Rémi Verschelde
7a620e34bf
Merge pull request #65415 from akien-mga/fix-uninitialized-member-pointers
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Fix various uninitialized member pointers
2022-09-06 12:34:29 +02:00
Rémi Verschelde
042278cb69
Merge pull request #65413 from Mickeon/fix-scene-tree-script-grayed-icon
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Fix tool script button color overriding custom type color
2022-09-06 12:34:22 +02:00
Rémi Verschelde
73026fbde9
Merge pull request #62061 from fire-forge/multinodeedit
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Improvements to multi-node editing
2022-09-06 12:34:10 +02:00
Rémi Verschelde
93f177bd03
Merge pull request #65207 from RedMser/annotation-search
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Allow searching for annotations in help
2022-09-06 12:33:37 +02:00
Rémi Verschelde
7b5d1ea5b9
Fix various uninitialized member pointers
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Using this command:
```
find -name "thirdparty" -prune -o -name "*.h" -exec sed -i {} -e '/return /! s/\t\([A-Za-z0-9_]* \*[A-Za-z0-9_]*\)\;/\t\1 = nullptr;/g' \;
```
And then reviewing the changes manually to discard the ones that don't
seem correct/safe/good (notably changes to `core` unions).
2022-09-06 11:20:27 +02:00
Rémi Verschelde
c36735ef97
Merge pull request #65402 from m4gr3d/disable_android_editor_auto_focus_main
2022-09-06 10:14:49 +02:00
Micky
65cc721eb9
Fix tool script button color overriding custom type color
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Also adds a small note on the tooltip noting the custom type.
2022-09-06 10:14:28 +02:00
Rémi Verschelde
017c4f5608
Merge pull request #65354 from V-Sekai/state_machine_freeze_new_transition
2022-09-06 10:13:43 +02:00
Rémi Verschelde
b584fd8929
Merge pull request #65401 from cybereality/updated-gamepad-mapping
2022-09-06 09:56:23 +02:00
Rémi Verschelde
f1f3b084ce
Merge pull request #65371 from KoBeWi/pseudolayers
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Improve the description of follow_viewport_enabled
2022-09-06 08:03:41 +02:00
Rémi Verschelde
ae5d038df5
Merge pull request #65399 from Chaosus/vs_fix
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Add compatibility class for `VisualShaderNodeFloatUniform`
2022-09-06 07:41:11 +02:00
Fredia Huya-Kouadio
841b4dfeeb
Disable logic that triggers automatic focus gain as the Godot Editor is loaded
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For the Godot Android Editor, this is an inconvenience as it causes the soft keyboard to show and block half of the view
2022-09-05 22:33:01 -07:00
Andres Hernandez
9054399900
Updated gamecontrollerdb.txt to latest to include new mappings for various controllers, including Xbox One, Nintendo Switch, Steam Deck, and 8BitDo
2022-09-05 22:14:59 -07:00
Yuri Rubinsky
30395410f0
Add compatibility class for VisualShaderNodeFloatUniform
2022-09-06 08:04:46 +03:00
FireForge
a914dc0c46
Improvements to multi-node editing
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- Show revert button for properties that are not default for all selected nodes
- Show property documentation tooltips
- Show common class name and icon and number of selected nodes in EditorPath, e.g. "Node2D (4 Selected)"
- Hide metadata for MultiNodeEdit and AnimationMultiTrackKeyEdit
- Hide script for MultiNodeEdit
2022-09-05 18:36:03 -05:00
Yuri Sizov
4b164b8e47
Merge pull request #65178 from fire-forge/editor-fixes
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Various editor theme fixes (bottom panel corner radius and scene tab bar height)
2022-09-06 01:10:37 +03:00
FireForge
6e8dc5130d
Various editor UI fixes (bottom panel corner radius and scene tab bar)
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- Fix top corners of bottom panel not having rounded corners
- Fix scene tab bar background expanding vertically by corner radius
- Remove two unneccesary theme items from the editor theme:
- EditorStyles/SceneTabFG
- EditorStyles/SceneTabBG
- Remove an instance where the scene TabBar was having its styleboxes overriden to the default value, which has no effect.
2022-09-05 15:11:57 -05:00
Yuri Sizov
00fa4e23e4
Merge pull request #65230 from fire-forge/itemlist-spacing
2022-09-05 19:59:06 +03:00
kobewi
229e764290
Improve the description of follow_viewport_enabled
2022-09-05 18:34:52 +02:00
RedMser
fbb9a21507
Allow searching for annotations in help
2022-09-05 17:53:28 +02:00
Rémi Verschelde
90801a4153
Merge pull request #65362 from Jummit/fix-scene-unique-icon
2022-09-05 15:31:04 +02:00
Jummit
5e147e92ae
Optimize and fix the scene unique name icon
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This also makes it display correctly when using a light theme.
2022-09-05 14:53:39 +02:00
Rémi Verschelde
48cfa0da70
Merge pull request #65282 from Faless/fix/4.x_arm32_detect
2022-09-05 14:11:21 +02:00
Rémi Verschelde
d06d7d64c3
Merge pull request #65358 from migeran/fix-utf8-checks
2022-09-05 14:09:46 +02:00
Rémi Verschelde
904d8bdb3c
Merge pull request #65292 from AlmightyLaxz/prevent-shapecast3d-debug-without-debugcollisions
2022-09-05 13:59:51 +02:00
Rémi Verschelde
3e6c342995
Merge pull request #65306 from Rindbee/fix-Skeleton3DEditor-causing-crash-in-sanitizer-enabled-builds
2022-09-05 13:42:09 +02:00
Rémi Verschelde
545dc27096
Merge pull request #65356 from V-Sekai/state_machine_undo_redo_fix
2022-09-05 13:34:42 +02:00
Gergely Kis
20bf72751c
Fix UTF-8 validation in static checks
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Use isutf8 instead of recode to detect invalid UTF-8 sequences.
Also add the necessary dependencies to run the static checks locally
using act (https://github.com/nektos/act ) with the Medium size image.
2022-09-05 13:18:27 +02:00
SaracenOne
dae05fd249
Fix UndoRedo when creating new AnimationStateMachine transition and node.
2022-09-05 11:56:50 +01:00
Rémi Verschelde
6c818da55e
Merge pull request #65321 from rburing/physics_server_2d_extension
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Create GDExtension classes for PhysicsServer2D
2022-09-05 12:44:58 +02:00
Rémi Verschelde
26c073aa1d
Merge pull request #63568 from santagada/patch-1
2022-09-05 12:30:22 +02:00
Rémi Verschelde
03b92ae9ba
Merge pull request #65140 from Mickeon/editor-spin-slider-newline
2022-09-05 12:26:34 +02:00
SaracenOne
f4c7823a06
Freeze line when releasing mouse to create a new transition.
2022-09-05 10:39:15 +01:00
Rémi Verschelde
b5c053321c
Merge pull request #64840 from maximkulkin/graph-edit-node-selection
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Add GraphNode 'selected' and 'deselected' signals, simplify GraphEdit
2022-09-05 08:36:10 +02:00
Maxim Kulkin
9a35ede23f
Add GraphNode 'selected' and 'deselected' signals, simplify GraphEdit
2022-09-05 02:32:06 -04:00
Rémi Verschelde
1499840f75
Merge pull request #65028 from groud/fix_split_container
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Improve SplitContainer behavior, keeping asked split position whenever possible
2022-09-05 08:30:11 +02:00
Rémi Verschelde
9f2e907bac
Merge pull request #65323 from timothyqiu/variant-wild
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Fix crash when encoding freed object in `ConfigFile`
2022-09-05 08:27:50 +02:00
Rémi Verschelde
f9b89bd85f
Merge pull request #65347 from timothyqiu/dummy-skin
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Fix crash when executing `CSGMesh3D.set_mesh` with headless Godot
2022-09-05 08:27:43 +02:00
Rémi Verschelde
53a1d08bfc
Merge pull request #65348 from aaronfranke/fix-vec4
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Minor fixes to Vector4 in core
2022-09-05 08:27:31 +02:00
Rémi Verschelde
785ce4208d
Merge pull request #65266 from raulsntos/dotnet/reload-non-tool-scripts
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Create script instance of reloaded scripts even if they're not tools
2022-09-05 08:27:16 +02:00
Rémi Verschelde
99430dc4cd
Merge pull request #65346 from aaronfranke/cs-fix-vec4
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Fix some bugs with Vector4 in C#
2022-09-05 08:26:53 +02:00
Rémi Verschelde
b71a7faac0
Merge pull request #65278 from TokageItLab/fix-node-transform-skin
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Fix `RestFixer` for the model has `Skin` which non-inverse-global-rest
2022-09-05 08:23:56 +02:00
Rémi Verschelde
c59c0468f2
Merge pull request #65327 from aaronfranke/gltf-null
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Don't try to read values from null cameras and lights in GLTF
2022-09-05 08:23:04 +02:00
Rémi Verschelde
caa5e88912
Merge pull request #65343 from MatthewZelriche/XSendEventCrashFix
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Fix XSendEvent crash & bootsplash.
2022-09-05 07:51:10 +02:00
Aaron Franke
058ac331b0
Minor fixes to Vector4
2022-09-04 20:38:44 -05:00
Haoyu Qiu
52f290ae4d
Fix crash when executing CSGMesh3D.set_mesh
with headless Godot
2022-09-05 09:15:22 +08:00
Aaron Franke
39521f9c8e
Fix some bugs with Vector4 in C#
2022-09-04 19:55:30 -05:00
MatthewZelriche
ef02f06b8c
Fix XSendEvent crash & bootsplash.
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Fixes a crash due to an Xlib error, as well as ensures that Godot
holds the correct size of the window after window modes have been
applied, before exiting the DisplayServerX11 constructor. This ensures
the bootsplash will be displayed with the correct dimensions.
Fixes #65320
2022-09-04 16:46:37 -06:00
Raul Santos
a91a3d01f8
C#: Create script instance of reloaded scripts even if they're not tools
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Scripts that are instantiated at some point will always be recreated
if they ever become placeholders to prevent non-tool scripts
instantiated manually by users to become placeholders, if they
do become placeholders due to errors that prevent instantiation
(such as a missing parameterless constructor) these scripts
will also be recreated replacing the temporary placeholder.
If a script is marked as a tool but becomes a non-tool script
in a rebuild, the script will become a placeholder and will
no longer be considered applicable to be replaced by an instance
since the user explicitly removed the Tool attribute.
2022-09-04 20:39:37 +02:00
Aaron Franke
133e5d197b
Don't try to read values from null cameras and lights in GLTF
2022-09-04 09:52:25 -05:00