Rémi Verschelde
595a74ca79
Merge pull request #47937 from m4gr3d/display_export_command_errors
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[3.x] Fix issue causing export to fail
2021-04-15 23:24:30 +02:00
Fredia Huya-Kouadio
d7e5c8fad5
Fix issue causing export to fail with "Could not unzip temporary unaligned APK" error and improve command output logging.
2021-04-15 13:26:05 -07:00
smix8
fe7b624353
fix skeleton (ik) not resetting global_bone_overrides properly
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fix skeleton (ik) not resetting global_bone_overrides properly
2021-04-15 16:50:59 +02:00
Hugo Locurcio
c8243881d2
Update changelog for Godot 3.3
2021-04-14 22:24:33 +02:00
kleonc
00d087e47d
Fix docs description for CapsuleMesh::mid_height
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(cherry picked from commit dd3cc9b817
)
2021-04-14 13:52:57 +02:00
Hugo Locurcio
5283c1fb1d
Document overriding project settings that have feature tags
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This non-obvious behavior can take a while to discover and fix,
so it's important to mention it in the class reference.
(cherry picked from commit 554742312d
)
2021-04-14 13:29:59 +02:00
Hugo Locurcio
8e54573dfc
Add a tooltip to document performance issues of the Remote scene tree
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(cherry picked from commit 6d2f5ee244
)
2021-04-14 13:29:59 +02:00
Andrii Doroshenko (Xrayez)
d9b3e5ce84
makerst: Fix generation of overridden properties in child classes
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This only affects `Object` classes, not `Variant`.
(cherry picked from commit 679d038043
)
2021-04-14 13:29:59 +02:00
Sergey Minakov
cdd921e908
[iOS] Fix for plugin modified time check
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(cherry picked from commit 15630a4931
)
2021-04-14 13:29:55 +02:00
Rémi Verschelde
4a942afb9b
Merge pull request #47864 from lawnjelly/orphan_options
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Add buffer orphan / stream options
2021-04-14 13:21:12 +02:00
lawnjelly
2ffdfdfd1a
Add buffer orphan / stream options
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Allows users to override default API usage, in order to get best performance on different platforms.
Also changes the default legacy flags to use STREAM rather than DYNAMIC.
2021-04-14 12:08:32 +01:00
Bartłomiej T. Listwon
011a3d69e2
Separate set.h from map.h
2021-04-14 13:06:12 +02:00
Rémi Verschelde
d2936ba54c
Merge pull request #47788 from lawnjelly/ewok_dont_multiply_modulate
2021-04-14 10:25:42 +02:00
Rémi Verschelde
81f8b404f2
Merge pull request #47540 from volzhs/ensure-normal-gles2
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Make ensure_correct_normals working on GLES2
2021-04-14 10:20:08 +02:00
Marvin Ewald
3715ea268f
Allow warning-ignore in same line
2021-04-13 13:55:33 +02:00
Rémi Verschelde
9df1ed3edb
Merge pull request #47849 from nekomatata/debug-shape-crash-fix-3.x
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[3.x] Fix crashes with CollisionObject debug shapes
2021-04-13 10:13:19 +02:00
Rémi Verschelde
3295e2c001
Merge pull request #47843 from m4gr3d/fix_boot_splash_scale_3_x
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[3.x] Fix custom boot splash image scaling
2021-04-13 09:59:02 +02:00
PouleyKetchoupp
a1db6784d6
Fix crashes with CollisionObject debug shapes
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MeshInstance added as child nodes for CollisionObject debug shapes can
be invalidated while deleting the collision object (child nodes are
deleted first), which caused accesses to invalid memory in
shape_owner_remove_shape that lead to random crashes.
Also optimized accesses to shapes to avoid copy-on-write on each
iteration.
2021-04-12 20:04:13 -07:00
Fredia Huya-Kouadio
158c848ac5
Fix custom boot splash image scaling.
2021-04-12 16:39:32 -07:00
lawnjelly
e8da16b032
Batching - prevent applying final modulate on CPU when it is sent in FVF
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When using modulate_fvf, final_modulate was still being applied on CPU in some circumstances, AS WELL as in the shader. This double application resulted in the wrong color.
This PR prevents CPU multiplication of final_modulate when modulate_fvf is in use.
It also applies an OR to the joined item flags with each item joined. This fixes a bug where a smaller FVF is used than required, resulting in incorrect colors.
2021-04-12 17:41:48 +01:00
Rémi Verschelde
c406f569aa
Merge pull request #47832 from lawnjelly/ewok_store_batch_items
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Batching - store parent items in default batches
2021-04-12 18:21:25 +02:00
lawnjelly
40a267cf25
Batching - store parent items in default batches
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In rare cases default batches could occur which were containing commands that were not owned by the first item referenced by the joined item. This had assumed to be the case, and would read the wrong command, or crash.
Instead for safety in this PR we now store a pointer to the parent item in default batches, and use this to determine the correct command list instead of assuming.
2021-04-12 16:55:59 +01:00
Yuri Roubinsky
ac91e2ca0d
[3.2] Prevents default values of VSNodeCustom from overriding by a script
2021-04-12 14:52:19 +03:00
kobewi
f72c91e0b1
Expose edit_node() for editor plugins
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(cherry picked from commit 72014a7a2e
)
2021-04-12 09:24:37 +02:00
Hugo Locurcio
2c06545266
Improve command line --print-fps
display
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- Display the frame time in addition to FPS.
- Frame time is a more objective measurement in comparison to FPS,
but FPS is more familiar to people less acquainted with profiling.
- Rename "Game" to "Project" for the project FPS printing line.
(cherry picked from commit 157d8e4d36
)
2021-04-12 00:23:44 +02:00
Hugo Locurcio
cd4906ee0b
Document secure wss:// caveats for WebSocketClient
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See https://github.com/godotengine/godot/issues/37739 .
(cherry picked from commit a56e37545b
)
2021-04-12 00:23:44 +02:00
Aaron Franke
9b928cbd9e
Show a message when trying to zoom farther than the limit
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(cherry picked from commit b8f66d58b6
)
2021-04-12 00:23:43 +02:00
Anders Stenberg
c4f941114c
Add missing color argument in forward_canvas_draw_over_viewport example.
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(cherry picked from commit 034c48dbed
)
2021-04-12 00:23:43 +02:00
Haoyu Qiu
14cea66f23
Fixes Node3D rotation in select mode on macOS
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(cherry picked from commit 879a290ed9
)
2021-04-12 00:23:43 +02:00
Johannes
9a7e537aac
Fix _File::get_buffer
length always set to p_length
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(cherry picked from commit 33d6eccdec
)
2021-04-12 00:23:43 +02:00
Daniel Kříž
edcb95cede
fix wrong encoding in uri_encode
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(cherry picked from commit 13c999d9d7
)
2021-04-12 00:23:43 +02:00
Rémi Verschelde
f3476b66c4
Merge pull request #47213 from timothyqiu/project-icon-size-3.x
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[3.x] Fix project icon size in Project Manager
2021-04-12 00:08:40 +02:00
Rémi Verschelde
ed077e4d1f
Merge pull request #47792 from timothyqiu/spatial-selection-box
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[3.x] Fix 3D selection box size for Spatial
2021-04-11 14:02:56 +02:00
Haoyu Qiu
bfa5adb84f
Fix 3D selection box size for Spatial
2021-04-11 19:01:37 +08:00
Rémi Verschelde
7a9c14e276
Merge pull request #47759 from m4gr3d/update_activity_result_behavior_3_3
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[3.x] Fix issue causing the response callback to be invoked with the invalid `requestCode`
2021-04-09 22:57:25 +02:00
Fredia Huya-Kouadio
dedeada310
Fix issue causing the response callback to be invoked with the invalid requestCode
.
2021-04-09 13:38:36 -07:00
Morris Tabor
d9e9aec9b9
fix gltf importer regression from b032067e42
, causing different BoneAttachment names
2021-04-09 10:25:45 +02:00
Rémi Verschelde
5fe89e8ccd
Merge pull request #47738 from TwistedTwigleg/skeletonik_changes_and_bug_fixes_regressionfix2_godot3x
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[3.x] Fix for SkeletonIK not working correctly with 0 interpolation and incorrectly rotating with animation
2021-04-09 09:00:16 +02:00
TwistedTwigleg
9c33f091cd
Godot 3.x backport: Fix for SkeletonIK not working correctly with 0 interpolation and incorrectly rotating with animation. Now the root bone rotates differently to ensure it always rotates correctly and works with BoneAttachment nodes.
2021-04-08 18:45:54 -04:00
Rémi Verschelde
e3c59bf0ff
Merge pull request #47718 from lyuma/fbx_empty_crash_3.3
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Fix crash on importing empty .fbx file (3.x Backport)
2021-04-08 13:02:11 +02:00
Lyuma
5cf5e7e3d3
Fix crash on importing empty .fbx file for 3.x
2021-04-08 02:52:15 -07:00
rafallus
e075b6b411
Check if _direct_state_changed() argument is valid
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- Modified classes: RigidBody, PhysicalBone, VehicleBody, RigidBody2D, KinematicBody2D
- The input argument is untrusted even in release mode
2021-04-07 20:00:30 -05:00
Nathan Franke
8dd6fd058a
Improve Ambiguous StreamPeerTCP set_no_delay
Documentation
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(cherry picked from commit dbff957028
)
2021-04-07 11:55:11 +02:00
Rémi Verschelde
ed44e2806f
doc: Fix markup issues in classref
2021-04-07 11:52:44 +02:00
Alex Hirsch
6a7ee81610
Always dynamically allocate PropertyTable
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- `Texture::~Texture` expects `props` to be dynamically allocated.
- `GetPropertyTable` returned a pointer to an existing `PropertyTable`
but is expected to return a newly, dynamically allocated one.
- `PropertyTable::PropertyTable()` suggests that an empty `element`
property is valid.
fix #46876
fix #45573
(cherry picked from commit 09bda3f140
)
2021-04-07 11:26:19 +02:00
Rémi Verschelde
b076150b08
Sync controller mappings DB with SDL2 community repo
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Synced with gabomdq/SDL_GameControllerDB@01dce71403 .
(cherry picked from commit f83486b430
)
2021-04-06 22:53:20 +02:00
Marcel Admiraal
1e28e234c5
Check for the use of an empty shape in Bullet Kinematic collisions
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(cherry picked from commit ff9a6c4e39
)
2021-04-06 22:37:35 +02:00
Marcel Admiraal
a3f4bd96c5
Ensure ConvexPolygonShape support count variable is initialised
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(cherry picked from commit 0d4d8925b7
)
2021-04-06 22:37:03 +02:00
Rémi Verschelde
bd9ee18fb1
Merge pull request #47679 from madmiraal/fix-47436.1-3.x
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[3.x] Check for empty ConcavePolygonShape2D before checking for intersection
2021-04-06 22:36:01 +02:00
Rémi Verschelde
a145f4a5dc
Merge pull request #47677 from madmiraal/fix-47436-3.x
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[3.x] Check ConvexPolygonShape2D point count before calcuating moment of inertia
2021-04-06 22:35:10 +02:00