George Marques
a8332e30f0
GDScript: Fix assert message when no custom message is set
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(cherry picked from commit f29a2e2606
)
2020-06-04 12:09:39 +02:00
bruvzg
1642c4163d
Ignore invalid tablet driver name, when non are available.
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(cherry picked from commit ef1a305e50
)
2020-06-04 12:09:39 +02:00
Andrii Doroshenko (Xrayez)
d201163557
Do not rely on the existence of config.py
while detecting modules
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The existence of `SCsub` is checked instead. This file is required for
all modules, and prevents the build system to leave modules without
`config.py` undetected, leading to silently ignoring the module during
compilation.
(cherry picked from commit 12389b3736
)
2020-06-04 12:09:39 +02:00
Rémi Verschelde
fa0cf25e19
Add shortcut for Pan Mode (G)
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And change TileMap Bucket Fill shortcut to (B).
Fixes #8582 .
(cherry picked from commit 28b33718b0
)
2020-06-04 12:09:39 +02:00
Maganty Rushyendra
e34929feaa
Update Mono C# warning to reflect latest list of platforms supported
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Simple fix for #38627 . iOS (#20268 ) and HTML5 (#20270 ) removed from list of exceptions
for platforms supported in warning message.
(cherry picked from commit 3d03be7a56
)
2020-06-04 12:09:39 +02:00
Fredia Huya-Kouadio
bea913a874
Stop ignoring hidden files and directories in the assets
directory
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(cherry picked from commit bf76d2afcf
)
2020-06-04 12:09:39 +02:00
Dominik 'dreamsComeTrue' Jasiński
d15e9c2126
Allow scroll_to_line when scroll_active is 'false'
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Fix #36134
(cherry picked from commit 8f11a91917
)
2020-06-04 12:09:39 +02:00
Gustav
26c617654e
Fix ProjectSettings.save_custom documentation
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(cherry picked from commit 728c0c1e14
)
2020-06-04 12:09:39 +02:00
Hugo Locurcio
e226947e21
Improve the text appearance in the script editor warnings panel
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- Make the Ignore button's position identical across all warnings
by moving it to the left.
- Change the Ignore button's text and color to make it more obvious
that it can be clicked.
- Use the editor font instead of the default project font to match
the rest of the editor.
(cherry picked from commit 0c0ee427d2
)
2020-06-04 12:09:38 +02:00
Marcus Brummer
b6c536317b
Perform a clean Gradle build if android plugins changed
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Fixes #38986
(cherry picked from commit abd66c1bb0
)
2020-06-04 11:17:11 +02:00
Rémi Verschelde
1bd51883c0
xatlas: Sync with upstream 470576d
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(cherry picked from commit 59780fd046
)
2020-06-04 11:15:06 +02:00
Thakee Nathees
25ed0d4366
colorpicker margin bug fixed
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(cherry picked from commit 9d224ac429
)
2020-06-04 11:14:16 +02:00
Rémi Verschelde
e0a7b2ec97
Update AUTHORS and DONORS list
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New contributor added to AUTHORS:
@jbuck3
Thanks to all contributors and donors for making Godot possible!
(cherry picked from commit 910ddd2817
)
2020-06-04 11:08:14 +02:00
Rémi Verschelde
77aa8c0095
Improve documentation of ProjectSettings::setup
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Subsequent PRs adding and fixing support for bundled PCKs
did not update the documentation /o\
(cherry picked from commit 0183bfbb0f
)
2020-06-04 11:07:54 +02:00
Rémi Verschelde
8d287b051a
Merge pull request #39265 from Chaosus/fix_length_3.2
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[3.2] Fix shader's length() function parsing in expressions
2020-06-03 22:28:56 +02:00
Yuri Roubinsky
371d48aea1
[3.2] Fix shader's length() function parsing in expressions
2020-06-03 19:43:47 +03:00
Rémi Verschelde
a29318a5bc
Merge pull request #39260 from vnen/get_script_is_type
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Allow get_script() to be considered a type
2020-06-03 17:37:18 +02:00
George Marques
a0983637cf
GDScript: Allow get_script() to be considered a type
2020-06-03 10:48:43 -03:00
Rémi Verschelde
519fbbfdd4
Merge pull request #39243 from bruvzg/mac_menu_3
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[3.2] Fix macOS global menu removal and preserve order.
2020-06-03 10:49:13 +02:00
bruvzg
c994eb1daf
[3.2] Fix macOS global menu removal and preserve order.
2020-06-02 16:37:19 +03:00
Rémi Verschelde
5c6d4edc88
Merge pull request #39162 from lawnjelly/light_shadow_mask
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3.2 Light2D shadow mask construction fix
2020-06-02 10:35:48 +02:00
lawnjelly
bf54fa5a62
Light2D shadow mask construction fix
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When using the default setting (layer 1 set only) nothing is stored in the tscn file for a Light2D, hence it relies on the value in the constructor.
The problem is the constructed value is 1 in Light2D, and -1 in RasterizerCanvas::Light. -1 results in all bits being set so all occluders are shown, rather than just those in layer 1.
This PR changes Rasterizer::Canvas constructor to set to 1. An alternative is to have -1 as the value for layer 1 throughout.
2020-05-30 09:29:38 +01:00
Rémi Verschelde
f108037cbf
Merge pull request #39086 from madmiraal/fix-39059-3.2
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[3.2] Correct Bullet's default Area angular damp value.
2020-05-29 12:10:54 +02:00
Rémi Verschelde
b400a02272
Merge pull request #39032 from mrushyendra/issue-38702
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Fix usage req. in Viewport so that ViewportTexture can be sampled as HDR
2020-05-29 09:32:21 +02:00
Maganty Rushyendra
e51767b3c0
Document usage requirement for Viewport to sample ViewportTexture as HDR
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Modified class documentation to specify that `USAGE_3D` or
`USAGE_3D_NO_EFFECTS` is required in order to use HDR in a ViewPort.
Fixes #38702
2020-05-29 08:05:35 +08:00
Rémi Verschelde
fc65b0c10d
Merge pull request #39121 from Xrayez/py-modules-order
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[3.2] SCons: use `OrderedDict` to ensure insertion order of modules
2020-05-28 17:26:51 +02:00
Andrii Doroshenko (Xrayez)
0138ba59ac
SCons: use OrderedDict
to ensure insertion order of modules
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The insertion order for dictionaries is only a language feature for
Python 3.6/3.7+ implementations, and not prior to that.
This ensures that the engine won't be rebuilt if the order of detected
modules changes in any way, as the `OrderedDict` should guarantee
inerstion order.
2020-05-28 17:13:50 +03:00
Rémi Verschelde
807f1f511b
Merge pull request #39110 from volzhs/godotpayment-consume
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Add missing consumePurchase plugin method for GodotPayment
2020-05-28 15:59:50 +02:00
volzhs
c86ddd6b61
Add missing consumePurchase plugin method for GodotPayment
2020-05-28 11:51:14 +09:00
Rémi Verschelde
f03bc21e09
Merge pull request #39103 from m4gr3d/enable_legacy_external_storage
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Enable legacy external storage for Android 10
2020-05-27 22:57:24 +02:00
Rémi Verschelde
2d9132a463
Merge pull request #39098 from m4gr3d/validate_plugins_build_config_3_2
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[3.2] Validate that `Use Custom Build` is enabled when `Plugins` are selected
2020-05-27 22:55:14 +02:00
Fredia Huya-Kouadio
2e7e3dcfe4
Enable legacy external storage for Android 10
2020-05-27 13:34:40 -07:00
Fredia Huya-Kouadio
0181e89e43
Validate that Use Custom Build
is enabled when Plugins
are selected
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Remove `GodotPayment` from the default build template
2020-05-27 12:04:31 -07:00
Marcel Admiraal
08fa7cd8d9
Correct Bullet's default Area angular damp value.
2020-05-27 11:53:41 +01:00
Rémi Verschelde
9aeb9ea826
Merge pull request #39081 from m4gr3d/fix_emit_signal_3_2
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[3.2] Fix parameters passing when emitting signal
2020-05-27 12:53:35 +02:00
Fredia Huya-Kouadio
3c0b26e29c
Fix parameters passing when emitting signal
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The issue was caused because we were using variables local to the `for` loop block.
Address [feedback](https://github.com/godotengine/godot/pull/39047#issuecomment-634545849 ) by @pouleyKetchoupp regarding the use of arrays on stack with dynamic size.
2020-05-27 03:38:38 -07:00
Rémi Verschelde
6abe73f5b8
Merge pull request #39078 from m4gr3d/override_command_line_args_3_2
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[3.2] Provide the ability to override the command line arguments
2020-05-27 12:02:26 +02:00
Fredia Huya-Kouadio
06b7f611f8
Provide the ability for clients of the Godot library to add their own command line arguments
2020-05-27 02:12:54 -07:00
Rémi Verschelde
757d8b5672
Merge pull request #39034 from timoschwarzer/google-play-billing-3.2
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Re-implement GodotPayment Android plugin using the Google Play Billing library
2020-05-25 22:17:11 +02:00
Timo Schwarzer
8373c0792a
Re-implement GodotPayment Android plugin using the Google Play Billing library
2020-05-25 21:09:45 +02:00
Rémi Verschelde
7c332d9386
Merge pull request #39040 from Xrayez/modules-search-path-3.2
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[3.2] Add `custom_modules` build option to compile external user modules
2020-05-25 17:02:27 +02:00
Rémi Verschelde
acb83db1d1
doc: Sync classref with current source
2020-05-25 17:00:22 +02:00
Tomasz Chabora
800dceee52
Reverse mouse wheel in animation track editor
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(cherry picked from commit f4c6bb568e
)
2020-05-25 16:38:02 +02:00
PouleyKetchoupp
f4f4b77d23
Use long instead of int for object id in Android java wrapper
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Using int for 64-bit values might cause issues with objects not found
in ObjectDB when the id is truncated.
(cherry picked from commit 39f59786fa
)
2020-05-25 16:36:34 +02:00
Ignacio Etcheverry
f0bc3482d4
Mono/C#: Don't try to load project assembly in project manager
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This was causing an error message when launching the manager,
because there is no project assembly to load.
(cherry picked from commit d7e21ecd63
)
2020-05-25 16:34:15 +02:00
Dominik 'dreamsComeTrue' Jasiński
cf311f3e79
Fix moving 2D node with mouse after using arrow keys
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Fixes : #38894
(cherry picked from commit 03b54f8a35
)
2020-05-25 16:33:58 +02:00
CJ DiMaggio
ad3d643bc2
Delete DummyMesh when RasterizerStorageDummy is freed
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(cherry picked from commit 66a294d459
)
2020-05-25 16:32:48 +02:00
bruvzg
c4e652a6a3
Docs: Fix order of variant constants.
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(cherry picked from commit 409562558a
)
2020-05-25 16:32:25 +02:00
Paul Joannon
66e00a2670
check the params section exist before erasing it in import_dock
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related #38864
(cherry picked from commit b7a6946790
)
2020-05-25 16:32:05 +02:00
Tan Wang Leng
48a2fd7a3d
gdscript_parser: Fix "unreachable code" false positive for loops
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Depending on the conditional statements of the 'for' and 'while' loops,
their body may not even execute once. For example:
func a():
var arr = []
for i in arr:
return i
# can be reached, but analysis says cannot
return -1
func b():
var should_loop = false
while should_loop:
return 1
# can be reached, but analysis says cannot
return 0
The parser will complain that the statements after the comment cannot
be reached, but it is clearly possible for our scenario. This is
because the parser falsely assumes that the loop body will always
execute at least once.
Fix the code to remove this assumption for both of those loops.
(cherry picked from commit 7b1423a61e
)
2020-05-25 16:31:07 +02:00