Rémi Verschelde
21529c90f8
Merge pull request #54166 from ConteZero/unique_selection
2021-10-27 20:50:54 +02:00
Bastien JAUNY
258b5d0019
Fix potential null pointer use, based on #54094 fix
2021-10-27 20:41:14 +02:00
Camille Mohr-Daurat
a1092d14c5
Merge pull request #54302 from fabriceci/fix-2D-character-stuck-on-wall
...
Fix #54298 where a CharacterBody2D can be stuck on the wall.
2021-10-27 11:24:52 -07:00
ConteZero
fbee4efa5f
Add option to make selection unique
2021-10-27 19:45:52 +02:00
Rémi Verschelde
5fadebed4c
Merge pull request #54125 from groud/tile_data_runtime_modification
...
Implement runtime update of TileData object in TileMap
2021-10-27 19:39:59 +02:00
Gilles Roudière
756e76293f
Implement runtime update of TileData object in TileMap
2021-10-27 18:32:52 +02:00
Rémi Verschelde
16edca8415
Merge pull request #54285 from briansemrau/fix-proximity-fade
...
Fix BaseMaterial3D proximity fade for Vulkan
2021-10-27 18:25:06 +02:00
fabriceci
ee3e43c853
Fix #54298 where a CharacterBody2D can be stuck on the wall.
2021-10-27 18:05:35 +02:00
Rémi Verschelde
18a2c38ad2
Merge pull request #54305 from mhilbrunner/comments-cleanup
...
Small formatting fixes in Find in Files
2021-10-27 17:47:14 +02:00
Hugo Locurcio
bb681ef9f2
Improve appearance of the editor Debugger bottom panel menu
...
- Make the Debugger bottom panel menu more prominent when
there are errors or warnings by adjusting the text color.
- Add some spacing to the right of the error/warning icon
for better visual appearance.
2021-10-27 16:56:15 +02:00
Max Hilbrunner
55100f2f11
Small formatting fixes in Find in Files
2021-10-27 16:13:49 +02:00
Rémi Verschelde
435d50bf0f
Merge pull request #54301 from groud/optimize_tilemap_layer_update
2021-10-27 13:30:31 +02:00
Gilles Roudière
a6584e4cb8
Optimize TileMap layers updates
2021-10-27 12:07:52 +02:00
Brian Semrau
791773fa9d
Fix vulkan proximity fade
...
Vulkan uses different normalized device coordinates than OpenGL.
2021-10-26 16:19:47 -04:00
Rémi Verschelde
8c162f4a7b
Merge pull request #54270 from JFonS/fix_selection
2021-10-26 19:03:34 +02:00
Rémi Verschelde
8473062dcc
Merge pull request #54255 from akien-mga/android-export-gradle-dont-escape-quotes
2021-10-26 18:22:42 +02:00
jfons
83fd0e0c70
Fix click selection in the editor 3D viewport
2021-10-26 18:08:31 +02:00
Rémi Verschelde
344babb939
Merge pull request #54267 from pycbouh/controls-button-font-focus
2021-10-26 17:34:07 +02:00
Rémi Verschelde
46a139a3ce
Merge pull request #54265 from JFonS/fix_sh_dis_mobile
2021-10-26 16:50:11 +02:00
Yuri Sizov
12838bd99d
Add focus font color to Button and derivatives
2021-10-26 17:42:40 +03:00
Joan Fons
95bc9c40d9
Fix shadow disabling on mobile renderer
2021-10-26 15:37:22 +02:00
Rémi Verschelde
c2640e2b21
Merge pull request #54254 from mhilbrunner/ticks-msec-64
2021-10-26 14:53:56 +02:00
Max Hilbrunner
5dc02eb8b0
Save all 64 bits of get_ticks_msec() in more cases
2021-10-26 13:58:58 +02:00
Rémi Verschelde
d020c6851a
Merge pull request #54256 from mhilbrunner/docs-real-time
2021-10-26 11:54:48 +02:00
Max Hilbrunner
396d2f0282
Time: Add some notes about timezones and UTC
2021-10-26 10:24:05 +02:00
Rémi Verschelde
9204a3a50e
Android: Properly validate godot_project_name_string
for Android special chars
...
Fixes #52659 .
2021-10-26 10:01:09 +02:00
Rémi Verschelde
f2cf52e032
Merge pull request #54153 from skyace65/AreaImprovements2
2021-10-26 08:48:27 +02:00
Rémi Verschelde
cce7797a75
Another rename for makerst.py
2021-10-26 08:46:16 +02:00
Rémi Verschelde
2ecab0491c
Merge pull request #54179 from aaronfranke/make-rst
2021-10-26 08:43:07 +02:00
Rémi Verschelde
ba23ef9b29
Merge pull request #54249 from lyuma/gltf_padding_fix
2021-10-26 08:32:11 +02:00
Rémi Verschelde
0409644afd
Merge pull request #54245 from manueldun/nullParamAddMod
2021-10-26 08:20:40 +02:00
Rémi Verschelde
01afa39d21
Merge pull request #54073 from groud/terrains_for_procgen
2021-10-26 08:15:07 +02:00
Max Hilbrunner
d9d5296365
Merge pull request #53973 from nabfrew/nabf/light_hight_documentation
...
Clarify lighting height documentation
2021-10-26 07:58:12 +02:00
Lyuma
cada1a4747
gltf: Fix validation errors due to chunk padding and empty skins.
...
GLB chunk padding length calculation was backwards and missing for the BIN chunk.
Fixed error caused by "skins":[] when no skins were present.
Finally, encode animations before textures to avoid accessor misalignment due to texture byteLength.
2021-10-25 21:12:43 -07:00
Manuel Dun
0384474f83
Added error macro to ensure non null parameter
2021-10-25 19:44:22 -04:00
Rémi Verschelde
64faa37e45
Merge pull request #54240 from Calinou/editor-directionallight-3d-fix-validate-property
2021-10-25 23:40:10 +02:00
Hugo Locurcio
f2c2ecb6e8
Fix properties being displayed when they shouldn't in DirectionalLight3D
...
The parent `_validate_property()` wasn't called, which led to shadow
properties being visible even if shadows were disabled on a
DirectionalLight3D node.
2021-10-25 22:04:30 +02:00
Fabio Alessandrelli
7d37fb7aff
Merge pull request #54232 from akien-mga/mbedtls-pr4819-fix-certs-parsing-speed
...
mbedtls: Backport upstream PR 4819 to fix certs parsing speed
2021-10-25 20:49:41 +02:00
Rémi Verschelde
d98a6363fa
Merge pull request #54084 from reduz/node3d-rotation-options
2021-10-25 20:42:45 +02:00
Rémi Verschelde
8911d6ecc8
Merge pull request #54147 from Calinou/editor-directionallight-3d-only-show-relevant-properties
2021-10-25 20:13:42 +02:00
reduz
d03b7fbe09
Refactored Node3D rotation modes
...
* Made the Basis euler orders indexed via enum.
* Node3D has a new rotation_order property to choose Euler rotation order.
* Node3D has also a rotation_mode property to choose between Euler, Quaternion and Basis
Exposing these modes as well as the order makes Godot a lot friendlier for animators, which can choose the best way to interpolate rotations.
The new *Basis* mode makes the (exposed) transform property obsolete, so it was removed (can still be accessed by code of course).
2021-10-25 14:34:00 -03:00
Hugo Locurcio
c1de200757
Only show relevant properties in the DirectionalLight3D inspector
...
Some split distance properties are unused depending on the
current shadow mode. Also, Blend Splits can only be used if the shadow
mode is PSSM 2 Splits or PSSM 4 Splits.
This also moves the Fade Start property to be located after the
split properties. This avoids intertwining "conditional" properties
with a property that's always available.
2021-10-25 18:31:41 +02:00
Rémi Verschelde
52a535c030
mbedtls: Backport PR 4819 to fix certs parsing speed
...
Fixes engine startup time regression described here:
https://github.com/godotengine/godot/issues/43351#issuecomment-847466783
2021-10-25 17:59:47 +02:00
Rémi Verschelde
5ff0624a07
Fix GCC 12 -Werror=type-limits
in animation compression code
...
Fixup to #54050 , CI's GCC builds didn't catch it.
2021-10-25 17:59:07 +02:00
Rémi Verschelde
3409d16227
Merge pull request #54228 from JFonS/fix_shadow_disabling
2021-10-25 17:24:58 +02:00
jfons
c46d1ea2b2
Fix shadow disabling settings
...
Fixes the SHADOW_CASTING_SETTING_OFF setting in
GeometryInstance3D and the "shadows_disabled" render
mode in spatial materials, which were not working
before.
2021-10-25 16:11:32 +02:00
Rémi Verschelde
24fdedfe94
Merge pull request #54050 from reduz/animation-compression
2021-10-25 14:27:58 +02:00
Rémi Verschelde
82a9995175
Merge pull request #54223 from miraz12/fix-cast-llvm-warning
2021-10-25 14:26:55 +02:00
Rémi Verschelde
a29cca65dd
Merge pull request #54221 from bruvzg/remove_base_size
2021-10-25 14:22:15 +02:00
bruvzg
ebbc25e89c
Ignore empty Font resources as theme override.
...
Add range hint to font_size properties.
Remove excessive `base_size` Font property.
2021-10-25 14:05:37 +03:00