Rémi Verschelde
a5a23678c4
Merge pull request #78029 from bruvzg/macos_fix_popup_ime_focus
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[macOS] Fix IME focus in popup windows.
2023-06-09 11:08:06 +02:00
Rémi Verschelde
da68c707f2
Merge pull request #78025 from lyuma/skeleton3d_rest_dirty
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Skeleton3D: Only reset rest_dirty after ALL bone transforms have finished update
2023-06-09 11:07:42 +02:00
Rémi Verschelde
082cfd501a
Merge pull request #78021 from clayjohn/Particles-size-rot-reset
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Correctly reset particle size and rotation in ParticlesProcessMaterial
2023-06-09 11:07:13 +02:00
Rémi Verschelde
fd2f33942b
Merge pull request #78019 from Sauermann/fix-remove-child-inconsistency
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Fix parent inconsistency in `Node::remove_child`
2023-06-09 11:06:49 +02:00
Rémi Verschelde
b083c1dbf5
Merge pull request #78005 from Sauermann/fix-some-simplifications
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Some code simplifications
2023-06-09 11:06:26 +02:00
Rémi Verschelde
759309ba18
Merge pull request #77977 from zaevi/fix_windows_popup_ime
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Fix IME doesn't work under Popup on Windows.
2023-06-09 11:06:02 +02:00
Rémi Verschelde
9b31d257ae
Merge pull request #77861 from ajreckof/fix-being-able-to-delete-new-key/value-from-dictionary-editor
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Fix being able to delete new key/value from dictionary editor.
2023-06-09 11:05:36 +02:00
Rémi Verschelde
7c71844999
Merge pull request #77703 from RandomShaper/fix_vol_fog_thingy
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Fix management of life cycle of vol. fog related uniform sets
2023-06-09 11:05:11 +02:00
Rémi Verschelde
9ce42d176d
Merge pull request #76977 from manueldun/light-shader-builtins
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Enable the use of all supported builtins on the light shader
2023-06-09 11:04:46 +02:00
Rémi Verschelde
166643df32
Merge pull request #74937 from bitsawer/fix_uniform_storage
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Fix shader uniform storage conversions and crash
2023-06-09 11:04:16 +02:00
bruvzg
fe2d9e5bdf
[macOS] Fix IME focus in popup windows.
2023-06-09 08:03:13 +03:00
Lyuma
c567d46a2f
Skeleton3D: Only reset rest_dirty after ALL bone transforms have finished update
2023-06-08 19:23:14 -07:00
Raffaele Picca
353a4e1e09
Correctly reset particle size and rotation in ParticlesProcessMaterial
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Co-authored-by: clayjhn <claynjohn@gmail.com>
2023-06-08 14:39:14 -07:00
Markus Sauermann
7561e176e8
Fix parent inconsistency in Node::remove_child
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`NOTIFICATION_CHILD_ORDER_CHANGED` could be triggered, while there
was an inconsistent state:
- parent node no longer had child listed as child
- child node still had parent node listed as parent
Bring these two in sync, before emitting the notification.
2023-06-08 22:51:07 +02:00
Manuel Dun
e2321c21db
Enable the use of all builtins on the light shader
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When using the light process in spatial shader,
the built-ins work as spected, now they work in forward+,
mobile and compatibility renderer.
2023-06-08 14:14:14 -04:00
Rémi Verschelde
e188d61922
Merge pull request #78010 from Sauermann/fix-parameter-order
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Fix `CanvasItem::draw_string_outline` parameter order
2023-06-08 19:41:56 +02:00
Rémi Verschelde
1e39eb0711
Merge pull request #78007 from kdiduk/fix_add_triangle_fan
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Fix parameters passing to `add_triangle_fan` method.
2023-06-08 19:41:53 +02:00
Rémi Verschelde
3566c563fa
Merge pull request #77976 from lawnjelly/scu_yes_master
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SCU build - Change options to "yes / no"
2023-06-08 19:41:49 +02:00
Rémi Verschelde
8328781a58
Merge pull request #77882 from Calinou/doc-renderingdevice-initialaction
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Document the InitialAction enum in RenderingDevice
2023-06-08 19:41:46 +02:00
lawnjelly
6d0995b03d
SCU build - Change options to "yes / no"
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To save confusion for users who prefer yes / no, rather than none / dev / all.
2023-06-08 17:31:22 +01:00
Markus Sauermann
302a10e809
Fix CanvasItem::draw_string_outline
parameter order
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Switch `p_font_size` with `p_size` in header, because in all
other locations, `p_font_size` comes before `p_size`.
2023-06-08 18:15:38 +02:00
Rémi Verschelde
577ab3c565
Merge pull request #75746 from ajreckof/order_autocomplete
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Sort code autocompletion with rules
2023-06-08 18:14:31 +02:00
Kirill Diduk
566f78bc1e
Fix parameters passing to add_triangle_fan
method.
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Pass `p_uvs` parameter properly (instead of passing `p_uv2s` twice).
This commit fixes #77542
2023-06-08 17:45:26 +02:00
Rémi Verschelde
3a19d81691
Merge pull request #77842 from Sauermann/fix-unfocusable-subwindow
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Fix input handling for unfocusable embedded windows
2023-06-08 17:38:33 +02:00
Rémi Verschelde
176217c9d5
Merge pull request #77980 from YeldhamDev/not_so_disposable
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Remove inaccuracy about re-using `Thread`s in its doc
2023-06-08 16:55:55 +02:00
Rémi Verschelde
b761c3a54d
Merge pull request #77974 from RandomShaper/fix_gdscr_th_start
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Mark thread name setup safe for nodes
2023-06-08 16:55:51 +02:00
Rémi Verschelde
ab16715409
Merge pull request #75932 from akien-mga/style-platform-includes
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Style: Harmonize header includes in platform ports
2023-06-08 16:55:44 +02:00
Markus Sauermann
5ddab1f363
Some code simplifications
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AnimationNodeBlendSpace2DEditor:
- `!tree` is always false, because it is checked a few lines above
CurveEdit:
- grabbing != GRAB_NONE is redundant
GradientTexture2DEdit:
- grabbed != HANDLE_FROM is redundant
- grabbed != HANDLE_TO is redundant
Viewport:
- index is not used afterwards
- In these cases `gui.mouse_focus` is always valid. Move check to a DEV_ASSERT
- simplify `stopped` calculation
2023-06-08 16:15:22 +02:00
Rémi Verschelde
9e4315bb50
Style: Harmonize header includes in platform ports
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This applies our existing style guide, and adds a new rule to that style
guide for modular components such as platform ports and modules:
Includes from the platform port or module should be included with relative
paths (relative to the root folder of the modular component, e.g.
`platform/linuxbsd/`), in their own section before Godot's "core" includes.
The `api` and `export` subfolders also need to be handled as self-contained
(and thus use relative paths for their "local" includes) as they are all
compiled for each editor platform, without necessarily having the api/export
matching platform folder in the include path.
E.g. the Linux editor build will compile `platform/android/{api,export}/*.cpp`
and those need to use relative includes for it to work.
2023-06-08 15:19:19 +02:00
Pedro J. Estébanez
543689eeed
Mark thread name setup safe for nodes
2023-06-08 09:54:41 +02:00
Rémi Verschelde
2985a9ac34
Merge pull request #77985 from clayjohn/GLES3-array-texture-crash
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Properly update array textures when using the OpenGL backend to avoid crash
2023-06-08 09:11:54 +02:00
Rémi Verschelde
a440f0d2d7
Merge pull request #77971 from aaronfranke/col-shape-obj-name
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Internally rename `parent` to `collision_object` in CollisionShape(2D/3D)
2023-06-08 09:11:30 +02:00
Rémi Verschelde
fad61679cc
Merge pull request #77969 from clayjohn/Material-ORM-key
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Hash ORM flag in BaseMaterial to differentiate between ORM and Standard materials
2023-06-08 09:11:06 +02:00
Rémi Verschelde
e67de69573
Merge pull request #77963 from dsnopek/remove-gdextension-legacy-struct
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Remove GDExtension compatibility code for Godot 4.0
2023-06-08 09:10:41 +02:00
Rémi Verschelde
42e4c41e77
Merge pull request #77888 from Calinou/node-improve-thread-guard-errors
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Display the node path in Node thread guard errors
2023-06-08 09:10:18 +02:00
Rémi Verschelde
3b1f189d88
Merge pull request #77676 from m4gr3d/android_editor_split_screen_setting_main
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Add Android editor setting to control the window used to run the project
2023-06-08 09:09:48 +02:00
Hugo Locurcio
0f82a0f569
Document the InitialAction enum in RenderingDevice
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This also improves the documentation for the FinalAction enum,
and fixes an incorrect comment in the RenderingDevice header.
2023-06-08 03:54:38 +02:00
Fredia Huya-Kouadio
b2cd6a8a95
Add setting to control the window used to run the project for the Android editor
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The follow options were added to the (new) `run/window_placement/android_window` editor setting:
- `Same as Editor`: run the project in the same window as the editor
- `Side-by-side with Editor`: run the project in an adjacent window to the editor
- `Auto`: choose how to run the project based on the device screen size
2023-06-07 18:32:52 -07:00
clayjohn
05142b6228
Properly update array textures when using the OpenGL backend to avoid crash
2023-06-07 15:44:11 -07:00
Michael Alexsander
c1e5001cf6
Remove inaccuracy about re-using Thread
s in its doc
2023-06-07 16:39:53 -03:00
Zae
1b149b7440
Fix IME doesn't work under Popup on Windows.
2023-06-08 02:40:36 +08:00
David Snopek
ef9cb793d3
Remove GDExtension compatibility code for Godot 4.0
2023-06-07 13:01:42 -05:00
Aaron Franke
ec09cff7f3
Internally rename parent to collision_object in CollisionShape(2D/3D)
2023-06-07 12:02:27 -05:00
clayjohn
86550ea3c5
Hash ORM flag in BaseMaterial to differentiate between ORM and Standard materials
2023-06-07 09:31:34 -07:00
Rémi Verschelde
72b59325cf
Merge pull request #77960 from akien-mga/tinyexr-1.0.5
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tinyexr: Sync with upstream 1.0.5
2023-06-07 16:07:06 +02:00
Rémi Verschelde
285fbcc52f
Merge pull request #77959 from akien-mga/msdfgen-1.10
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msdfgen: Sync with upstream 1.10
2023-06-07 16:07:02 +02:00
Rémi Verschelde
803ad98303
Merge pull request #77958 from Calinou/editor-particle-damping-increase-step-precision
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Increase precision in particle damping properties in the editor
2023-06-07 16:06:59 +02:00
Rémi Verschelde
a69730f49d
Merge pull request #77957 from akien-mga/x11-fix-vformat-gcc10
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X11: Fix vformat ambiguous int types for GCC 10 (again)
2023-06-07 16:06:56 +02:00
Hugo Locurcio
bd468cdec7
Display the node path or name in Node thread guard errors
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This makes it easier to diagnose which node is the source of the issue.
2023-06-07 16:06:53 +02:00
Rémi Verschelde
27b402bf73
Merge pull request #77902 from dalexeev/doc-unify-deprecations
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Documentation: Unify deprecations
2023-06-07 16:06:50 +02:00