Rémi Verschelde
98cdf50a55
Merge pull request #36977 from lupoDharkael/decompose-copy
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Mesh::convex_decompose: Remove unneeded vector copy
2020-03-11 15:12:15 +01:00
Rémi Verschelde
153a2b094c
Merge pull request #36978 from lupoDharkael/opti-trimesh
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Loop over faces in create_trimesh_shape()
2020-03-11 15:04:14 +01:00
janglee
50a570c9c1
Removed underlining for not clickable symbols
2020-03-11 08:57:21 +00:00
Rémi Verschelde
e80da4a920
Merge pull request #36715 from dreamsComeTrue/fix-text-edit-comment-quotes
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Allow single quotes [',"] in comments in TextEdit
2020-03-11 07:32:24 +01:00
Dominik 'dreamsComeTrue' Jasiński
ab6456d1bc
Allow single quotes in comments
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Fixes : #36638
2020-03-11 06:27:28 +01:00
lupoDharkael
ee0262977e
Loop over faces in create_trimesh_shape()
2020-03-11 00:33:39 +01:00
lupoDharkael
97d1149c3b
Mesh::convex_decompose: Remove unneeded vector copy
2020-03-11 00:14:29 +01:00
JFonS
9f2f7ee5eb
Return correct mesh format for PrimitiveMesh.
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The return value was changed during the Vulkan port, but it didn't include ARRAY_FORMAT_INDEX. This meant they were wrongly considered non-indexed meshes and the click-selection logic for all primitive meshes broke.
2020-03-10 13:08:17 +01:00
Rémi Verschelde
478337c412
Merge pull request #36751 from Faless/debugger/threads_and_profilers
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ScriptDebugger refactor, threading, profilers.
2020-03-09 19:08:07 +01:00
lupoDharkael
d63bf6dea5
Complete NavigationMeshInstance rename
2020-03-08 17:33:34 +01:00
Fabio Alessandrelli
b8ddaf9c33
Refactor ScriptDebugger.
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EngineDebugger is the new interface to access the debugger.
It tries to be as agnostic as possible on the data that various
subsystems can expose.
It allows 2 types of interactions:
- Profilers:
A subsystem can register a profiler, assigning it a unique name.
That name can be used to activate the profiler or add data to it.
The registered profiler can be composed of up to 3 functions:
- Toggle: called when the profiler is activated/deactivated.
- Add: called whenever data is added to the debugger
(via `EngineDebugger::profiler_add_frame_data`)
- Tick: called every frame (during idle), receives frame times.
- Captures: (Only relevant in remote debugger for now)
A subsystem can register a capture, assigning it a unique name.
When receiving a message, the remote debugger will check if it starts
with `[prefix]:` and call the associated capture with name `prefix`.
Port MultiplayerAPI, Servers, Scripts, Visual, Performance to the new
profiler system.
Port SceneDebugger and RemoteDebugger to the new capture system.
The LocalDebugger also uses the new profiler system for scripts
profiling.
2020-03-08 12:36:39 +01:00
Bastiaan Olij
0ca1711681
ARVRController.is_button_pressed requires to return a boolean
2020-03-07 12:22:18 +11:00
Yuri Roubinsky
d5bff588c7
Removed boolean return type from majority of method in Tween
2020-03-06 10:59:07 +03:00
Rémi Verschelde
ee0f670807
Merge pull request #36772 from pyacier/warning-concavepolygonshape
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Add a new configuration warning to CollisionShape
2020-03-05 12:01:59 +01:00
Pierre Caye
ad227d9a85
Add a new configuration warning to CollisionShape
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In the case where a ConcavePolygonShape is used as a shape for a RigidBody
in another mode than static, a configuration warning will appear in the
editor.
2020-03-05 11:18:45 +01:00
Rémi Verschelde
a0e33e17fb
Merge pull request #36733 from qarmin/static_analyzer_fixes
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Fixes bugs found by Sonarcloud and Coverity
2020-03-04 13:41:38 +01:00
Rémi Verschelde
f83f1d7c9b
Merge pull request #36069 from RandomShaper/imvu/improve_drives_ux
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Improve UX of drive letters
2020-03-04 13:19:55 +01:00
Rémi Verschelde
da8a0913f4
Merge pull request #36689 from eevee/patch-1
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Fix inverted use of Camera2D.offset_v
2020-03-03 10:39:12 +01:00
Pedro J. Estébanez
aee586553a
Improve UX of drive letters
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Namely, move the drive dropdown to just the left of the path text box and don't include the former
in the latter.
This improves the UX on Windows.
In the UNIX case, since its concept of drives is (ab)used to provide shortcuts to useful paths, its
dropdown is kept at the original location.
2020-03-03 10:38:34 +01:00
qarmin
1f209bfc41
Fixes bugs found by Sonarcloud and Coverity
2020-03-02 19:17:20 +01:00
Rémi Verschelde
e2b66cacf7
Merge pull request #18020 from bruvzg/input_fix_non_latin_and_add_hw_scancodes
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Fix non-latin layout scancodes on Linux, adds access to physical scancodes.
2020-03-01 23:00:42 +01:00
Eevee
40816574ac
Fix inverted use of Camera2D.offset_v
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The code above for horizontal movement uses the right margin (_positive_ x direction) when the offset is negative, but vertical movement uses the top margin (_negative_ y direction) when the offset is negative.
The resulting problem is easily seen in the editor — set the drag margins to be asymmetrical, turn on drawing the drag margins, and slide the offsets from -1 to 1 and back. The horizontal offset moves the camera's center between the left and right margins, but the vertical offset gets them backwards and will move the camera outside the margins entirely.
2020-02-29 16:50:33 -07:00
Gil Arasa Verge
c27811ee68
Double click on a folder didn't open it
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There is a deferred call to _update_file_list inside _tree_item_activated but it was not bound.
2020-02-29 21:11:03 +01:00
Juan Linietsky
c9cab7ac9f
Properly handle EOF when parsing text resource
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Fixes #36652
2020-02-28 17:45:33 -03:00
Rémi Verschelde
620030b600
Merge pull request #36640 from reduz/resource-loader-refactor
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Removed ResourceInteractiveLoader, add built-in threaded loading.
2020-02-28 17:21:16 +01:00
Juan Linietsky
475e4ea67b
Removed interactive loader, added proper thread loading.
2020-02-28 11:20:45 -03:00
Rémi Verschelde
09a6a2d8f8
Signals: Port more uses of connect_compat
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Those were problematic as they call a method of their parent class,
but callable_mp does not allow that unless it's public.
To solve it, we declare a local class that calls the parent class'
method, which now needs to be protected to be accessible in the
derived class.
2020-02-28 14:24:09 +01:00
Rémi Verschelde
f742dabafe
Signals: Manually port most of remaining connect_compat uses
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It's tedious work...
Some can't be ported as they depend on private or protected methods
of different classes, which is not supported by callable_mp (even if
it's a class inherited by the current one).
2020-02-28 14:24:09 +01:00
Rémi Verschelde
01afc442c7
Signals: Port connect calls to use callable_mp
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Remove now unnecessary bindings of signal callbacks in the public API.
There might be some false positives that need rebinding if they were
meant to be public.
No regular expressions were harmed in the making of this commit.
(Nah, just kidding.)
2020-02-28 14:24:09 +01:00
Rémi Verschelde
5a025d3ce8
Merge pull request #36626 from giarve/stop-input-event-prop-on-popup-close
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Clicking backgrd. dimming of editor popup stops input event propagation
2020-02-28 10:09:04 +01:00
Rémi Verschelde
4f64f3401a
Merge pull request #36388 from AndreaCatania/some_renames
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Rename Navigation{Mesh,Polygon}Instance and PlaneShape for clarity
2020-02-28 09:15:38 +01:00
Andrea Catania
483994601d
Renamed NavigationPolygonInstance to NavigationRegion2D
2020-02-28 08:28:53 +01:00
Rémi Verschelde
b7b3978684
Merge pull request #36556 from RandomShaper/rework_mutex
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Reimplement `Mutex` with C++'s `<mutex>` (plus more)
2020-02-28 00:26:01 +01:00
Gil Arasa Verge
35bc88ca34
Clicking backgrd. dimming of editor popup stops input event propagation
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A click on the dimmed background of a popup in the editor should stop the input event from propagating to the background.
This solution reuses the system introduced in commit efc3ffb8
, taking advantage of the hide() notifications from the modal where we will set the flag "pass_on_modal_close_click(false)" to stop event handling at the viewport input event handling.
The viewport first hides the modal and after marks the input as handled if the flag mentioned above is set.
Fixes #36341
2020-02-28 00:02:06 +01:00
Mateo Dev .59
7ea690b94f
Signals: tab_changed now is emitted when it's on scene tree
2020-02-27 21:27:52 +01:00
Rémi Verschelde
2d904d2f80
Merge pull request #36232 from Calinou/add-soft-line-length-guideline
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Add a soft line length guideline to the script editor
2020-02-27 21:10:42 +01:00
Rémi Verschelde
f9d93ee819
Merge pull request #36288 from Calinou/meshlibrary-allow-non-tools-use
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Allow using `MeshLibrary.get_item_preview()` in non-editor builds again
2020-02-27 21:10:09 +01:00
Rémi Verschelde
2b3431e2b7
Merge pull request #36581 from Calinou/doc-improve-add-child-below-node
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Improve the `Node.add_child_below_node()` documentation
2020-02-27 19:44:27 +01:00
Hugo Locurcio
393a3c3122
Improve the Node.add_child_below_node()
documentation
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This closes https://github.com/godotengine/godot-docs/issues/2730 .
2020-02-27 18:41:18 +01:00
Andrea Catania
2e0fb66c6f
Renamed PlaneShape to WorldMarginShape
2020-02-27 17:45:16 +01:00
Andrea Catania
3b64ecbc4b
Renamed NavigationMeshInstance to NavigationRegion
2020-02-27 17:42:53 +01:00
Rémi Verschelde
d94155e10b
Merge pull request #36050 from eswartz/line-edit-move-cursor-on-unselect
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Use left/right arrow to move cursor when unselecting in LineEdit
2020-02-27 14:04:19 +01:00
Pedro J. Estébanez
18fbdbb456
Reimplement Mutex with C++'s <mutex>
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Main:
- It's now implemented thanks to `<mutex>`. No more platform-specific implementations.
- `BinaryMutex` (non-recursive) is added, as an alternative for special cases.
- Doesn't need allocation/deallocation anymore. It can live in the stack and be part of other classes.
- Because of that, it's methods are now `const` and the inner mutex is `mutable` so it can be easily used in `const` contexts.
- A no-op implementation is provided if `NO_THREADS` is defined. No more need to add `#ifdef NO_THREADS` just for this.
- `MutexLock` now takes a reference. At this point the cases of null `Mutex`es are rare. If you ever need that, just don't use `MutexLock`.
- Thread-safe utilities are therefore simpler now.
Misc.:
- `ScopedMutexLock` is dropped and replaced by `MutexLock`, because they were pretty much the same.
- Every case of lock, do-something, unlock is replaced by `MutexLock` (complex cases where it's not straightfoward are kept as as explicit lock and unlock).
- `ShaderRD` contained an `std::mutex`, which has been replaced by `Mutex`.
2020-02-26 20:40:10 +01:00
Yuri Roubinsky
1e8108310a
Changed float type to int for INDEX visual shader input
2020-02-26 16:39:42 +03:00
Rémi Verschelde
1e57b558f2
Merge pull request #36536 from Chaosus/vs_int
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Add support for integer type in visual shaders
2020-02-26 10:11:24 +01:00
Yuri Roubinsky
4a3d277623
Add support for integer type in visual shaders
2020-02-26 10:12:06 +03:00
Dominik 'dreamsComeTrue' Jasiński
51cbf414fc
Added missing destructor for Navigation2D
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Although destructor call was missing, it still doesn't heal #36537 memory leaks. Further description how that might be overcome - on GitHub
Partialy covers #36537
2020-02-25 23:43:59 +01:00
Rémi Verschelde
dace1ec912
Merge pull request #36532 from Faless/debugger/weakref_crash_vulkan
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Fix debugger crash inspecting freed object.
2020-02-25 16:45:12 +01:00
Fabio Alessandrelli
d8ba07ea8f
Fix debugger crash inspecting freed object.
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This seems to be the correct way to validate a reference.
Why is cast_to failing? Is this the correct way of checking if the
object is valid?
2020-02-25 15:00:52 +01:00
Juan Linietsky
33b5c57199
Variant: Added 64-bit packed arrays, renamed Variant::REAL to FLOAT.
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- Renames PackedIntArray to PackedInt32Array.
- Renames PackedFloatArray to PackedFloat32Array.
- Adds PackedInt64Array and PackedFloat64Array.
- Renames Variant::REAL to Variant::FLOAT for consistency.
Packed arrays are for storing large amount of data and creating stuff like
meshes, buffers. textures, etc. Forcing them to be 64 is a huge waste of
memory. That said, many users requested the ability to have 64 bits packed
arrays for their games, so this is just an optional added type.
For Variant, the float datatype is always 64 bits, and exposed as `float`.
We still have `real_t` which is the datatype that can change from 32 to 64
bits depending on a compile flag (not entirely working right now, but that's
the idea). It affects math related datatypes and code only.
Neither Variant nor PackedArray make use of real_t, which is only intended
for math precision, so the term is removed from there to keep only float.
2020-02-25 12:55:53 +01:00
bruvzg
1af06d3d46
Rename scancode
to keycode
.
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Add `physical_keycode` (keyboard layout independent keycodes) to InputEventKey and InputMap.
Fix non-latin keyboard layout keycodes on Linux/X11 (fallback to physical keycodes).
2020-02-25 12:30:33 +02:00
Rémi Verschelde
b9757545ca
Merge pull request #36488 from Chaosus/capsule_y
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Changed default capsule axis to vertical
2020-02-24 00:19:21 +01:00
Rémi Verschelde
194fd2d5a5
Merge pull request #36089 from dreamsComeTrue/fix-autocomplete-quotes
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Fix: auto brace complete for quoted strings
2020-02-23 22:13:27 +01:00
Yuri Roubinsky
3b0638fe1c
Changed default capsule axis to vertical
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Co-authored-by: Hugo Locurcio <https://hugo.pro >
2020-02-23 23:18:01 +03:00
Rémi Verschelde
c9e1d98c62
Merge pull request #36411 from Janglee123/rect2-tween
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Added tween support for Rect2
2020-02-23 08:46:48 +01:00
janglee
4bbe87abb7
Added tween support for Rect2
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Fixes #34575
2020-02-23 07:21:04 +05:30
Rémi Verschelde
2cf6ac6c50
Replace FALLTHROUGH macro by C++17 [[fallthrough]]
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This attribute is now part of the standard we target so we no longer
need compiler-specific hacks.
Also enables -Wimplicit-fallthrough for Clang now that we can properly
support it. It's already on by default for GCC's -Wextra.
Fixes new warnings raised by Clang's -Wimplicit-fallthrough.
2020-02-23 00:52:50 +01:00
Rémi Verschelde
bf7d6de556
Merge pull request #36441 from YeldhamDev/tabs_unused_constants
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Remove unused theme constants in Tab(Container)
2020-02-22 08:17:33 +01:00
Michael Alexsander
e9244c4c23
Remove unused theme constants in Tab(Container)
2020-02-22 01:24:16 -03:00
Dominik 'dreamsComeTrue' Jasiński
6a404a88e4
Fix: auto brace complete for quoted strings
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Fixes #36002
2020-02-21 23:01:13 +01:00
Yuri Roubinsky
7c1415b99b
Merge pull request #36421 from Chaosus/vs_sort_custom_nods
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Refactor node processing in visual shader member dialog
2020-02-21 21:34:03 +03:00
Yuri Roubinsky
b78b37ed3f
Refactor node processing in visual shader member dialog
2020-02-21 18:34:31 +03:00
Juan Linietsky
3c0059650d
Added StringName as a variant type.
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Also changed all relevant properties defined manually to StringName.
2020-02-21 14:25:29 +01:00
Rémi Verschelde
7ac0973e9a
Merge pull request #36415 from reduz/skeleton-skin-named
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Add support for named binds in Skin.
2020-02-21 14:12:19 +01:00
Juan Linietsky
9a34f39d32
Add support for named binds in Skin.
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Helps better reutilization of skeletons from Maya exported files.
2020-02-21 09:40:29 -03:00
Fabio Alessandrelli
cbc450c0e5
Huge Debugger/EditorDebugger refactor.
2020-02-21 11:12:03 +01:00
Juan Linietsky
69c95f4b4c
Reworked signal connection system, added support for Callable and Signal objects and made them default.
2020-02-20 08:24:50 +01:00
Rémi Verschelde
f8c87c0ac4
Merge pull request #36375 from Xrayez/pimpmaps-typos
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Fix MIMPAMPS typos in constants throughout the engine
2020-02-20 07:00:25 +01:00
Haoyu Qiu
a7578459c2
Fixes crash when loading StreamTexture from file
2020-02-20 09:45:00 +08:00
Andrii Doroshenko (Xrayez)
fa766265a7
Fix MIMPAMPS typos in constants throughout the engine
2020-02-20 01:31:43 +02:00
Rémi Verschelde
49fec646cb
Fix compilation warnings and re-enable werror=yes on Travis
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Fix -Wunused-variable, -Wunused-but-set-variable and -Wswitch warnings
raised by GCC 8 and 9.
Fix -Wunused-function, -Wunused-private-field and
-Wtautological-constant-out-of-range-compare raised by Clang.
Fix MSVC 2019 warning C4804 (unsafe use of type 'bool' in comparison
operation).
GCC -Wcpp warnings/Clang -W#warnings (`#warning`) are no longer raising
errors and will thus not abort compilation with `werror=yes`.
Treat glslang headers are system headers to avoid raising warnings.
Re-enables us to build with `werror=yes` on Linux and macOS, thus
catching warnings that would be introduced by new code.
Fixes #36132 .
2020-02-18 20:51:25 +01:00
Andrea Catania
79fc7d7d6a
Added utility functions to the new NavigationServer:
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- Vector3 get_closest_point_to_segment(const Vector3 &p_from, const Vector3 &p_to, const bool &p_use_collision = false);
- Vector3 get_closest_point(const Vector3 &p_point);
- Vector3 get_closest_point_normal(const Vector3 &p_point);
- Object *get_closest_point_owner(const Vector3 &p_point);
2020-02-18 17:12:45 +01:00
Rémi Verschelde
e1b6a0f3b6
Merge pull request #36318 from akien-mga/fix-mono-build
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Fix CanvasItem bindings and Mono build
2020-02-18 13:57:06 +01:00
Rémi Verschelde
ae99439667
Merge pull request #36317 from godotengine/revert-36182-how_to_text_file
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Revert "Remove TextFile from public API"
2020-02-18 12:59:15 +01:00
Rémi Verschelde
a16be762ed
Fix arguments/default values in CanvasItem bindings
2020-02-18 11:28:26 +01:00
Rémi Verschelde
77b05256d6
Revert "Remove TextFile from public API"
2020-02-18 10:35:30 +01:00
Juan Linietsky
3205a92ad8
PoolVector is gone, replaced by Vector
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Typed `PoolTypeArray` types are now renamed `PackedTypeArray` and are
sugar for `Vector<Type>`.
2020-02-18 10:10:36 +01:00
Rémi Verschelde
c92c434299
Merge pull request #36229 from dreamsComeTrue/rich-text-label-key-events
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RichTextLabel: proper handling of internal key events
2020-02-17 09:56:38 +01:00
Rémi Verschelde
c3f2b84694
Merge pull request #36233 from WARIO-MDMA/audiostreamplayer-pitch-scale
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[AudioStreamPlayer/2D/3D] Reduce the max value of pitch_scale's inspector slider
2020-02-17 09:54:02 +01:00
Yuri Roubinsky
ed05e27c81
Fix GDCLASS for Texture2D/TextureLayered
2020-02-17 08:21:10 +03:00
Hugo Locurcio
64fac9dd5d
Allow using MeshLibrary.get_item_preview()
in non-editor builds again
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This closes #36268 .
2020-02-17 00:07:44 +01:00
Haoyu Qiu
3584e27948
Fixes memory leak when loading StreamTexture
2020-02-16 13:22:25 +08:00
Ed Swartz
ee39093ce3
Use left/right arrow to move cursor when unselecting in LineEdit
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-- useful for rename dialog (the filename portion is selected by
default, and usually, want to change the end of the name, not the
beginning)
2020-02-15 09:24:20 -06:00
Juan Linietsky
867d073b98
Changed logic and optimized ObjectID in ObjectDB and Variant, removed RefPtr.
2020-02-15 08:36:04 -03:00
WARIO-MDMA
61d20b1f56
Reduce AudioStreamPlayer's pitch_scale max value
2020-02-15 22:26:08 +11:00
Michael Alexsander
5f5ccfc361
Fix hiding ColorPicker's presets not fully hiding its controls
2020-02-15 02:19:28 -03:00
Hugo Locurcio
3e4b508c3b
Add a soft line length guideline to the script editor
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The default value is 80. The hard line length guideline's
default column has been moved to 100 to account for the new
soft line length guideline.
It can be disabled by setting its value to the same column as the
hard line length guideline.
This closes https://github.com/godotengine/godot-proposals/issues/347 .
2020-02-15 03:02:40 +01:00
Dominik 'dreamsComeTrue' Jasiński
ff030afc93
RichTextLabel: proper handling of internal key events
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Fixes #36211
2020-02-14 23:15:38 +01:00
Handola
697b8a891e
Fix bind method set_override_exposure_enabled of CameraEffects
2020-02-14 20:05:54 +01:00
Rémi Verschelde
4a5eab05f5
Merge pull request #36182 from KoBeWi/how_to_text_file
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Remove TextFile from public API
2020-02-14 17:41:55 +01:00
Tomasz Chabora
591cd3fd84
Remove TextFile from public API
2020-02-14 15:46:16 +01:00
Rémi Verschelde
79d42069a9
Merge pull request #36208 from akien-mga/warnings
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Fix various GCC compilation warnings after Vulkan merge
2020-02-14 13:49:20 +01:00
Rémi Verschelde
d2537407ef
Fix various GCC compilation warnings after Vulkan merge
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Part of #36132 .
2020-02-14 10:02:31 +01:00
Haoyu Qiu
72e6369a81
Fixes memory leak in NavigationPolygon
2020-02-14 10:35:09 +08:00
Rémi Verschelde
54ac8eaba6
Remove more deprecated methods and code
2020-02-13 12:37:45 +01:00
Yuri Roubinsky
bc647393ba
Added virtual method to VisualShaderNodeCustom to enable high-end mark
2020-02-13 09:43:43 +03:00
Rémi Verschelde
c48237967a
Merge pull request #36145 from akien-mga/remove-deprecated-friction-bounce
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Remove deprecated PhysicsBody friction and bounce parameters
2020-02-12 21:49:38 +01:00
Rémi Verschelde
bac1073617
Merge pull request #36146 from akien-mga/doc-update
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doc: Add BaseMaterial3D strings ported from SpatialMaterial
2020-02-12 21:48:05 +01:00
Juan Linietsky
cf8c679a23
ObjectID converted to a structure, fixes many bugs where used incorrectly as 32 bits.
2020-02-12 14:24:54 -03:00
Rémi Verschelde
0f90ddbcf4
Merge pull request #35522 from AndreaCatania/rpc_opt_2
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Optmized data sent during RPC and RSet calls.
2020-02-12 16:56:17 +01:00
Rémi Verschelde
0bdd748d34
doc: Add BaseMaterial3D strings ported from SpatialMaterial
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Follow-up to #36135 .
2020-02-12 15:23:26 +01:00
Rémi Verschelde
1206bdb71b
Remove deprecated PhysicsBody friction and bounce parameters
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They were replaced in 3.1 by PhysicsMaterial properties via #12403 .
2020-02-12 13:39:55 +01:00
Andrea Catania
eb07e87981
Optmized data sent during RPC and RSet calls.
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- Now is sent the method ID rather the full function name.
- The passed IDs (Node and Method) are compressed so to use less possible space.
- The variant (INT and BOOL) is now encoded and compressed so to use much less data.
- Optimized RPCMode retrieval for GDScript functions.
- Added checksum to assert the methods are the same across peers.
This work has been kindly sponsored by IMVU.
2020-02-12 13:36:47 +01:00
Rémi Verschelde
0e3d625737
doc: Sync classref with current source
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Lots of internal API changes and some docstrings were lost in the conversion.
I manually salvaged many of them but for all the rendering-related ones, an
additional pass is needed.
Added missing enum bindings in BaseMaterial3D and VisualServer.
2020-02-12 12:37:13 +01:00
Rémi Verschelde
db81928e08
Vulkan: Move thirdparty code out of drivers, style fixes
...
- `vk_enum_string_helper.h` is a generated file taken from the SDK
(Vulkan-ValidationLayers).
- `vk_mem_alloc.h` is a library from GPUOpen:
https://github.com/GPUOpen-LibrariesAndSDKs/VulkanMemoryAllocator
2020-02-11 14:08:44 +01:00
Juan Linietsky
2049dec79e
Added normalmap guided roughness mipmap generator, and a global roughness limiter.
2020-02-11 12:16:01 +01:00
Juan Linietsky
bed8980ca5
Re-implemented screen space ambient occlusion
2020-02-11 12:15:46 +01:00
Juan Linietsky
f8b5c5f063
DOF fully implemented, can be edited on the fly.
2020-02-11 12:15:26 +01:00
Juan Linietsky
f14defb6f9
WIP CameraEffects implementation (bokeh not working for now)
2020-02-11 12:15:03 +01:00
Juan Linietsky
bd364d1447
Auto exposure re-implemented in Vulkan
2020-02-11 12:14:23 +01:00
Juan Linietsky
b859e69919
-Refactored post processing, re-added glow and added a mix blend mode.
2020-02-11 12:14:21 +01:00
Rémi Verschelde
fff4240bb4
Fix code formatting issues and VS compilation
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Also temporarily disable multicheck build so that we get a full build
even when there are style issues on Vulkan.
Fixes #33356 .
2020-02-11 12:05:19 +01:00
Juan Linietsky
b509c814fc
Improved Voxel AO settings.
2020-02-11 12:05:05 +01:00
Juan Linietsky
f4c5e88ef2
Fix to category in material.
2020-02-11 12:05:04 +01:00
Juan Linietsky
da0457fa29
Several fixes to GIProbes
2020-02-11 12:04:56 +01:00
Juan Linietsky
f4948721e4
Fixed uninitialized memory bug in voxelizer
2020-02-11 12:04:54 +01:00
Pedro J. Estébanez
19e294e29b
Fix export template compilation
2020-02-11 12:04:31 +01:00
Juan Linietsky
2c67cc654f
AO support for GIProbe (right on time for Godot Sprint!)
2020-02-11 12:03:55 +01:00
Juan Linietsky
76c6f39d99
GIProbe now generates a distance field on bake using CPU, for better compatibility
2020-02-11 12:03:54 +01:00
Juan Linietsky
561b431d85
Dynamic object support for GI Probes (a bit buggy still)
2020-02-11 12:03:52 +01:00
Juan Linietsky
a95fb114ba
Fixed 2D and 3D CPU Particles
2020-02-11 12:03:50 +01:00
Juan Linietsky
6ee2f5e6b6
More GIProbe work and fixes
2020-02-11 12:03:49 +01:00
Juan Linietsky
fb739f9da7
Fixed display menu visualizations.
2020-02-11 12:03:24 +01:00
Juan Linietsky
acf0f6c8a7
GIProbes working.
2020-02-11 12:03:20 +01:00
Juan Linietsky
4aea9f74e6
Rewritten StreamTexture for better code reuse, added basis universal support
2020-02-11 12:02:36 +01:00
Juan Linietsky
263bebe023
Untested support for compute shaders
2020-02-11 12:02:34 +01:00
Yuri Roubinsky
ca66fec570
[Vulkan] Fix typo in shading modes
2020-02-11 12:02:24 +01:00
Juan Linietsky
bc3dbe8240
Properly working instancing, and compatibility fixing for old meshes
2020-02-11 12:01:33 +01:00
Juan Linietsky
123ee5995c
Visual GPU profiler and related profiling support in Vulkan.
2020-02-11 12:01:26 +01:00
Juan Linietsky
dd3682e5fe
Modernized default 3D material, fixes material bugs.
2020-02-11 12:01:24 +01:00
Juan Linietsky
6deffa62fb
Several fixes to 3D rendering, and multimesh implementation.
2020-02-11 12:01:22 +01:00
Juan Linietsky
88a7debbbc
Directional lights and shadow mapping are functional.
2020-02-11 12:01:20 +01:00
Juan Linietsky
920db604d2
Rewrote large part of rendering, omni and spot shadows now work.
2020-02-11 12:01:18 +01:00
Juan Linietsky
2d6a916835
Environment sky more or less working.
2020-02-11 12:01:05 +01:00
Juan Linietsky
449df8f688
Base 3D engine done, still untested, though.
2020-02-11 11:59:25 +01:00
Juan Linietsky
dc3b47f3ab
Vulkan/RD rasterizer now does clean exit.
2020-02-11 11:58:16 +01:00
bruvzg
eb48be51db
Add static Vulkan loader.
...
Initial Vulkan support for Windows.
Initial Vulkan support for macOS.
2020-02-11 11:57:11 +01:00
Juan Linietsky
8bbbb97336
Completed material/2D shader support (missing SCREEN_TEXTURE)
2020-02-11 11:53:29 +01:00
Juan Linietsky
50e9befb88
Changes to material required to add custom shaders in RD renderer
2020-02-11 11:53:28 +01:00
Juan Linietsky
ef083a583b
Modified light rendering to make it more compatible.
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Modified polygon management to make it more compatible with MoltenVK
2020-02-11 11:53:28 +01:00
Juan Linietsky
f04359e70f
2D lighting seems more or less complete.
2020-02-11 11:53:28 +01:00
Juan Linietsky
a7b2ac7bb1
Normalmapping and Specularmapping working in 2D engine
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Added support for Sprite, AnimatedSprite and Polygon2D (should add for tileset eventually).
2020-02-11 11:53:28 +01:00
Juan Linietsky
e1b3444415
Bugfixes and ability to better specify filter and repeat modes everywhere.
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Removes antialiased flag for draw_* methods.
2020-02-11 11:53:28 +01:00
Juan Linietsky
1b4281b895
basic 2D engine is more or less working with Vulkan, including editor.
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Still a lot to do
2020-02-11 11:53:27 +01:00
Juan Linietsky
42b44f43ee
Basic 2D engine is more or less working, needs more work for editor to be usable.
2020-02-11 11:53:27 +01:00
Juan Linietsky
9b0dd4f571
A lot of progress with canvas rendering, still far from working.
2020-02-11 11:53:27 +01:00
Juan Linietsky
3f335ce3d4
Texture refactor
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-Texture renamed to Texture2D
-TextureLayered as base now inherits 2Darray, cubemap and cubemap array
-Removed all references to flags in textures (they will go in the shader)
-Texture3D gone for now (will come back later done properly)
-Create base rasterizer for RenderDevice, RasterizerRD
2020-02-11 11:53:26 +01:00
Juan Linietsky
4f163972bb
Refactored RID/RID_Owner to always use O(1) allocation.
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* Implements a growing chunked allocator
* Removed redudant methods get and getptr, only getornull is supported now.
2020-02-11 11:53:26 +01:00
Michael Alexsander
021fdb1b58
Remove AnimationTreePlayer node
2020-02-10 16:25:50 -03:00
Duroxxigar
383c583a0b
Documented the new NavigationServer and all its associated nodes (2D and 3D)
2020-02-10 15:24:06 +01:00
Andrea Catania
e6be3f68da
- Integrated NavigationServer and Navigation2DServer.
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- Added Navigation Agents and Obstacles.
- Integrated Collision Avoidance.
This work has been kindly sponsored by IMVU.
2020-02-10 14:38:52 +01:00
Rémi Verschelde
9d8e095946
Merge pull request #34288 from bojidar-bg/33425-always-suggest-subsequence
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Always display subsequence autocompletion matches
2020-02-10 11:25:35 +01:00
Rémi Verschelde
47f19cc776
Merge pull request #36031 from zxcvdev/fix_gpu_particles_some_devices
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Fix undefined behavior with atan in GPU Particles
2020-02-10 08:32:10 +01:00
Aaron Franke
ef9b4ee2e2
Fix 2D CollisionShape controls pointing the wrong way
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They now point down, matching Godot's 2D coordinate system.
2020-02-09 17:37:30 -05:00
Rémi Verschelde
9f9d6c6cc1
Merge pull request #35656 from ericrybick/35460-fix2
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Use a new approach to fix bone pose override not being reset when IK animation is stopped.
2020-02-09 22:14:31 +01:00
Eric Rybicki
bb0358dd8d
Use a new approach to fix bone pose override not being reset when IK animation is stopped.
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This reverts PR #35460 & commit 551c37167b
.
2020-02-09 19:50:13 +01:00
Rémi Verschelde
d617df5f34
Merge pull request #36048 from AndreaCatania/SoftBodyStiff
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Make softbody completelly stiff to attachment point
2020-02-09 16:05:19 +01:00
Rémi Verschelde
ad2ceaade2
Merge pull request #35768 from Eoin-ONeill-Yokai/hiddenRichText
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Fix to RichTextEffect `visibility` - Label Now Accounts for Skipped Characters.
2020-02-09 12:57:04 +01:00
Rémi Verschelde
51863f6e1e
Merge pull request #35808 from clayjohn/unexpose-compress-base
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Unexpose ARRAY_COMPRESS_BASE
2020-02-09 12:54:24 +01:00
Rémi Verschelde
e420b85ba5
Merge pull request #35840 from timothyqiu/groups-match
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Fixes add group in Group Editor dialog
2020-02-09 12:53:37 +01:00
Rémi Verschelde
7f95e027b4
Merge pull request #35814 from timothyqiu/line-edit-shortcut
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Adds CTRL-A CTRL-E support to LineEdit on macOS
2020-02-09 12:51:59 +01:00
Rémi Verschelde
480bfbd42e
Merge pull request #36039 from YeldhamDev/tree_text_clip_fix
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Fix text clipping in Tree items not working with negative values
2020-02-09 12:51:26 +01:00
Rémi Verschelde
23531207a5
Merge pull request #36008 from AndreaCatania/physical_bone_impr
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Skeleton animates physical bones
2020-02-09 11:15:43 +01:00
Andrea Catania
ca7ee56759
Make softbody completelly stiff to attachment point
2020-02-09 10:18:11 +01:00
zxcvdev
3580ad6005
Fix GPU Particles
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The special case atan(y,0) of the built-in shader function atan(y,x)
returns different results on different devices. So this commit will add
checks when the atan(y,x) function is used in ParticlesMaterial to set
the direction of GPU Particles to make sure the desired values are
returned (act as atan2(y,x)).
2020-02-09 03:41:48 +01:00
Michael Alexsander
830dd5cd8d
Fix text clipping in Tree items not working with negative values
2020-02-08 20:08:18 -03:00
Rémi Verschelde
3e68d318c4
Merge pull request #35714 from sumit0190/lineEditWidth
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Update cached_width of the line_edit element (#35699 )
2020-02-08 23:43:32 +01:00
sumit0190
2e08578985
Update cached_width of the line_edit element when setting it to be secret
2020-02-08 10:49:08 -05:00
Andrea Catania
374432d074
Added feature to move physical bones with skeleton when not simulating physics
2020-02-08 09:52:58 +01:00
Haoyu Qiu
206b9f2d23
Uses split cursor for SplitContainer
2020-02-08 09:23:38 +08:00
Rémi Verschelde
3bd3462d61
Merge pull request #32496 from bitstopper/master
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Fixes broken CPUParticles2D AtlasTextures usage
2020-02-07 21:12:19 +01:00
Rémi Verschelde
6b42d83ff1
Merge pull request #35950 from Chaosus/vs_scalar_uniform_range
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Implemented hint_range for VisualShaderNodeScalarUniform
2020-02-07 20:45:40 +01:00
Yuri Roubinsky
22ad83edae
Implemented hint_range for VisualShaderNodeScalarUniform
2020-02-07 17:04:24 +03:00
Rémi Verschelde
f3726ee994
Use modules_enabled.gen.h to improve inter dependency checks
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- Fix build with gdscript module disabled. Fixes #31011 .
- Remove unused `gdscript` compile option.
- Fix build with regex module disabled.
- Fix ImageLoaderSVG to forward declare thirdparty structs.
2020-02-07 11:50:40 +01:00
Rémi Verschelde
e18c65634f
GraphEdit: Fix regression with GraphNode mouse filter
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PR #35068 made Container (which GraphNode inherits) default to
MOUSE_FILTER_PASS, so I removed the manual override, but it turns out
that GraphNode's constructor still overrides it to MOUSE_FILTER_STOP.
Another fix could be to remove the STOP in the constructor, but I don't
know if it's there for a specific reason (e.g. to have GraphNodes STOP
by default, but PASS in a specific case).
Fixes #35978 .
2020-02-07 10:09:44 +01:00
Haoyu Qiu
7a41c44be2
Completes doc for ItemList and Tree
2020-02-07 12:52:53 +08:00
Rémi Verschelde
f003b3efaa
Merge pull request #35068 from akien-mga/containers-mouse-filter-pass
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Use MOUSE_FILTER_PASS for all containers
2020-02-06 12:23:39 +01:00
Rémi Verschelde
40d1b0bfdb
Merge pull request #35906 from muiroc/anim_node_value_bug
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Pass missing args in AnimationNode script calls
2020-02-06 11:38:31 +01:00
Rémi Verschelde
449656bcbb
Merge pull request #35867 from timothyqiu/path-update
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Updates Path2D in debugging if navigation is visible
2020-02-06 10:23:31 +01:00
Rémi Verschelde
dc9774b17b
Merge pull request #32959 from georgwacker/control-node-anim-fix
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Fix control node transform animation jitter with pivot offset
2020-02-05 17:06:49 +01:00
Rémi Verschelde
2af3fb97f4
Merge pull request #35908 from YeldhamDev/tileset_hide_properties
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Hide TileSet's properties from the inspector
2020-02-05 16:48:11 +01:00
Marcel Admiraal
6d69cd40bd
Add do..while(0) wrappers to macros without one.
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- Add do..while(0) wrapper to ERR_FAIL_NULL macros.
- Add do..while(0) wrapper to ERR_FAIL_COND macros.
- Add do..while(0) wrapper to ERR_CONTINUE macros.
- Add do..while(0) wrapper to ERR_BREAK macros.
- Add do..while(0) wrapper to CRASH_COND macros.
- Add do..while(0) wrapper to ERR_FAIL macros.
- Add do..while(0) wrapper to ERR_PRINT macros.
- Add do..while(0) wrapper to WARN_PRINT macros.
- Add do..while(0) wrapper to WARN_DEPRECATED macros.
- Add do..while(0) wrapper to CRASH_NOW macros.
2020-02-05 11:19:12 +01:00
Marcel Admiraal
f0db13502a
Remove duplicate WARN_PRINT macro.
2020-02-05 11:13:24 +01:00
Marcel Admiraal
5af3b4ca27
Remove duplicate ERR_PRINT macro.
2020-02-05 11:13:24 +01:00
Michael Alexsander
5452028d55
Hide TileSet's properties from the inspector
2020-02-04 16:09:59 -03:00
muiroc
ed3a8cc83d
pass missing args in AnimationNode script calls
2020-02-04 17:45:48 +01:00
Yuri Roubinsky
6e1187ad2f
Added missing '\n' in visual shader expression node code generation
2020-02-03 15:58:58 +03:00
Yuri Roubinsky
c8639a0013
Added missing '\n' in visual shader fresnel node code generation
2020-02-03 12:33:37 +03:00
Haoyu Qiu
00d578ba3e
Updates Path2D in debugging if navigation is visible
2020-02-03 13:59:13 +08:00
Haoyu Qiu
421ea09195
Fixes add group in Group Editor dialog
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Before this fix, new group can't be created if any existing group starts
with the new name.
2020-02-02 11:11:20 +08:00
Yuri Roubinsky
b0f166f0c5
Few extra formatting fixes for visual shader node generation
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For 'If' and 'Switch' nodes
2020-02-01 17:41:49 +03:00
Yuri Roubinsky
9d8b59e86a
Added missing '\n' in visual shader custom node code generation
2020-02-01 16:25:34 +03:00
Yuri Roubinsky
45218316c9
Merge pull request #35618 from Chaosus/vs_improvements
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Better visual shader code generation
2020-02-01 16:03:48 +03:00
Yuri Roubinsky
bfec48abf1
Better visual shader code generation
2020-02-01 15:53:02 +03:00
Haoyu Qiu
4774043f8e
Adds CTRL-A CTRL-E support to LineEdit on macOS
2020-02-01 13:35:16 +08:00
clayjohn
be39808b00
Unexpose ARRAY_COMPRESS_BASE
2020-01-31 16:29:46 -08:00
Yuri Roubinsky
b822da00f8
Fix canvas_item light alpha output in visual shaders
2020-01-31 19:34:34 +03:00
Rémi Verschelde
5da20d6cf2
Merge pull request #35612 from timothyqiu/option-button-arrow
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Fixes OptionButton minimum size
2020-01-31 11:25:13 +01:00
Eoin O'Neill
b3fd4884d7
Fix RichTextEffect visibility
to Account for Skipped Characters.
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A picture is easier to describe this issue than words. Basically, rich
text effects allowed for character visibility changes. While doing so
would work properly, the rich text label would render the next `word` in
an offset accounting for the hidden characters (leaving a huge space.)
This patch fixes this issue by keeping track of the amount of
`backtrack` necessary per line.
2020-01-30 21:05:52 -08:00
nathanwfranke
c0a84f747e
Fix tab container too large when tabs are hidden
2020-01-30 22:45:37 -06:00