Ignacio Etcheverry
abc453f9b6
[3.2] Mono/C#: Use /restore instead of /t:restore when building
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Documentation recommends not to use /t:restore
together with other targets (like /t:build),
as it messes with the environment.
2020-06-25 23:57:44 +02:00
Wavesonics
23d44223e6
Fix memory leaks in RasterizerStorageDummy::free
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Lightmap capture data is now freed as well
free() now also properly returns true or false based on if something was actually freed.
2020-06-25 12:22:00 -07:00
Ignacio Etcheverry
7af6a4cc50
[3.2] Fix DebugPlay request handler ignoring BuildBeforePlaying
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This must have been missed when backporting the new protocol to 3.2.
2020-06-25 21:20:44 +02:00
Rémi Verschelde
5079bea660
Merge pull request #39820 from Chaosus/shader_fix_const_crash_3.2
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[3.2] Fix shader crash if pass const argument to 'out/inout' parameter
2020-06-25 11:36:37 +02:00
Rémi Verschelde
76fa1724b3
Merge pull request #39395 from asmaloney/fix-macos-scrollwheel-zoom
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[3.2][macOS] Control key + scroll wheel should zoom not pan
2020-06-25 11:22:24 +02:00
Rémi Verschelde
a84f081160
i18n: Sync translations with Weblate
2020-06-25 10:42:19 +02:00
Yuri Roubinsky
474b178534
[3.2] Fix shader crash if pass const argument to 'out/inout' parameter
2020-06-25 10:27:37 +03:00
Hugo Locurcio
087a83fd54
Improve the low processor mode sleep precision
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The Low Processor Usage Mode Sleep Usec setting is now used as a
FPS limiter rather than a constant sleep duration.
This will increase CPU/GPU usage slightly due to the higher
effective FPS, but the increase in overall smoothness is worth it.
If both Force Fps and Low Processor Usage Mode settings are enabled
in the project settings, only the setting that causes the highest
sleep duration will be retained.
This closes #11030 .
(cherry picked from commit 1c28b269d8
)
2020-06-24 23:15:53 +02:00
Rémi Verschelde
530307e7ec
Main::cleanup: Move MessageQueue deletion further down where it's safer
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Partial revert of #15702 which triggered the issue.
Fixes #39786 .
(cherry picked from commit 6480efba45
)
2020-06-24 22:52:05 +02:00
Andrii Doroshenko (Xrayez)
6dee6477dd
Optimize class icon loading
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`get_global_class_name` for `GDScriptLanguage` is slow because
it forces to parse an entire script each time. This patch ensures
that the icon is actually fetched from the EditorData where they
are loaded beforehand.
This change also makes the behavior consistent with the existing
`get_object_icon` method in EditorNode.
(cherry picked from commit 4a86e2bb76
)
2020-06-24 22:52:05 +02:00
Bill
d4a1bc475a
Fix overlapping hotkey designations for save all scenes and save all scripts
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(cherry picked from commit acdcda9033
)
2020-06-24 22:52:05 +02:00
Andreas Gustafsson
68c273fb09
Tween.xml word order fix
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Change the word order of '...the where...' into '...where the...'.
(cherry picked from commit 5181daaf9e
)
2020-06-24 22:52:05 +02:00
Meriipu
d2347bc4ec
Clarify what a string being empty means
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Should close https://github.com/godotengine/godot-docs/issues/2432
(cherry picked from commit 2643b8fa5e
)
2020-06-24 22:52:05 +02:00
Yuri Roubinsky
5be4e10f4e
Fix error label clicking in status bar for shader editor
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(cherry picked from commit 25cb5a42e0
)
2020-06-24 22:52:05 +02:00
Maganty Rushyendra
0f30fa8fbd
Enable finer grained control when creating polygon with UV Editor
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Modifies polygon auto-completion based on UV editor scale, in order
to enable finer grained control for the user. Enables selection of
points closer than the current threshold of 8 pixels.
(cherry picked from commit 69d0d89214
)
2020-06-24 22:52:05 +02:00
Fredia Huya-Kouadio
944210923f
Follow up cleanup for the godotpayment project module
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(cherry picked from commit 206cbd960b
)
2020-06-24 22:52:05 +02:00
Hugo Locurcio
0867fc2c4c
Draw horizontal lines and labels in the editor performance monitors
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This partially addresses
https://github.com/godotengine/godot-proposals/issues/1014 .
(cherry picked from commit a593786d09
)
2020-06-24 22:52:05 +02:00
Maganty Rushyendra
afac2514f8
Fix upscaling image with bilinear interpolation option specified
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Fix error in calculation of 4 nearest points in source image when
resizing image with bilinear interpolation.
(cherry picked from commit f24ec3878e
)
2020-06-24 22:52:05 +02:00
Rémi Verschelde
8f28e0861f
Merge pull request #39762 from naithar/feature/ios-modules
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Enable iOS modules and fix missing symbols errors (3.2)
2020-06-24 22:50:05 +02:00
Rémi Verschelde
8b210f8732
Merge pull request #39806 from RandomShaper/fix_gone_popup_crash_3.2
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Handle gone TabContainer popup nicely (3.2)
2020-06-24 20:22:14 +02:00
Pedro J. Estébanez
0f0360702b
Handle gone TabContainer popup nicely
2020-06-24 19:31:26 +02:00
Rémi Verschelde
1575820207
Merge pull request #39791 from PoqXert/ios
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[iOS] Replace purchase receipt
2020-06-24 15:15:40 +02:00
Poq Xert
bd71925726
Updated purchase receipt suitable for sending to apple verification server
2020-06-24 17:34:20 +10:00
Rémi Verschelde
c7bbe262dd
Merge pull request #39333 from Aroweeri/environment
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Environment doc update regarding Viewport usage.
2020-06-24 08:19:19 +02:00
Ignacio Etcheverry
d0f365fe0f
[3.2] C#: Fix completion request with case insensitive resource path
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Sometimes Visual Studio documents have the root path all in upper case.
Since Godot doesn't support loading resource files with a case insensitive path,
this makes script resource loading to fail when the Godot editor gets code
completion requests from Visual Studio.
This fix allows the resource path part of the path to be case insensitive. It
still doesn't support cases where the rest of the path is also case insensitive.
For that we would need a proper API for comparing paths. However, this fix
should be enough for our current cases.
2020-06-23 21:04:08 +02:00
Ignacio Etcheverry
d8af79140e
[3.2] C#: Add VisualStudio support
2020-06-23 21:01:54 +02:00
Rémi Verschelde
7ec072f7e7
Merge pull request #39774 from lawnjelly/kessel_tex_wrapping_fix
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GLES2 Batching - Fix texture wrapping state bug.
2020-06-23 10:17:52 +02:00
lawnjelly
491059ca82
GLES2 Batching - Fix texture wrapping state bug.
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For textures that were imported as wrapping, the legacy renderer relied on GL repeat state being set as a once off during load, and didn't alter the GL wrapping state at runtime.
Batching was setting wrapping according to the CANVAS_RECT_TILE flag on rects, however this reset GL wrapping to clamp after use, which was conflicting with later drawcalls that relied on the default wrapping being preserved.
In this PR we only set the wrapping in GL if the texture has not been imported with wrapping. This duplicates the logic in the legacy renderer and solves the state bug.
2020-06-23 08:34:17 +01:00
Dylan
198bd4cb0f
Environment doc update regarding Viewport usage.
2020-06-22 17:59:44 -04:00
Sergey Minakov
45a6628b15
SCons: Enable iOS modules for ARKit and Camera
2020-06-22 23:23:03 +03:00
Sergey Minakov
e564ca0c1b
Export: Fix iOS enabling push notifications capability
2020-06-22 23:16:22 +03:00
Sergey Minakov
bc6a75786c
Export: Remove system frameworks from xcode template
2020-06-22 23:16:22 +03:00
Sergey Minakov
a678ceaeae
SCons: Enable modules for iOS
2020-06-22 23:15:52 +03:00
bruvzg
a662b853dd
Fix use uninitialized ofs
variable introduced in 39701.
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(cherry picked from commit 439c97e0ff
)
2020-06-22 15:41:36 +02:00
Rémi Verschelde
8fd861ab11
doc: Sync classref with current source
2020-06-22 13:24:11 +02:00
bruvzg
1468c0b4d4
[Windows] Prevent overwriting old cursor handle on multiple mouse_mode changes, ensure mouse_mode is set before cursor_set_shape
is called to restore cursor.
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(cherry picked from commit fc1d1c3557
)
2020-06-22 13:08:53 +02:00
Rémi Verschelde
f2f11bc752
Merge pull request #39744 from timoschwarzer/remove-godot-payment-plugin
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Remove GodotPayment android plugin (3.2)
2020-06-22 12:15:36 +02:00
Aaron Franke
44c3908c7b
Avoid errors when the editor camera is inside the focused object
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Prevent the gizmo distance from being zero by MAX-ing it with CMP_EPSILON
(cherry picked from commit ed2bbdbbef
)
2020-06-22 12:04:52 +02:00
bruvzg
e2675e9462
macOS, prevent multiple CGDisplayHideCursor calls unpaired with CGDisplayShowCursor.
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(cherry picked from commit 7a250b579f
)
2020-06-22 12:04:31 +02:00
PouleyKetchoupp
d2aa3031dc
Fix crashes with invalid shapes in BulletPhysicsDirectSpaceState queries
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(cherry picked from commit 8b0232bf29
)
2020-06-22 12:03:21 +02:00
Timo Schwarzer
5053ab684a
Remove GodotPayment android plugin
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This is now available in a separate repository
at https://github.com/godotengine/godot-google-play-billing
2020-06-22 11:11:41 +02:00
Rémi Verschelde
571a0c60c0
Revert "Implement Skew in Node2D"
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This reverts commit 7f61710183
.
See #38868 , in its current implementation a small skew value might end up
serialized to scene files due to floating point precision errors, which is
detrimental to VCS.
This can be cherry-picked anew once a fix for #38868 has been found.
2020-06-22 10:26:06 +02:00
Rémi Verschelde
75791358c6
Merge pull request #39736 from naithar/fix/deleted-object-stringify
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Fix for a crash on printing freed object
2020-06-22 10:02:30 +02:00
Sergey Minakov
af1788baf3
Variant: Fix potential crash when stringifying deleted Object
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Fixes #38597 .
2020-06-22 08:53:47 +02:00
Rémi Verschelde
000db65d40
i18n: Sync translations with Weblate
2020-06-22 08:43:14 +02:00
skyace65
0b1d9f9d88
Fix Joint2D doc
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(cherry picked from commit a94ba7be59
)
2020-06-22 08:37:57 +02:00
Rémi Verschelde
327479472e
Revert "return boxed long when marshalling a godot int to mono runtime in dynamic contexts"
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This reverts commit 42a31501a8
.
It breaks compat as is and needs some further work before it can be
cherry-picked for 3.2.x.
2020-06-22 08:35:21 +02:00
Vorblen
4c638f98ab
Fix "Fully Axis-Locked" Freelook Navigation Scheme
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Co-authored-by: Aaron Franke <arnfranke@yahoo.com>
(cherry picked from commit 29e901c342
)
2020-06-21 21:48:12 +02:00
Hugo Locurcio
9889641bae
Document how Vector2, Vector3 and Color behave in a boolean context
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See #39731 .
(cherry picked from commit 227f12478d
)
2020-06-21 21:44:02 +02:00
Aaron Franke
d9beab34c5
Update bool documentation to be more clear
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(cherry picked from commit 08577fab14
)
2020-06-21 21:42:56 +02:00