Commit graph

6568 commits

Author SHA1 Message Date
Fabio Alessandrelli
b6a5f8422a
[Net] Fix HTTPRquest store_buffer error.
HTTPRquest no longer call store_buffer/append_array when the chunk size
is 0.

(cherry picked from commit 507a9beca1)
2021-06-01 12:53:31 +02:00
Haoyu Qiu
14969a5945
Check cache_parent_physical_bone when rebuilding parent cache
(cherry picked from commit 96fe795bdb)
2021-06-01 12:53:31 +02:00
Hugo Locurcio
93d157d213
Tweak Camera2D editor line colors for better visibility
The new color for screen drawing was chosen to be easier to distinguish
from the 2D viewport limits.

This also makes lines less opaque when the Camera2D has the Current
property enabled. The increased line width is enough to spot the
camera easily, and the increased opacity on top of that felt obnoxious.

(cherry picked from commit 8e2a7fff1d)
2021-06-01 12:53:30 +02:00
Leonardo Christino
21eea9cd6c
Make GraphNode handle children with EXPAND flag
(cherry picked from commit 5d574d980d)
2021-06-01 12:52:18 +02:00
PouleyKetchoupp
87ed7d32de
Added flip_h and flip_v properties in TextureButton
(cherry picked from commit 5f1d94bb7d)
2021-06-01 12:52:14 +02:00
Lynx
1b7c2a1428 Fix not updating fonts when parent theme changes
Reparsing the bbcode content when we receieve a theme changed
notification just like we already do in ENTER_TREE.

Resolves #49089
2021-05-28 20:44:00 +02:00
Rémi Verschelde
00abdaf333
Merge pull request #49075 from nekomatata/tilemap-collision-debug-fix-3.x
Fix logic for showing tilemap debug collision
2021-05-25 21:12:48 +02:00
PouleyKetchoupp
114da550ec Fix logic for showing tilemap debug collision
In editor: only when show_collision property is enabled
In game: only when 'Visible collision shapes' is enabled
2021-05-25 11:49:47 -07:00
Hugo Locurcio
a38b447413
Highlight control flow keywords with a different color
This makes them easier to distinguish from other keywords.
2021-05-25 00:31:39 +02:00
TwistedTwigleg
ec7b72e81d SkeletonIK: Fixed issue where bones become detached if multiple SkeletonIK nodes are used 2021-05-24 11:30:16 -04:00
Rémi Verschelde
ac3417005d
Merge pull request #48533 from mortarroad/3.x-convex-hull-ported
[3.x] Port Bullet's convex hull computer to replace of QuickHull
2021-05-22 23:23:15 +02:00
Rémi Verschelde
1d06a7edac
Merge pull request #48974 from trollodel/debug_shapes_update_crash_3.x
Fix crash on debug shapes update if CollisionObject is not in tree
2021-05-22 18:29:31 +02:00
trollodel
7043d6d1c6 Fix crash on debug shapes update if CollisionObject is not in tree
Also fix ConcavePolygonShape not emitting the changed signal
2021-05-22 17:33:51 +02:00
Morris Tabor
ba396caefc Replace QuickHull with Bullet's convex hull computer.
The code is based on the current version of thirdparty/vhacd and modified to use Godot's types and code style.

Additional changes:
- backported and extended PagedAllocator to allow leaked objects
- applied patch from https://github.com/bulletphysics/bullet3/pull/3037
2021-05-22 08:16:43 +02:00
Haoyu Qiu
bec1dcb6f6 Fix crash when using get_available_chars with invalid DynamicFontData 2021-05-21 10:22:20 +08:00
Hugo Locurcio
8d9cef3726
Remove high radiance sizes from the editor due to issues on specific GPUs
These values can still be set by code, but are no longer presented in
the editor.
2021-05-20 23:54:12 +02:00
Rémi Verschelde
eb78f80f03
Fix typos with codespell
Using codespell 2.0.0.

Method:
```
$ cat > ../godot-word-whitelist.txt << EOF
ang
curvelinear
dof
doubleclick
fave
findn
GIRD
leapyear
lod
merchantibility
nd
numer
ois
ony
que
seeked
synching
te
uint
unselect
webp
EOF

$ codespell -w -q 3 -I ../godot-word-whitelist.txt --skip="./thirdparty,*.po"
$ git diff // undo unwanted changes
```
2021-05-20 12:56:56 +02:00
Haoyu Qiu
f75ace5ac5
Fix ragdoll simulation when parent was readded to scene
(cherry picked from commit a701927d89)
2021-05-19 19:48:36 +02:00
Marcel Admiraal
09456c2a01 Return RID instead of Object id in area-body_shape_entered-exited signals. 2021-05-19 10:51:59 +01:00
Hugo Locurcio
333dfb96da
Scroll faster when holding Alt in TextEdit (and script editor)
This feature is inspired by a similar feature found in
Visual Studio Code.

(cherry picked from commit cf1cf6c6eb)
2021-05-18 11:58:09 +02:00
kleonc
57fdddecff
BitMask::create Don't request more memory than needed when size is a multiply of 8
(cherry picked from commit 8963be2ef4)
2021-05-18 11:58:09 +02:00
Rémi Verschelde
0053b31592
Merge pull request #47801 from QbieShay/ring-emitter-3.x 2021-05-18 10:54:15 +02:00
Sonoracpp
0b723358bb Disable GIProbe emission when disabled on a material
Fixes https://github.com/godotengine/godot/issues/48230
2021-05-17 20:24:33 +04:00
kleonc
7eccdbe693
Fix accessing scene tree without checking: MeshInstance3D::create_debug_tangents, GIProbe::bake
(cherry picked from commit ef589a7cd3)
2021-05-17 13:08:46 +02:00
John Wigg
c3c3497c17
Fix normals of PrismMesh
(cherry picked from commit c8e402324e)
2021-05-17 13:07:58 +02:00
Haoyu Qiu
1866a605e1
Fix Tree::get_column_at_position crash
(cherry picked from commit c8efcf81d2)
2021-05-17 13:07:39 +02:00
Pedro J. Estébanez
817ffc01e1
Make all file access 64-bit (uint64_t)
This changes the types of a big number of variables.

General rules:
- Using `uint64_t` in general. We also considered `int64_t` but eventually
  settled on keeping it unsigned, which is also closer to what one would expect
  with `size_t`/`off_t`.
- We only keep `int64_t` for `seek_end` (takes a negative offset from the end)
  and for the `Variant` bindings, since `Variant::INT` is `int64_t`. This means
  we only need to guard against passing negative values in `core_bind.cpp`.
- Using `uint32_t` integers for concepts not needing such a huge range, like
  pages, blocks, etc.

In addition:
- Improve usage of integer types in some related places; namely, `DirAccess`,
  core binds.

Note:
- On Windows, `_ftelli64` reports invalid values when using 32-bit MinGW with
  version < 8.0. This was an upstream bug fixed in 8.0. It breaks support for
  big files on 32-bit Windows builds made with that toolchain. We might add a
  workaround.

Fixes #44363.
Fixes godotengine/godot-proposals#400.

Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
2021-05-16 17:52:31 +02:00
Brennen Green
fac2e5dc67
Manually unpacked normal mapping to fix issue with refraction being offset rather than distorted.
(cherry picked from commit 31f2d946ad)
2021-05-14 11:35:27 +02:00
Rémi Verschelde
9d1770d4fb
Merge pull request #44657 from timothyqiu/inspect-dynamic-3.2
[3.x] Fix display of programmatically created value in remote inspector
2021-05-14 10:23:27 +02:00
Eoin O'Neill
0e7c2ea331
Attempt to fix rich text label effects processing even when
the node is invisible.

ISSUE:47687
(cherry picked from commit c4f976b38b)
2021-05-14 10:17:17 +02:00
Rémi Verschelde
39826d3a94
Merge pull request #47310 from mortarroad/3.x-fix-particles-material-spread
[3.x] Fix ParticlesMaterial spread.
2021-05-11 09:10:31 +02:00
Hugo Locurcio
d990035ebb
Implement reverting to the old color when clicking it in ColorPicker 2021-05-10 22:43:04 +02:00
Hugo Locurcio
6d03fe5194
Display the old color in ColorPicker for easier comparison
This only affects ColorPickerButton nodes that spawn a ColorPicker,
not standalone ColorPickers.
2021-05-10 17:36:03 +02:00
Rémi Verschelde
18277679a7
Merge pull request #48588 from trollodel/collisionobject3d-no-mi-3.x
[3.x] Create CollisionObject debug shapes using VS
2021-05-09 18:55:25 +02:00
trollodel
60ee8c9639 Create CollisionObject debug shapes using VS 2021-05-09 18:30:27 +02:00
Hugo Locurcio
0c424abe3c
Fix Tree's background focus outline displaying behind section headings
(cherry picked from commit 63897f16b1)
2021-05-09 17:51:36 +02:00
kobewi
cb5870dd4a
Display arrow cursor if text is not editable
(cherry picked from commit c3967c80ab)
2021-05-09 17:50:06 +02:00
Tokage
0454848f4d
fix unintentional object rotation by animation tree
(cherry picked from commit ddac0e95dc)
2021-05-09 17:48:45 +02:00
besh81
c1e887edb8
Fixed bug in tab_container with hidden tabs
Fix a bug that occour when there are hidden tabs in tab_container.
The visualization isn't correct due to missing values in tab_widths array.

(cherry picked from commit e7e7aa7d12)
2021-05-09 17:47:38 +02:00
Gilles Roudière
472f7e9756
Adds a pressed signal to ButtonGroup
(cherry picked from commit 323f176915)
2021-05-09 17:47:37 +02:00
kleonc
1184013fcf
TileMap::world_to_map Ensure half offset is added according to the returned value
Decide whether half offset should be added based on the value used for calculating the return value of this method.

(cherry picked from commit f1420c7cbf)
2021-05-09 17:15:44 +02:00
Rémi Verschelde
ee86dc3011
TileSet: Improve error message for invalid IDs
Supersedes #47321.
Fixes #47313.
2021-05-09 16:56:52 +02:00
QbieShay
3af20b9bdf Added ring emitter for 3D particles
This commits adds a new emitter type for particles material
and 3D CPU particles. The new emitter is called "ring"
and it can emit either in a ring or cylinder fashion.
This adds the following properties for the emitter:
1. ring_emitter_axis: the axis along which the ring/cylinder
    will be constructed
2. ring_emitter_radius: outer radius of the ring/cylinder
3. ring_emitter_inner_radius: inner radius of the cylinder.
    when set to zero, particles will emit in the full volume.
4. ring_emitter_height: height of the ring/cylinder emitter.

Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
2021-05-09 13:18:05 +02:00
Pedro J. Estébanez
4da9a501f6 Add animation reset track feature
As a bonus, to have consistency between use Beziers and create insert tracks, use Beziers also gets a default via editor settings that is used when the confirmation dialog is disabled, instead of just falling back to creating non-Bezier tracks.
2021-05-09 09:40:16 +02:00
rafallus
0ad0f71ba0
Check input mesh is valid in SurfaceTool methods 2021-05-09 00:38:17 +02:00
Marcel Admiraal
8766769fd4 Move collision layer and mask into CollisionObject. 2021-05-08 11:40:57 +01:00
Rémi Verschelde
84061ab03d
Merge pull request #48251 from TwistedTwigleg/skeletonik_changes_and_bug_fixes_regressionfix3_Godot3
[3.x] Fixed issue in SkeletonIK leading to some root bones being twisted incorrectly
2021-05-08 10:40:38 +02:00
TwistedTwigleg
c1bc87ed0d Fixes the SkeletonIK twisting issue by using the skeleton global pose without overrides 2021-05-06 20:11:21 -04:00
Rémi Verschelde
64403ddcab
Merge pull request #42543 from clayjohn/vertex-lighting-bug
Force vertex shading in SpatialMaterial when used
2021-05-07 00:48:32 +02:00
clayjohn
3dd2e5d870 Only set base in Sprite3D when needed 2021-05-05 22:35:21 -07:00