Rémi Verschelde
d7ffb45cf4
Merge pull request #83001 from Repiteo/c#-compat-inheritdoc-fix
...
C#: Fix unresolved `inheritdoc` links in `Compat.cs`
2023-10-09 15:36:20 +02:00
Rémi Verschelde
0b11010cf0
Merge pull request #82985 from jackwilsdon/build-without-gdscript
...
Fix building without GDScript
2023-10-09 15:35:56 +02:00
Rémi Verschelde
4f85375b17
Merge pull request #82970 from bruvzg/rtl_round
...
[RTL] Remove unnecessary glyph position rounding.
2023-10-09 15:35:32 +02:00
Rémi Verschelde
8384efe21b
Merge pull request #82969 from Calinou/viewport-add-disable-2d
...
Add a Disable 2D property to Viewport
2023-10-09 15:35:08 +02:00
Rémi Verschelde
a7fcde4dab
Merge pull request #82940 from Calinou/editor-tooltip-metadata
...
Tweak metadata property tooltip to avoid being misleading
2023-10-09 15:34:45 +02:00
Rémi Verschelde
15d08c6adb
Merge pull request #82924 from SaracenOne/rmb_breakpoint_menu_fix
...
Fix right-click menu position for the debugger breakpoint tree.
2023-10-09 15:34:15 +02:00
Rémi Verschelde
dffd320421
Merge pull request #82907 from mihe/gdext-failed-modal
...
Remove I/O error popup when failing to load/unload extension
2023-10-09 15:33:50 +02:00
Rémi Verschelde
ed761780b4
Merge pull request #82883 from ShatReal/fix-input-typo
...
Fixed a missing word
2023-10-09 15:33:26 +02:00
Rémi Verschelde
7c12111c1c
Merge pull request #82790 from MarioLiebisch/warn-wasm-no-dlink
...
Web: Catch using GDExtensions in a non-dlink build
2023-10-09 15:33:02 +02:00
Rémi Verschelde
35ede42d1d
Merge pull request #82695 from maiself/object-less-callables-fixes
...
Fixes to allow object-less callables throughout Godot
2023-10-09 15:32:38 +02:00
Rémi Verschelde
5a3befd6c9
Merge pull request #82508 from floatingpointer/master
...
Add XInput device ID for wireless Series 2 Elite controller
2023-10-09 15:32:13 +02:00
Rémi Verschelde
7513ae6d06
Merge pull request #81812 from MewPurPur/zoomies
...
Incorporate min and max zoom limits into the EditorZoomWidget
2023-10-09 15:31:49 +02:00
Rémi Verschelde
c4effea5e6
Merge pull request #81779 from RealMadvicius/fix/4.2/81769_animationplayer_crash
...
Fix crash when clicking on "Interpolation Mode" with nonexistent node path
2023-10-09 15:31:21 +02:00
Rémi Verschelde
c1fed53943
Merge pull request #80271 from Ymanawat/optionmenu-scroll-test
...
Fix scrolling on keyboard/controller input
2023-10-09 15:30:57 +02:00
Rémi Verschelde
c6635b4640
Merge pull request #71519 from adamscott/fix-code-completion-home-end
...
Fix code completion override of home and end keys
2023-10-09 15:30:27 +02:00
Dario
94c60ae556
Fix trace_ray() function in the lightmapper missing hits with large triangles.
...
The DDA traversal had a conceptual error where it did an early termination of the search if it hit a triangle, but it didn't check if the hit position was inside the bounds of the cell being traversed. This can aid to fix light leaks such as the ones found in issue #75440 .
2023-10-09 09:44:40 -03:00
jsjtxietian
47b78d04bb
Update SpinBox documentation to include resetting to min/max behaviour
2023-10-09 19:20:52 +08:00
bitsawer
416ef5ad1b
Fix VoxelGI bake memory leak
2023-10-09 12:27:03 +03:00
Silc 'Tokage' Renew
c4743baba1
Patch fix for AnimationMixer: misc type values cannot be blended
2023-10-09 17:26:57 +09:00
bruvzg
97bcd8a631
Add method to check if filesystem is case sensitive.
2023-10-09 11:00:15 +03:00
Saracen
c0e872c05b
Fix dependency menu not showing up if scene failed to load.
2023-10-09 03:15:46 +01:00
RobTheFiveNine
5da63c5358
Add documentation on which buttons JOY_BUTTON_START corresponds to
2023-10-08 21:33:22 +01:00
Danil Alexeev
de7cbe8789
Highlight doc comments in a different color
2023-10-08 19:26:10 +03:00
Yuri Rubinsky
f4bc779c4e
Fix typo in shader_language.cpp
2023-10-08 18:55:40 +03:00
A Thousand Ships
f18aa00e85
Replace ERR_FAIL_COND
with ERR_FAIL_NULL
where applicable
2023-10-08 17:23:33 +02:00
A Thousand Ships
034c0f1624
Replace sanity
with safety
for checks
2023-10-08 16:22:24 +02:00
Thaddeus Crews
d5d5af653e
C# - Fix inheritdoc links in Compat.cs
2023-10-08 09:14:28 -05:00
Fredia Huya-Kouadio
2951c162ed
Cleanups and improvements to the Godot Android library api:
...
- Provide api to retrieve the running Godot instance from a GodotHost
- Provide api for the GodotHost to register runtime GodotPlugin instances
- Hide the GodotService class until it's completed
- Include project setting to enable long press for Android devices
- Include project setting to enable pan and scale gestures on Android devices
2023-10-08 05:30:38 -07:00
jsjtxietian
61be3eafc0
Fix spinBox will reset text when redrawing
2023-10-08 20:03:08 +08:00
bruvzg
49595ca225
[RTL] Remove unnecessary glyph position rounding.
2023-10-08 12:38:06 +03:00
Omar Shehata
c25a2d832b
Fix external editor hot reload
2023-10-07 22:14:54 -04:00
Jack Wilsdon
22b00e392e
Fix building without GDScript
...
Fixes #82231
2023-10-08 01:29:04 +01:00
MewPurPur
44d782681c
Incorporate min and max zoom limits into the EditorZoomWidget
2023-10-07 20:41:59 +03:00
David Snopek
7f4e700bf7
On Linux, favor local symbols when loading a shared library
2023-10-07 11:06:56 -05:00
Hugo Locurcio
f6cc2603a1
Add a Disable 2D property to Viewport
...
This is the 2D counterpart to the existing Disable 3D property.
Its functionality is already internally implemented and used,
but it wasn't exposed.
2023-10-07 17:19:15 +02:00
RealMadvicius
e7a35d1521
Fix crash when clicking on "Interpolation Mode" with nonexistent node path
...
issue reference [https://github.com/godotengine/godot/issues/81769 ]
#81769 AnimationPlayer: Editor crashes when clicking on "Interpolation Mode" with nonexistent node path
- adding a nullptr check on a Node pointer obtained from get_node(NodePath) in case it is null now we wont execute the next instruction
> ClassDB::get_property_info(nd->get_class(), prop, &prop_info);
Which then prevents the crash
2023-10-07 11:34:02 +02:00
Hugo Locurcio
eb824dc6a5
Tweak metadata property tooltip to avoid being misleading
2023-10-07 03:08:16 +02:00
Hugo Locurcio
ac723b3e44
Enable UV2 on primitive meshes when using the MeshInstance3D context menu
...
This makes it easier to discover the UV2 generation functionality
on primitive meshes.
2023-10-07 02:18:55 +02:00
Mai Lavelle
5e15586ec2
Fixes to allow object-less callables throughout Godot
...
This fixes #81887
2023-10-06 16:31:35 -04:00
Adam Scott
25cbb682f5
Fix code completion override of home and end keys
2023-10-06 14:48:45 -04:00
Saracen
3700ce7318
Fix right-click menu position for the debugger breakpoint tree.
2023-10-06 19:47:19 +01:00
Saracen
3defc17646
Fix debugger behaviour with multi-session debugging:
...
Fixes script editor debug menu on sessions other than 1
Fixes breakpoint toggle from menu in sessions other than 1
Removes execution display when switching to non-breaked sessions
2023-10-06 19:20:37 +01:00
Mario Liebisch
56a3cdc2f0
Web: Catch using GDExtensions in a non-dlink build
...
Previously this would simply fail with a cryptic
`me.rtenv.loadDynamicLibrary is not a function` error.
2023-10-06 18:02:53 +02:00
Rémi Verschelde
6916349697
Merge pull request #82914 from KoBeWi/acceptation
...
Accept cancel event when unfocusing LineEdit
2023-10-06 16:51:04 +02:00
Rémi Verschelde
62ca46cea4
Merge pull request #82913 from timothyqiu/toasters
...
Fix garbled text in editor toasters
2023-10-06 16:51:01 +02:00
Rémi Verschelde
a6a2d0d159
Merge pull request #82794 from dsnopek/gdextension-validated-call
...
GDExtension: Convert `validated_call()` to `ptrcall()` (rather than `call()`)
2023-10-06 16:50:57 +02:00
Rémi Verschelde
49e2bd9d5b
Merge pull request #81523 from KoBeWi/epic_self_roast
...
Allow contextual plugins to persist temporarily
2023-10-06 16:50:53 +02:00
Rémi Verschelde
7b999ee074
Merge pull request #81284 from YeldhamDev/this_one_was_in_the_backlog_for_a_while
...
Show doc tooltips when hovering properties in the theme editor
2023-10-06 16:50:48 +02:00
Rémi Verschelde
2f919f0fd0
Merge pull request #79893 from vnen/gdscript-validated-method-bind-call
...
GDScript: Replace ptrcalls on MethodBind to validated calls
2023-10-06 16:50:41 +02:00
George Marques
4a7d49a89a
GDScript: Replace ptrcalls on MethodBind to validated calls
...
This improves the performance of typed calls to engine methods when the
argument types are exact.
Using validated calls delegate more of the work the core instead of
doing argument unpacking in the VM. It also does not need different
instructions for each return type, simplifying the code.
2023-10-06 11:15:44 -03:00