Updated set_max_length() function to actually pull a substring of the current text so it's not all thrown away when the new max length is shorter than the current length.
(cherry picked from commit 71febfd6e2)
The constant is already exposed in GDScript, but not in C++.
This information is useful for implementing animated texture
resource importers via modules.
(cherry picked from commit 528056a3c5)
Changed CPU velocity calculation for EMISSION_SHAPE_DIRECTED_POINTS
to follow the same logic as in the GPU version:
mat2 rotm;
rotm[0] = texelFetch(emission_texture_normal, emission_tex_ofs, 0).xy;
rotm[1] = rotm[0].yx * vec2(1.0, -1.0);
VELOCITY.xy = rotm * VELOCITY.xy;
Now both CPUParticles2D & CPUParticles3D (z disabled) show the same results
as their GPU counterparts and take the initial velocity settings into account.
(cherry picked from commit 1c231cacb3)
Adding support for disabling virtual keyboard on mobile platforms, in
order to make it consistent with LineEdit.
It allows implementing a custom virtual keyboard.
See: https://github.com/godotengine/godot/pull/41139
Add any leftover fractional pixels to an error accumulator. When the
accumulator is greater or equal to one, add one pixel to the current
Node's size and subtract one from the accumulator.
Closes#36522
(cherry picked from commit 04ea6ec88d)
This is a revert of 9d78274e06, which was an attempt to fix#21431, but in the end it seems a different problem was the root of the issue.
Renewing focus steal allowance every time is needed on Windows.
Depending on the device implementation, editor actions could be
received with different action ids or not at all for multi-line.
Added a parameter to virtual keyboards to properly handle single-line
and multi-line cases in all situations.
Single-line:
Input type set to text without multiline to make sure actions are sent.
IME options are set to DONE action to force action id consistency.
Multi-line:
Input type set to text and multiline to make sure enter triggers new lines.
Actions are disabled by the multiline flag, so '\n' characters are
handled in text changed callbacks.
Emit `node_selected` and `node_deselected` signals where appropriate
when selecting or unselecting multiple GraphEdit nodes at once.
(cherry picked from commit c1d5c7727c)
Add optional parameter to specify whether applying rotation to the
PathFollow3D's Transform is necessary, preventing erroneous updates.
(cherry picked from commit be3a1769fe)
`ConvexPolygonShape2D` and `ConcavePolygonShape2D` are only meant to be
used directly in code and not in the editor for physics-based use cases
specifically.
Developers are advised to use `CollisionPolygon2D` instead, which does
generate those shapes under the hood, handling polygon convexivity,
proper orientation etc.
(cherry picked from commit dc446203be)
In set_stream() we write to 'playback' while accessing the same object
in _mix_audio() in audio thread. Protect the 'write' part in
set_stream() to avoid possible crash in _mix_audio() function.
(cherry picked from commit e435d57758)
This reverts commit 7f61710183.
See #38868, in its current implementation a small skew value might end up
serialized to scene files due to floating point precision errors, which is
detrimental to VCS.
This can be cherry-picked anew once a fix for #38868 has been found.
Make command-backspace in line edit work like other macOS applications.
If there is a selection, command-backspace deletes the selection.
If there isn't a selection, command-backspace deletes from the cursor to the beginning of the line edit.
This addresses part of godotengine/godot#23548
- The repaint code was moved outside of set_current_tab() and to a "_repaint()" private function
- _on_theme_changed() will now only call _repaint() and update()
This means _on_theme_changed() will do only what it needs (repainting the TabContainer to account for the new theme)
fixes#39498
(cherry picked from commit 5123006f06)
Change error checking in `duplicate_signals()` to check for path to
`p_original`, thus adhering to the method used in `duplicate`, instead
of checking for ownership.
Configured for a max line length of 120 characters.
psf/black is very opinionated and purposely doesn't leave much room for
configuration. The output is mostly OK so that should be fine for us,
but some things worth noting:
- Manually wrapped strings will be reflowed, so by using a line length
of 120 for the sake of preserving readability for our long command
calls, it also means that some manually wrapped strings are back on
the same line and should be manually merged again.
- Code generators using string concatenation extensively look awful,
since black puts each operand on a single line. We need to refactor
these generators to use more pythonic string formatting, for which
many options are available (`%`, `format` or f-strings).
- CI checks and a pre-commit hook will be added to ensure that future
buildsystem changes are well-formatted.
(cherry picked from commit cd4e46ee65)
The crash happens further down when setting an invalid owner in
`Node::_set_owner_nocheck` but I couldn't figure out how to fix it.
But here the proper fix is to catch the invalid scene file early on
and fail loading it.
Part of #17372.
(cherry picked from commit c080ec5da2)
`get_char_size()` is a public virtual function defined in the `Font`
class. Implementations exist for both `BitmapFont` and `Dynamic Font`.
However, it was only exposed to the GDScript API through the Bitmap
Font, and not for Dynamic Font.
This commit exposes the function through `Font` instead.
Fixes#23967
(cherry picked from commit a4413710f9)
The specific case for object reference seems unnecessary, as `RES res = var`
already does the work. The case where REF is invalid is never hit in the case
of already freed objects.
The assignment `res = *r` was causing the resource to be always invalidated
on the 3.2 branch.
(cherry picked from commit 12685df423)
* On press left+command+shift or right+command+shift it should behave like shift+home or shift+end and select the text
* Using home and end events as reference
(cherry picked from commit d8f8a3c606)