Rémi Verschelde
efea348fe8
Merge pull request #35460 from ericrybick/35409-skeleton-does-not-return-to-original-pose-when-ik-playback-is-stopped
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Fix bone pose override not being reset when IK animation is stopped
2020-01-23 14:38:04 +01:00
clayjohn
6b66957b85
Finish documenting CSG* and *probes
2020-01-23 13:54:17 +01:00
Rémi Verschelde
e7e8318546
Merge pull request #35465 from akien-mga/doc-various-fixes
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doc: Misc updates for AnimationNode* and others
2020-01-23 13:44:43 +01:00
Rémi Verschelde
ba177ccaec
doc: Misc updates for AnimationNode* and others
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- Add some missing descriptions.
- Add links to tutorials for ARVR and AnimationTree.
- Style fixes.
- Engine changes:
* Make `AnimationNodeTransition.input_<number>` properties internal
so that they don't appear in the docs. They still appear in the
inspector based on the actual number of inputs requested.
* Drop unimplemented `CPUParticles.flatness`. It's only used for 3D
particles in `ParticlesMaterial`, and thus only relevant for
`CPUParticles3D`.
2020-01-23 12:37:33 +01:00
Rémi Verschelde
e7947c81d6
Merge pull request #35463 from Chaosus/shader_gles2_completion
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Hides high-level functions from GLES2 shader autocompletion
2020-01-23 11:18:46 +01:00
Yuri Roubinsky
3473a195fc
Hides high-level functions from GLES2 shader autocompletion
2020-01-23 12:41:21 +03:00
Rémi Verschelde
46820527de
Merge pull request #35360 from Chaosus/restrict_uint_gles2
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Disallow uint/uvec usage on GLES2 platform
2020-01-23 10:12:30 +01:00
Rémi Verschelde
e78cd06b3f
Merge pull request #35461 from Chaosus/vs_hide_definput
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Hide "default_input_values" property in visual shader nodes.
2020-01-23 09:57:05 +01:00
Yuri Roubinsky
86cdccebe6
Hide "default_input_values" property in VisualShaderNode.
2020-01-23 11:18:51 +03:00
Eric Rybicki
551c37167b
Fix bone pose override not being reset when IK animation is stopped
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Fixes #35409
2020-01-23 08:48:08 +01:00
Rémi Verschelde
c2e07db071
Merge pull request #35438 from MadEqua/virtual-keyboard-line-edit
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Android virtual keyboard respecting LineEdit max length.
2020-01-23 08:20:24 +01:00
Rémi Verschelde
f03a121b6d
Merge pull request #35455 from timothyqiu/scrollbars
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Fixes scrollbar positions on HiDPI display
2020-01-23 08:20:10 +01:00
Rémi Verschelde
c9cf6b102f
Merge pull request #35454 from Calinou/os-execute-default-blocking
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Make `OS.execute()` blocking by default if not specified
2020-01-23 08:19:09 +01:00
Rémi Verschelde
05fc26de1c
Merge pull request #35444 from RandomShaper/fix_link_bsd
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Fix error with linkers other than GNU ld
2020-01-23 07:57:02 +01:00
Bruno Lourenço
a3bcdbeb78
Android virtual keyboard respecting LineEdit max length.
2020-01-23 01:52:49 +00:00
Haoyu Qiu
b420618c46
Fixes scrollbar positions on HiDPI display
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* TextureRegion editor
* Ploygon2D UV editor
2020-01-23 08:55:52 +08:00
Hugo Locurcio
90a1f8d8a7
Make OS.execute()
blocking by default if not specified
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This makes `OS.execute()` calls quicker to set up when calling programs
in a blocking fashion.
2020-01-23 01:26:32 +01:00
Rémi Verschelde
94d3bcbc9b
Merge pull request #35452 from nekomatata/tween-start-fail
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Fixed Tween::start() with pending updates
2020-01-22 22:56:40 +01:00
Pedro J. Estébanez
35dd36ca35
Fix error with linkers other than GNU ld
2020-01-22 22:38:08 +01:00
PouleyKetchoupp
6c04c824bd
Fixed Tween::start() with pending updates
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Start was canceled instead of deferred in case of an update in progress.
Fixes #35441
2020-01-22 22:27:37 +01:00
Rémi Verschelde
a8460bffd2
Merge pull request #35414 from Ovnuniarchos/AlsaMidiBadPitchBend
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ALSA MIDI: Pitch bend and System Common messages
2020-01-22 22:12:57 +01:00
Rémi Verschelde
b255744e0f
Merge pull request #35449 from bojidar-bg/35439-scenetree-settings
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Add settings from SceneTree in the documentation
2020-01-22 22:02:47 +01:00
Rémi Verschelde
37897dba80
Merge pull request #35406 from lawnjelly/ortho-shadow
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Replace CameraMatrix::get_viewport_size with get_viewport_half_extents, shadow culling with ortho camera and other affected issues
2020-01-22 22:02:09 +01:00
Ovnuniarchos
9c48eb1c59
ALSA MIDI driver:
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Pith bend message now has correct size (was 2 bytes instead of 3).
Recognized (but not implemented) 0xF? messages. SysEx messages will be reocognized as such, but their contents will be ignored.
2020-01-22 21:41:48 +01:00
Bojidar Marinov
b4770c0a27
Add settings from SceneTree in the documentation
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Fixes #35439
2020-01-22 22:37:56 +02:00
Rémi Verschelde
91b0be18dc
Merge pull request #35421 from williamd1k0/improve-top-animation-menu
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Use an icon in the top Animation Key menu
2020-01-22 21:21:15 +01:00
Rémi Verschelde
41feb410a6
Merge pull request #35338 from rburing/fix_find_focus_neighbor
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Fix Control::_window_find_focus_neighbour
2020-01-22 21:16:35 +01:00
William Tumeo
cb3fcba99f
Use an icon in the top Animation Key menu
2020-01-22 17:06:40 -03:00
Rémi Verschelde
36e11d1c34
Merge pull request #35412 from DaividFrank/check_overriding_self
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Disabled re-assigning 'self'
2020-01-22 20:47:52 +01:00
lawnjelly
eaf8e5ce52
Change CameraMatrix::get_viewport_size to get_viewport_half_extents
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Fixes #26637 .
Fixes #19900 .
The viewport_size returned by get_viewport_size was previously incorrect, being half the correct value. The function is renamed to get_viewport_half_extents, and now returns a Vector2.
Code which called this function has also been modified accordingly.
This PR also fixes shadow culling when using ortho cameras, because the correct input for CameraMatrix::set_orthogonal should be the full HEIGHT from get_viewport_half_extents, and not half the width.
It also fixes state.ubo_data.viewport_size in rasterizer_scene_gles3.cpp to be the width and the height of the viewport in pixels as stated in the documentation, rather than the current value which is half the viewport extents in worldspace, presumed to be a bug.
2020-01-22 18:22:00 +00:00
Rémi Verschelde
2aa866fa70
Merge pull request #35440 from ericrybick/27104-input-buggy-linux
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Remove buggy check if key was already released for accumulated input on linux
2020-01-22 19:19:02 +01:00
Rémi Verschelde
40e41e2254
Merge pull request #35435 from bojidar-bg/34154-project-setting-properties
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Get real default values for project settings in documentation
2020-01-22 18:26:32 +01:00
DaividFrank
badabdf8b9
GDScript: Added checks in assign operations to disable re-assigning 'self'
2020-01-22 19:00:54 +02:00
Rémi Verschelde
7ffc3ec6be
Merge pull request #35437 from akien-mga/gles3-texture-mag-filter-wrong-value
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GLES3: Fix invalid value for GL_TEXTURE_MAG_FILTER parameter
2020-01-22 17:52:24 +01:00
Eric Rybicki
67261b1e87
Remove buggy check if key was already released for accumulated input
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Fixes #27104
2020-01-22 17:03:33 +01:00
Rémi Verschelde
00284a75e8
GLES3: Fix invalid value for GL_TEXTURE_MAG_FILTER parameter
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`GL_LINEAR_MIPMAP_LINEAR` can be used for `GL_TEXTURE_MIN_FILTER`,
but not for `GL_TEXTURE_MAG_FILTER`.
Cf. https://www.khronos.org/opengl/wiki/GLAPI/glTexParameter
Fixes #35436 .
2020-01-22 15:18:56 +01:00
Bojidar Marinov
387ee7d763
Get real default values for project settings in documentation
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Also, ignore custom project settings and values for input/ entries
Fixes #34154
2020-01-22 15:57:10 +02:00
Rémi Verschelde
409de53e72
Merge pull request #35423 from Faless/fix/object_emit_free
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Make sure we know when deleting an emitting object
2020-01-22 14:52:54 +01:00
Fabio Alessandrelli
41f59ecfca
Make sure we know when deleting an emitting object
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We used a lock signals in the signal_map while emitting, because it was
not allowed to disconnect them while being emitted.
We used that lock to check if we where deleting an object during signal
emission.
Now that we allow to disconnect signals while they are being emitted, if
an object first disconnects, then gets deleted we can't know that a
signal was being emitted during the destructor.
This commit adds a new `_emitting` boolean member to Object to be set
while emitting and checked in the destructor, while removing the old
signal lock which is now unused.
2020-01-22 14:08:16 +01:00
Rémi Verschelde
829d21f1c2
Merge pull request #35352 from Feniks-Gaming/BetterDictionary
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Improve dictionary description
2020-01-22 13:20:41 +01:00
Rémi Verschelde
ff7e7bd260
Thread: Fix typo in destructor error message
2020-01-22 11:17:20 +01:00
Rémi Verschelde
7e76a67d1e
Merge pull request #35430 from BastiaanOlij/fix_vr_joystick_id
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Incorrect joystick id was returned on an inactive ARVR controller
2020-01-22 08:48:28 +01:00
Bastiaan Olij
5cf9f4faeb
Incorrect joystick id was returned on an inactive ARVR controller
2020-01-22 18:27:32 +11:00
Rémi Verschelde
eefeff23e9
Merge pull request #35404 from Calinou/update-changelog-3.2
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Update CHANGELOG.md for Godot 3.2
2020-01-22 08:26:10 +01:00
Rémi Verschelde
de543d18e8
Merge pull request #35389 from clayjohn/DOCS-materials
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Finish up docs for materials
2020-01-22 07:41:33 +01:00
Rémi Verschelde
2ee15f650e
Merge pull request #35425 from timothyqiu/assetlib-import-leak
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Fixes leak when importing zip in AssetLib
2020-01-22 07:40:50 +01:00
Rémi Verschelde
7c632968b2
Merge pull request #35419 from Calinou/project-manager-loading-placeholder
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Use a loading placeholder for project icons in the project manager
2020-01-22 07:29:21 +01:00
clayjohn
f2ece82480
Finish up docs for materials
2020-01-21 19:28:32 -08:00
Haoyu Qiu
a7368a519e
Fixes leak when importing zip in AssetLib
2020-01-22 09:34:18 +08:00
Hugo Locurcio
56aae0e8bc
Use a loading placeholder for project icons in the project manager
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Now that projects are loaded asynchronously, some projects in the
list may be displayed before their icon is done loading. This is
especially common on slower hardware.
In such cases, this makes the project manager display a loading
placeholder instead of the default project icon.
2020-01-21 22:56:19 +01:00