Commit graph

62530 commits

Author SHA1 Message Date
MewPurPur
35a569478f Follow up to blue robot icons optimization 2024-03-20 15:28:57 +02:00
A Thousand Ships
79ba22a73f
Use Vector* component-wise min/max/clamp functions where applicable 2024-03-20 13:47:42 +01:00
A Thousand Ships
2cbf469912
Fix sorting of files/dirs in dialogs
Sorts leading `_` before other characters except `.`.
2024-03-20 13:45:47 +01:00
A Thousand Ships
366cc648bf
[Doc] Fix casing of some C# names 2024-03-20 13:39:00 +01:00
A Thousand Ships
9aa99c0a9d
[Wayland] Fix typo in input code 2024-03-20 10:37:08 +01:00
Danil Alexeev
c30bec7fca
Core: Add typed array support for binary serialization 2024-03-20 11:37:41 +03:00
Hilderin
b46d0a6ea8 Add auto focus timeline and bezier scale on animation editor
Add a button at the bottom of the animation editor that change the zoom based on the animation length and the bezier scale based on the values and handles of the displayed tracks. The icon and the tooltip of the button change depending if the bezier editor is displayed or not.

Some refactor was made in animation_track_editor.cpp to remove code duplication with the visibility check of the tracks.

This should help with the issue #85826
2024-03-19 21:01:15 -04:00
kleonc
95ced4bbdc Always look for unique node names in owner if not found in owned nodes 2024-03-19 22:13:10 +01:00
VolTer
de8b6f7a3c Add editor settings for autocompletion with NodePath and StringName 2024-03-19 17:23:54 +02:00
A Thousand Ships
fa60e2ddb0
[Editor] Add Open in Terminal to the file system empty click
Was missing from clicking in the empty file list
2024-03-19 12:05:05 +01:00
bruvzg
92d69da7a6
Do not apply "force_native" to the edited scene windows. 2024-03-19 12:39:50 +02:00
Lyuma
34f284bcc2 Add option to import skeleton rest as RESET animation
Also creates an AnimationPlayer if one does not exist.
Designed to be used in conjunction with loading rest pose in another importer.
2024-03-19 02:27:34 -07:00
Alistair Leslie-Hughes
87fe71f52f Stop possible underrun when processing a string
Calling String::utf8("Unicode String", -1) assumes that the string will be NULL terminated.
However, the length parameter is always used to find the end of the string.  So there is the
chance the character before th start of the string is read.

Making the pointer NULL in the case where it's out of range, still allows the following
to work as expected
while (ptrtmp != ptrtmp_limit && *ptrtmp)
....
2024-03-19 20:17:11 +11:00
bruvzg
f6a532d501
[Font] Apply oversampling to the "embolden" strength. 2024-03-19 08:50:01 +02:00
Per Melin
ae6410b622 Resource file not found error when loading Favorite icon 2024-03-18 21:39:26 +01:00
Jason Hunter
bdbd9995f8
Add property UsingGodotNETSdk to Godot.NET.Sdk
The Godot.NET.Sdk (for C# use) should define the property `UsingGodotNETSdk` in its [SDK.props](a07dd0d6a5/modules/mono/editor/Godot.NET.Sdk/Godot.NET.Sdk/Sdk/Sdk.props).  

## Why
Defining this property allows shared build configuration (e.g. Directory.Build.targets or other imported msbuild files) to detect deterministically when they are operating within the scope of a project controlled by Godot.NET.Sdk.  This enables shared build configuration that may span many different projects within a folder to have Godot.NET.Sdk-specific configuration that only applies to Godot projects.

## Why named UsingGodotNETSdk
This naming scheme is common practice in Microsoft Dotnet SDKs.  For example, the property `UsingMicrosoftNETSdk` is defined by the default SDK, `UsingMicrosoftTraversalSdk` is defined by [Microsoft.Build.Traversal](363532de5b/src/Traversal/Sdk/Sdk.props (L10)), `UsingMicrosoftNoTargetsSdk` by [Microsoft.Build.NoTargets](363532de5b/src/NoTargets/Sdk/Sdk.props (L10)), and so on.  The property `UsingMicrosoftNETSdk` is even used in the implementation of Godot.NET.Sdk for conditional logic of the type predicted here.

Note that these "Using*" properties are _additive_ in the sense that more than one can be defined for a given project (as SDKs can effectively be built upon other SDKs, using them as components).  So, it is normal and appropriate for both `UsingMicrosoftNETSdk` and `UsingGodotNETSdk` to be simultaneously defined within the same project.
2024-03-18 09:48:52 -07:00
kit
63ac8c1106 Fix TextEdit selection end of line drawing 2024-03-18 10:13:21 -04:00
emild
d88df641ee Fix snapping multiple keys in Animation 2024-03-18 11:21:12 +01:00
Paul Joannon
63674648fb
Fix how scripts reload outside of ScriptEditor 2024-03-18 10:29:06 +01:00
Danil Alexeev
9b7dcfa0e2
Editor: Fix same-name (sub)groups interfering in Inspector
Clear (sub)group hashmaps when changing category.
2024-03-18 09:49:21 +03:00
twobit
b9bade8db1 fixes crash on nodes with internal children 2024-03-17 22:44:05 -04:00
Haoyu Qiu
8cd1ebbd6d Fix unexpected auto translation of Tree content 2024-03-18 09:31:00 +08:00
Enhex
14ba478023
Fix documentation for receiving light from light probes 2024-03-18 01:52:20 +02:00
A Thousand Ships
9c518d5f42
[Core] Fix rand_weighted not using the current state
The method incorrectly used `Math::randf` instead of `randf`
2024-03-17 19:21:16 +01:00
warriormaster12
9851c1bdd8 Fix property duplication when duplicating a parent node 2024-03-17 09:57:38 +02:00
Yevhen Babiichuk (DustDFG)
ca60255d8c Fix platform name in the message about unsupported CPU architecture
Signed-off-by: Yevhen Babiichuk (DustDFG) <dfgdust@gmail.com>
2024-03-17 09:28:53 +02:00
Leonardo Demartino
3bdbf90f49 Fix AirPods routing when Play and Record category is used. 2024-03-17 02:39:16 -03:00
markdibarry
22c26100df [Doc] Fix Parallax2D use of closer/further 2024-03-16 19:37:33 -04:00
AeioMuch
5cf6f3c779 Hide Search Results by default. Show it on first search and push it at the end. Add a close button to hide it back. Also switch to Script Editor if a searched line is clicked. 2024-03-16 20:42:05 +01:00
Hugo Locurcio
6818e50adc Expose DEVICE_ID_EMULATION constant in InputEvent
This also improves the documentation related to emulated InputEvents.
2024-03-16 19:16:40 +01:00
kit
0c9c84f7a6 Refactor and fix issues in Editor Dock Manager
Extract Dock Context Menu.
2024-03-16 13:51:31 -04:00
beicause
428fa0dfa7 Fix gdextensionlibs.json storage path in Android gradle build
It should relative to gradle build directory
2024-03-17 01:11:36 +08:00
Silc Lizard (Tokage) Renew
b8d555c74b Move the line of infinity loop checking in AnimationStateMachine 2024-03-17 00:51:36 +09:00
Rémi Verschelde
fe01776f05
Merge pull request #89540 from bruvzg/menu_fix_string_read
[NativeMenu] Fix changes lost due to incorrect rebase (menu goes under task bar, dark mode, item text get, docs) and check to ensure help menu is not using native menu on Windows.
2024-03-16 13:12:53 +01:00
Michael Alexsander
b926e51998
Fix FileSystem dock auto translating files 2024-03-15 23:58:45 -03:00
Aaron Franke
2b2dec1f60
CI: Enable submodules on the checkout action 2024-03-15 19:53:06 -07:00
Thaddeus Crews
300aa202c8
C#: Implement InvariantCulture on Variant strings 2024-03-15 19:43:00 -05:00
Jakub Marcowski
4bbb20f43a
State meshoptimzer's version explicitly in the thirdparty/README.md file 2024-03-16 00:10:39 +01:00
Aaron Franke
3604b57ba3
GLTF: Extract converting hull points to mesh to a helper function 2024-03-15 15:22:48 -07:00
bruvzg
ebb19c4198 [NativeMenu] Fix changes lost due to incorrect rebase (menu goes under task bar, dark mode, item text get, docs) and check to ensure help menu is not using native menu on Windows. 2024-03-15 22:46:47 +02:00
Lyuma
8232759100 Fix method bindings in FBXDocument by making them virtual in GLTFDocument. 2024-03-15 12:47:02 -07:00
David Sullivan
dfa326ef55 Fix: Address mobile resource leaks in render
Update render_forward_mobile destructor to include instance buffers.
Update render_scene_buffers_rd cleanup to include weight buffers / blur
textures.
2024-03-15 14:48:12 -04:00
Rémi Verschelde
68ad520da4
Merge pull request #89519 from YeldhamDev/are_you_kidding_me_right_now
Fix translation fallback not working in the Project Manager
2024-03-15 17:01:34 +01:00
Rémi Verschelde
84bdc8d1b0
Merge pull request #89517 from mihe/32-max-collisions
Allow for 32 max collisions in `test_body_motion`
2024-03-15 17:01:31 +01:00
Rémi Verschelde
691bd17df8
Merge pull request #89421 from /pre-commit-fix-copyright_headers 2024-03-15 17:01:24 +01:00
Riteo
55558fb175 SCons: Add an option to enable the experimental ninja build backend
With this option turned on, if properly set up, SCons generates a
`build.ninja` file and quits. To actually build the engine, the user can
then call `ninja` with whatever options they might prefer (not
everything is yet transferred properly to this new generated file).

Ideally, the scons file should never be called again, as ninja
automatically detects any SCons build script change and invokes
the required commands to regenerate itself.

This approach speeds up incremental builds considerably, as it limits
SCons to code generation and uses ninja's extremely fast timestamp-based
file change detector.
2024-03-15 16:05:25 +01:00
Michael Alexsander
11937d3a79
Fix translation fallback not working in the Project Manager 2024-03-15 12:00:20 -03:00
Riteo
a5cf92664d SCons: unify code generations routine and minimize timestamp changes
Previously, all of the code generation routines would just needlessly
write the same files over and over, even when not needed.

This became a problem with the advent of the experimental ninja backend
for SCons, which can be trivially enabled with a few lines of code and
relies on timestamp changes, making it thus impractical.
2024-03-15 15:43:53 +01:00
Mikael Hermansson
7901a0524b Allow for 32 max collisions in test_body_motion 2024-03-15 15:40:42 +01:00
Rémi Verschelde
e520359147
Pre-commit: Fix copyright_headers.py to run on all relevant files
It was only running on the first file passed by pre-commit, instead of all.
Fixes compatibility with Windows paths to get the basename.
2024-03-15 15:32:50 +01:00