly to avoid globbing errors
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Whenever we change the name (or remove) generated cpp files with the `.gen.cpp`
extension, users run into build issues when switching between branches (i.e.
switching before and after the name change/removal). This is because we glob
`*.cpp` so if a now-obsolete file from a previous build is present, we'll
include it too, potentially leading to bugs or compilation failure (due to
missing headers or invalid code).
So globbing patterns in `add_source_files` will now skip files ending with
`.gen.cpp`, which should instead be passed explicitly where they're used.
(cherry picked from commit c133480531
)
2021-10-16 10:59:14 +02:00
Rémi Verschelde
f28199f403
Merge pull request #53638 from raulsntos/fix-enum-array-hint-3.x
2021-10-15 20:23:03 +02:00
Rémi Verschelde
22219e2e35
Merge pull request #53850 from Calinou/gles2-remove-unused-shaders
2021-10-15 19:13:51 +02:00
Raul Santos
977898709f
Fix hint_string for C# enum arrays
2021-10-15 19:07:31 +02:00
Rémi Verschelde
f6784e18d1
Merge pull request #53848 from MaxLap/backport_doc_shape_signals
2021-10-15 18:54:43 +02:00
Hugo Locurcio
cc823bc5b3
Remove unused built-in GLES2 shaders
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These shaders were never compiled in the Godot binary, so the binary
size remains identical.
2021-10-15 17:41:31 +02:00
Rémi Verschelde
c15143e316
Merge pull request #53834 from akien-mga/3.x-cherrypicks
2021-10-15 17:36:28 +02:00
Rémi Verschelde
f04a1bec63
Merge pull request #53628 from raulsntos/fix-list-marshal-3.x
2021-10-15 17:36:00 +02:00
Rémi Verschelde
b8761569f6
Merge pull request #53582 from raulsntos/mono-marshal-generics-3.x
2021-10-15 17:35:32 +02:00
Rémi Verschelde
5ff8d0e8a7
Merge pull request #53577 from raulsntos/fix-mono-to-variant-array-3.x
2021-10-15 17:35:09 +02:00
Maxime Lapointe
f3002c62b7
Improve area/body_shape_entered/exited signals parameter names and doc
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Fix some typoed names from the doc
Add _index to "index" parameters of *_shape_* signals, this is both in doc and in the template. This makes the code, signature and doc easier to understand
Add method to get Node from the _index params of those signals. This was not as easy to find as one would expect. Putting this information where it is needed will help.
2021-10-15 11:28:17 -04:00
Rémi Verschelde
9657559b66
SCons: Set DEBUG_ENABLED
and DEV_ENABLED
in SConstruct
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They're the same for all platforms so they don't need to be repeated in all
platform definitions.
(cherry picked from commit cd21cc683a
)
2021-10-15 12:54:16 +02:00
Rémi Verschelde
8c6e341876
SCons: Remove MD5-timestamp and implicit cache optimizations
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They haven't really helped save much time on incremental rebuilds, and they do
cause potential issues with build correctness (and possibly even one of the cause
for overly eager incremental rebuilds).
(cherry picked from commit 0433d0f54d
)
2021-10-15 12:51:43 +02:00
Marcel Admiraal
fd942cd465
Upgrade Android Gradle to version 7.2
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(cherry picked from commit 95b1275197
)
2021-10-15 12:51:43 +02:00
Rémi Verschelde
5bcba2b825
mbedtls: Backport "Fix x86_64 assembly for bignum multiplication"
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Backports PR https://github.com/ARMmbed/mbedtls/pull/4948 to fix a regression
with our macOS builds using Clang 12.
Fixes #53297 .
(cherry picked from commit 4cf3056ca6
)
2021-10-15 12:51:42 +02:00
Hugo Locurcio
52b16f0984
Increase object snapping distances in the 3D editor
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- Increase drag-and-drop snapping to 50 units
(from 10 units).
- Increase Snap Object to Floor maximum height to 500 units
(from 20 units).
- Increase Snap Object to Floor negative margin to 1 unit
(from 0.2 units).
(cherry picked from commit 7a3d0b79b4
)
2021-10-15 12:51:42 +02:00
floppyhammer
0b5724514d
Fix bilinear TextureProgressBar with nine patch enabled
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(cherry picked from commit a238816f0b
)
2021-10-15 12:51:42 +02:00
Xeadriel
78b247c91e
Add that elapsed_time in CharFXTransform resets when RichTextLabels text is changed
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Update doc/classes/CharFXTransform.xml Grammar fix
Co-authored-by: Aaron Record <50304111+LightningAA@users.noreply.github.com>
(cherry picked from commit bf5f5e159e
)
2021-10-15 12:51:42 +02:00
Nathan Franke
4df2951b5c
Fix character encoding of Engine::get_copyright_info
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(cherry picked from commit 28c163a432
)
2021-10-15 12:51:42 +02:00
Red Headphone
066f214654
no limit of negative value for engine_force (VehicleBody class)
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(cherry picked from commit fff70a6427
)
2021-10-15 12:51:42 +02:00
Matthew Newall
3149eabdc0
Fixed editor attempting to save a blank scene with save all scenes
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(cherry picked from commit e10d0d76bc
)
2021-10-15 12:51:38 +02:00
Rémi Verschelde
3ca8003199
Merge pull request #53830 from zaevi/fix_EditorSpinSlider_freeze
2021-10-15 12:41:47 +02:00
Zae
ee4c533ca6
[3.x] Fix EditorSpinSlider freezes editor when tabbing focus rapidly.
2021-10-15 16:52:45 +08:00
Rémi Verschelde
ff132ca278
Merge pull request #53800 from Faless/net/3.x_revert_gzip
2021-10-14 14:26:26 +02:00
Fabio Alessandrelli
6c4bb3fc4a
Revert HTTPRequest gzip compression support.
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Partial revert of commit c1135cf006
.
2021-10-14 12:51:37 +02:00
Fredia Huya-Kouadio
2b6678c851
Restrict the project data directory configuration.
2021-10-13 13:56:01 -07:00
Raul Santos
059750cd0d
Support marshaling generic Godot.Object
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Allows using generic C# types in signals as long as they inherit
from `Godot.Object`.
2021-10-13 18:22:06 +02:00
Rémi Verschelde
2b5d89e635
Merge pull request #53763 from Ev1lbl0w/bugfix-visual_script_crash
2021-10-13 14:53:02 +02:00
Ev1lbl0w
e57f8fd083
Fix VisualScript crash with null object
2021-10-13 12:19:29 +01:00
Rémi Verschelde
8bdeee04f0
Merge pull request #53655 from pycbouh/core-print-bytearray-contents-3.x
2021-10-13 12:50:32 +02:00
Rémi Verschelde
6fb7f18e35
Merge pull request #53740 from clktmr/gles2-multiple-refprobes
2021-10-13 12:42:23 +02:00
Timur Celik
e230bc6caa
Fix flipped interior
option for second refprobe
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This patch fixes rendering of multiple reflection probes for a single
mesh in the GLES2 renderer. If there were two reflection probes, one of
them would always have the `interior` option flipped, resulting in
broken blending between probes and flickering of ambient reflection.
Also make note of GLES2 reflection probe limit
2021-10-13 10:04:48 +02:00
Rémi Verschelde
4186c5e757
Merge pull request #53490 from briansemrau/thread-is-alive-3.x
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[3.x] [core_bind] Add `Thread::is_alive`
2021-10-12 22:35:26 +02:00
Rémi Verschelde
8a332a2456
Merge pull request #53695 from CakHuri/fix-typo-csg-3.x
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[3.x] Fix a typo in csg module
2021-10-12 22:31:58 +02:00
Rémi Verschelde
c44f24ebf7
Merge pull request #53739 from Calinou/gles3-fix-light-flickering-2
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Fix lights flickering in GLES3 when new light attenuation is disabled
2021-10-12 22:11:41 +02:00
Дмитрий Сальников
5cf898b897
Exposed setters for sensor values in Input class
2021-10-12 23:09:30 +03:00
Hugo Locurcio
2826bec5d4
Fix lights flickering in GLES3 when new light attenuation is disabled
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Co-authored-by: Clay John <claynjohn@gmail.com>
2021-10-12 21:59:23 +02:00
Yuri Sizov
c2106725ae
Unify Pool*Array printing output
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Co-authored-by: mashumafi <mashumafi@gmail.com>
2021-10-12 22:31:18 +03:00
Rémi Verschelde
779a5e5621
Change editor FPS limit for unfocused mode back to 20 FPS
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This was changed in 7991d0fb22
but seems to cause issues
for some projects when using the profiler.
Fixes #51222 .
2021-10-12 16:56:09 +02:00
Hugo Locurcio
f769e9a864
List Physical Key before Key in the action map input editor
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Physical Key should be used for most game inputs as it allows
keys to work on non-QWERTY layouts out of the box.
This is especially important for WASD movement layouts.
In contrast, remapped (non-physical) keys are mainly useful in
non-game applications, where shortcuts are expected to match a
precise letter rather than a location on the keyboard.
2021-10-12 11:57:08 +02:00
Rémi Verschelde
f7fd5e3aeb
Merge pull request #52556 from m4gr3d/customize_metadata_dir_3x
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[3.x] Make the project data directory customizable
2021-10-12 08:28:01 +02:00
M. Huri
37ccfb18ff
Fixed a typo in csg module
2021-10-12 11:13:29 +07:00
Fredia Huya-Kouadio
d1808f0a7f
Make the project data directory customizable.
2021-10-11 14:42:40 -07:00
ne0fhyk
754db65a1f
Pass the correct export_format
argument to locate the assets directory when exporting.
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(cherry picked from commit 431ccdb057
)
2021-10-11 18:04:16 +02:00