Commit graph

28887 commits

Author SHA1 Message Date
Kongfa Waroros
adb93d7120
Update GraphEdit when GraphNode's slot is updated
(cherry picked from commit fe6c8d48e6)
2021-02-11 13:14:33 +01:00
Ryan Roden-Corrent
08d556f677
Clarify EditorImportPlugin.get_visible_name.
According to the docs at
https://docs.godotengine.org/en/stable/tutorials/plugins/editor/import_plugins.html#the-editorimportplugin-class

> The get_visible_name() method is responsible for returning the name of
> the type it imports and it will be shown to the user in the Import dock.
> You should choose this name as a continuation to "Import as", e.g.
> "Import as Silly Material"

I've verified Godot's behavior reflects this, so the code examples
should reflect this.

Also document propagating save error in EditorImportPlugin.

It seems that the suggested code ignores any error from
`ResourceSaver.save`, but I think we should return it.

(cherry picked from commit 9676650f2f)
2021-02-11 13:12:06 +01:00
Fabio Alessandrelli
cd2a996d9e
[HTML5] Fix web editor "clear persistent data".
Was broken after update to new persistent path "/home/web_user".

(cherry picked from commit 7866cd5881)
2021-02-11 13:12:06 +01:00
Meriipu
347a9df0a1
GDScript: Clarified/fixed inaccuracies in the built-in function docs.
The input to smoothstep is not actually a weight, and the decscription
of smoothstep was pretty hard to understand and easy to misinterpret.

Clarified what it means to be approximately equal.

nearest_po2 does not do what the descriptions says it does. For one,
it returns the same power if the input is a power of 2. Second, it
returns 0 if the input is negative or 0, while the smallest possible
integral power of 2 actually is 1 (2^0 = 1). Due to the implementation
and how it is used in a lot of places, it does not seem wise to change
such a core function however, and I decided it is better to alter the
description of the built-in.

Added a few examples/clarifications/edge-cases.

(cherry picked from commit 7f9bfee0ac)
2021-02-11 13:12:06 +01:00
PouleyKetchoupp
5e978d1df5
Fix contact points debug for 3D Physics
Setting each point's position was missing for 3D. Now enabling collision
render debug will display contact points for 3D physics, the same way it
does for 2D physics.

Note: Multimesh rendering seems not to work in this scenario on master,
but it's working fine on 3.2.

(cherry picked from commit e5e9be8355)
2021-02-11 13:12:06 +01:00
Michael Alexsander
e6b3579e56
Make FileSystem dock set its path to the base folder of files after changes
(cherry picked from commit cf9d5cec22)
2021-02-11 13:12:06 +01:00
kleonc
e900ca1f76
Make String::ends_with don't use String::rfind
(cherry picked from commit ad0943e3d3)
2021-02-11 13:12:06 +01:00
Rémi Verschelde
fb0d0ad018
Update AUTHORS and DONORS list
New contributors added to AUTHORS:
@lyuma, @nathanfranke, @pycbouh

(cherry picked from commit 1c58514c18)
2021-02-11 13:12:03 +01:00
Rémi Verschelde
f55c23d8f2
Merge pull request #44476 from Calinou/doc-object-new-bug
Document known bug with `Object.new()` and workaround
2021-02-11 12:26:25 +01:00
Rémi Verschelde
b2f925ea42
Merge pull request #45889 from Faless/js/3.x_xhr_fix
[3.2] [HTML5] Fix HTTPClient request_raw.
2021-02-11 11:08:14 +01:00
Rémi Verschelde
6f26df58a8
Merge pull request #45884 from Faless/js/3.x_more_handlers
[3.2] [HTML5] Handle contextmenu, webglcontextlost internally.
2021-02-11 10:53:41 +01:00
Fabio Alessandrelli
4086a123b9 [HTML5] Fix HTTPClient request_raw.
Now send data according to the spec, properly handle null data.
Simplify JS code since we are at it.
2021-02-11 09:32:17 +01:00
Fabio Alessandrelli
8c9a503bde [HTML5] Handle contextmenu, webglcontextlost internally.
This way they are automatically cleaned up when the engine exits,
landing a hand to browsers garbage collectors.
2021-02-11 08:00:53 +01:00
Rémi Verschelde
5d2a9c96d4
Merge pull request #45880 from KoBeWi/retro_stalking
[3.2] Detect external modification of scenes
2021-02-11 02:21:34 +01:00
kobewi
e7ee561ca0 Detect external modification of scenes 2021-02-11 01:08:49 +01:00
Rémi Verschelde
3fed3ea7a5
Merge pull request #45878 from fmazan/3.2-autocompletion-box-fix
[3.2] Fixed completion box not showing properly
2021-02-10 20:58:04 +01:00
Filip
9c4f16f4c1 Fixed completion box not showing properly [3.2] 2021-02-10 20:40:00 +01:00
Rémi Verschelde
5e7df2da08
Merge pull request #45876 from Calinou/doc-particles2d-no-atlas
Document Particles2D not supporting AtlasTexture region
2021-02-10 19:47:42 +01:00
Hugo Locurcio
97b43e816b Document Particles2D not supporting AtlasTexture region
See #13923.
2021-02-10 18:09:51 +01:00
Rémi Verschelde
5bec2cf3d4
Merge pull request #45772 from CherokeeLanguage/3.2
[3.2] Fix issue with NVIDIA and axis mapping for joysticks.
2021-02-10 17:04:05 +01:00
Rémi Verschelde
5cf55fe905
Merge pull request #45065 from aaronfranke/3.2-basis-eq-inst
[3.2] Use instance and first arg in Basis is_equal_approx
2021-02-09 20:22:31 +01:00
Gordon MacPherson
f175b70890
Merge pull request #45851 from RevoluPowered/fix-broken-fbx-vertex-duplication
[fbx; high priority] fixed bug in vertex duplication breaking meshes
2021-02-09 17:48:37 +00:00
Gordon MacPherson
53aee600d3 fixed bug in vertex duplication breaking meshes 2021-02-09 16:33:46 +00:00
Michael Conrad
8777282c40 Fix joystick axis mapping issues with NVIDIA shield. Probably others.
Issues addressed:

a) Axis mappings were including virtual mouse axes on NVIDIA Shield TV.

The virtual mouse axes have the same axis numbers as the normal analog stick numbers. This was completely breaking joypad support on NVIDIA Shield TV.

b) Joypads were being tracked in a List with the index in the list being treated as the Godot device id.

If a device were to be removed, any device later in the list would be shifted, potentially causing future events with the shifted joypads to have incorrect IDs according to the Godot engine.

c) Unnecessary events were being sent to the Godot engine.

A check was added (per Joystick) that will prevent sending events for all axes when only a single axis value changed.
A similar check was added for "HATs".

See #45712
2021-02-09 08:33:42 -05:00
Rémi Verschelde
85f92a2463
Merge pull request #45843 from lawnjelly/ewok_backbuffer_sort_fix
Batching - prevent reordering items over a copybackbuffer
2021-02-09 14:13:58 +01:00
Aaron Franke
f201382a85
[3.2] Use instance and first arg in Basis is_equal_approx
Discards the second argument.
2021-02-09 05:09:51 -05:00
Rémi Verschelde
398a625a9f
Merge pull request #39421 from RandomShaper/pause_aware_picking_3.2
Implement pause-aware picking (3.2)
2021-02-09 10:43:48 +01:00
Rémi Verschelde
daa0fe101e
Merge pull request #45813 from RandomShaper/keep_selected_visible_3.2
Keep selected node visible after filter change (3.2)
2021-02-09 10:43:37 +01:00
lawnjelly
35ed654911 Batching - prevent reordering items over a copybackbuffer
Reordering an item from after a copybackbuffer to before would result in the wrong thing being rendered into the backbuffer.

This PR puts in a check to prevent reordering over such a boundary.
2021-02-09 09:03:50 +00:00
Rémi Verschelde
98764032bf
Merge pull request #45828 from akien-mga/3.2-cherrypicks
Cherry-picks for the 3.2 branch (future 3.2.4) - 21st batch
2021-02-09 09:35:58 +01:00
kobewi
2863c6117e
Set selected Tree item to null when deselected
Co-authored-by: Brody Eller <wviper3@gmail.com>
(cherry picked from commit ef8ec59f2f)
2021-02-08 22:36:37 +01:00
Kanabenki
dad0d4a8ee
Update ColorPicker controls when entering tree
(cherry picked from commit 03d4ebf129)
2021-02-08 22:36:37 +01:00
Bastiaan Olij
6afb9d327e
Use /Zi and /FS for including debugger symbols on Windows with MSVC
(cherry picked from commit 4946ae16fc)
2021-02-08 22:36:37 +01:00
Andrii Doroshenko (Xrayez)
65a2f0dfd4
SCons: Add an option to detect C++ modules recursively
This adds `custom_modules_recursive` which allows to detect and collect
all nested C++ modules which may reside in any directory specified by
`custom_modules` option.

The detection logic is made to be more strict because `SCSub` may be
used for organizing hierarchical builds within a module itself, so the
existence of `register_types.h` and `config.py` is checked as well
(these are all required for a C++ module to be compiled by Godot).

For performance reasons, built-in modules are not checked recursively,
and there's no benefit of doing so in the first place.

It's now possible to specify a directory path pointing to a *single*
module, as it may contain nested modules which are detected recursively.

(cherry picked from commit a3c2c1e18a)
2021-02-08 22:36:37 +01:00
Rémi Verschelde
395afe9363
Sync controller mappings DB with SDL2 community repo
Synced with gabomdq/SDL_GameControllerDB@f72b68b8b0.

Partial revert of #45790.

(cherry picked from commit 5eb46ab616)
2021-02-08 22:36:36 +01:00
Rémi Verschelde
31109c4611
Sync controller mappings DB with SDL2 community repo
Synced with gabomdq/SDL_GameControllerDB@c7cf1397c1.

(cherry picked from commit 2c2fffcb02)
2021-02-08 22:36:36 +01:00
Rafał Mikrut
24d03afc9b
Fix nan errors when using VehicleBody
(cherry picked from commit 1b8cbcf946)
2021-02-08 22:36:36 +01:00
Hugo Locurcio
2261e738c2
Improve the SurfaceTool.generate_normals() documentation
(cherry picked from commit b8df8b1043)
2021-02-08 22:36:36 +01:00
Oliver Dick
db57f32194
TextEdit: When left mouse is pressed to place the cursor, do not immediately adjust the viewport when cursor_set_line is called, but afterwards on cursor_set_column (effectively when the cursor reached its final position)
Fixes #45770

(cherry picked from commit 8d598693fc)
2021-02-08 22:36:36 +01:00
Kanabenki
3abe6ae281
Snap VisualScript comment to grid when resizing
(cherry picked from commit 07fb7f9888)
2021-02-08 22:36:36 +01:00
Rémi Verschelde
42d3d9c345
SCons: Fix debug_symbols tests after switch to BoolVariable
Bug introduced in #45679.

Fixes part of #45816.

(cherry picked from commit 849c090343)

Also removes useless `debug_symbols=full` mode.
2021-02-08 22:36:32 +01:00
Rémi Verschelde
4211cb3dc7
Merge pull request #45773 from Calinou/editor-fonts-enable-filter-mipmaps
Improve editor text appearance in (un)zoomed GraphEdit-based editors
2021-02-08 22:28:52 +01:00
Rémi Verschelde
b060b2e68f
Merge pull request #45750 from revilo/3.2
[3.2] Bugfix: Update transform of collision shape on NOTIFICATION_PARENTED
2021-02-08 21:33:21 +01:00
Rémi Verschelde
72872959f0
Merge pull request #45831 from Chaosus/vs_fix_boolean_scalarop_parsing
[3.2] Visual Shader Parenthesis fix
2021-02-08 21:28:54 +01:00
Pedro J. Estébanez
745c711289 Implement pause-aware picking
This adds a new project setting (`physics/common/enable_pause_aware_picking`). It's disabled by default.

When enabled, it changes the way 2D & 3D physics picking behaves in relation to pause:
- When pause is set, every collision object that is hovered or captured (3D only) is released from that condition, getting the relevant mouse-exit callback., unless its pause mode makes it immune from pause.
- During the pause. picking only considers collision objects immune from pause, sending input events and enter/exit callbacks to them as expected.
- When pause is left, nothing happens. This is a big difference with the classic behavior, which at this point would process all the input events that have been queued against the current state of the 2D/3D world (in other words, checking them against the current position of the objects instead of those at the time of the events).
2021-02-08 20:48:13 +01:00
Yuri Roubinsky
34d3235c84 [3.2] Visual Shader Parenthesis fix 2021-02-08 19:37:50 +03:00
Rémi Verschelde
e6101df97b
Merge pull request #45798 from madmiraal/add-new-sdl-keywords-3.2
[3.2] Add support for new SDL gamecontroller keywords.
2021-02-08 16:09:45 +01:00
Pedro J. Estébanez
1b9a01948e Keep selected node visible after filter change
(Implemented both for the local and remote scene tree docks.)
2021-02-08 02:25:14 +01:00
Pedro J. Estébanez
e1054a17b5 Expose Tree::scroll_to_item() 2021-02-08 02:19:23 +01:00
Marcel Admiraal
3dd57a22df Add support for new SDL gamecontroller keywords. 2021-02-07 16:41:23 +00:00