Micky
ef8fbae929
Add more tests for Vector* types
2022-09-25 22:58:58 -05:00
Bastiaan Olij
56d6a13fd7
Make dependencies with shader includes in subfolders
2022-09-26 12:29:19 +10:00
VolTer
8b6ce982db
Add ability to open multiple scenes in the Dependency Editor
2022-09-25 22:20:16 +02:00
bruvzg
8cdb482738
[TextServer] Always prefer main font over fallbacks, regardless of script/language support.
2022-09-25 23:07:30 +03:00
kobewi
bb458d82ea
Remember advanced state of connection dialog
2022-09-25 20:22:44 +02:00
Hugo Locurcio
74b324c434
Rename editor run/pause/stop shortcuts and tooltips for consistency
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The new naming better suits non-game applications and is more explicit.
2022-09-25 20:17:58 +02:00
Rindbee
412e87349a
Fix out of sync when the script is edited externally via lsp
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Previously, external editing via lsp would modify the modified time of the script,
which caused the internal display of the script to not be refreshed when refocusing
the engine.
Now saving the script externally via lsp will automatically refresh the internal
display.
2022-09-25 23:30:35 +08:00
Rémi Verschelde
ef26618359
Merge pull request #66290 from 4d49/physics2d-area-methods
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add `area_get_collision_layer` &`area_get_collision_mask`
2022-09-25 17:08:55 +02:00
Rémi Verschelde
d456dce8af
Merge pull request #65535 from RedMser/script-editor-inheritance-icon
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Show override icon in script editor gutter
2022-09-25 17:08:45 +02:00
Rémi Verschelde
eae7d27578
Merge pull request #66233 from DorianSzlachcic/3-to-4-converter-issue
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Prevent 3-to-4 project converter from adding extra line for move_and_slide
2022-09-25 17:05:47 +02:00
Rémi Verschelde
c1891c5e3c
Merge pull request #66402 from smix8/navigation_pathquery_missing_doc_4.x
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Add missing postprocessing doc for PathQueryParameters
2022-09-25 16:59:15 +02:00
Rémi Verschelde
3d1be58d92
Merge pull request #66395 from bfeber/patch-1
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Fix compilation with custom "GODOT_VERSION_STATUS"
2022-09-25 16:53:43 +02:00
smix8
c87ad9d7c1
Add missing postprocessing doc for PathQueryParameters
2022-09-25 15:48:43 +02:00
Björn Feber
d4dba877d2
Fix compilation with custom "GODOT_VERSION_STATUS"
2022-09-25 13:26:47 +02:00
Miguel Gonzalez Sanchez
125f0be8b7
do not apply modulate on canvas when unshaded is set
2022-09-25 12:13:46 +01:00
Mansur Isaev
efd4dc20a3
Add area_get_collision_layer
and area_get_collision_mask
2022-09-25 14:34:35 +04:00
DorianSzlachcic
bf6d84b8bb
Prevent 3-to-4 project converter from adding extra line for move_and_slide
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Fixes #66054
2022-09-25 11:54:33 +02:00
Rémi Verschelde
15ac442247
Merge pull request #63224 from Rindbee/update-GDScript-cache
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Load/update GDScript from disk on load if cache mode is CACHE_MODE_IGNORE
2022-09-25 11:28:45 +02:00
Rémi Verschelde
fd62fbcf8c
Merge pull request #66378 from nikitalita/patch-1
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Fix `tools=no` compile when `vsproj=yes`
2022-09-25 11:27:00 +02:00
Rémi Verschelde
f3d763011f
Merge pull request #63109 from OverloadedOrama/fix-input-event-action
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Fix `InputEventAction`'s `is_match` method ignoring `exact_match` parameter
2022-09-25 11:06:38 +02:00
Rémi Verschelde
919d8b3711
Merge pull request #65290 from requizm/fix/65081/cannot_set_escape
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Disabled "Escape" button when closing the shortcut window
2022-09-25 11:06:18 +02:00
Rémi Verschelde
4e81b68ed2
Merge pull request #66306 from Razoric480/raz/null-string
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Prevent a crash in the LSP when a function's return datatype is not resolved
2022-09-25 11:05:26 +02:00
Rémi Verschelde
a5b538bdb2
Merge pull request #66289 from Rindbee/fix-scene-export
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Fix sub-scene root nodes not getting the correct inheritance chain when exporting
2022-09-25 11:04:45 +02:00
Rémi Verschelde
56c7305f70
Merge pull request #66288 from bruvzg/te_fix_color
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[TextEdit] Use error/selection font color for the current glyph only, instead of updating cached font color.
2022-09-25 11:04:14 +02:00
Guilherme Sousa
5e5bb088de
Fix expression base path on transitions
2022-09-25 09:00:03 +02:00
Rémi Verschelde
67f700d726
Merge pull request #66377 from bruvzg/macos_menu_cb_deferred
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[macOS] Process menu callback after event processing step to avoid event queue corruption.
2022-09-25 08:38:10 +02:00
VolTer
882a226d12
Make Replace in Files always visible in Search
2022-09-25 02:49:53 +02:00
Rémi Verschelde
632dbab226
Merge pull request #66338 from asmaloney/some-include-cleanups
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Remove unused includes & move some includes to top of file
2022-09-25 00:22:17 +02:00
Rémi Verschelde
c9e75a7c3c
Merge pull request #65531 from Mickeon/project-converter-missing-entries
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Add a few missing entries in Project Converter
2022-09-25 00:22:00 +02:00
nikitalita
45a1e7ff54
Don't add editor_sources
to vs_project when tools=no
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`editor_sources` was being added to the vs_project when godot is compiled with `tools=no`, which caused the build to fail.
2022-09-24 14:24:50 -07:00
Rémi Verschelde
61c0cb712d
Merge pull request #66355 from Mickeon/fix-color-picker-always-color-changed
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Fix ColorPicker always emitting color_changed on html submit
2022-09-24 23:00:19 +02:00
Rémi Verschelde
39be6695d1
Merge pull request #66295 from bruvzg/win_fix_wm_char_keysym
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[Windows] Fix WM_CHAR processing code using Unicode char instead of Virtual key.
2022-09-24 22:59:44 +02:00
Rémi Verschelde
340f6e93d2
Merge pull request #66315 from clayjohn/QuadMesh-size
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Set QuadMesh default size back to 1
2022-09-24 22:59:25 +02:00
Rémi Verschelde
01e26bdcf8
Merge pull request #66364 from aaronfranke/projectman-selfcontained
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Fix project manager not working in self-contained mode
2022-09-24 22:58:43 +02:00
bruvzg
b66931946b
[macOS] Process menu callback after event processing step to avoid event queue corruption.
2022-09-24 23:57:24 +03:00
Miguel Gonzalez Sanchez
2047be4516
fix broken 2D light blending, addresses #49922
2022-09-24 20:13:12 +01:00
Aaron Franke
bb71e92826
Fix project manager not working in self-contained mode
2022-09-24 13:15:11 -05:00
Andy Maloney
127e2333f4
Remove redundant "if" condition in GDScriptCompiler::_parse_function()
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Looking at the original PR, I believe this is the original intent, but it now means that previously dead code is now executed.
2022-09-24 12:30:43 -04:00
Micky
544727ac1e
Fix ColorPicker always emitting color_changed on html submit
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The color change was always emitted when the the modal was closed, even if it was exactly the same as before.
2022-09-24 18:15:06 +02:00
Gergely Kis
d5445c25a6
Dynamic loading of OpenXR Loader on Android
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This change implements dynamic loading of the OpenXR Loader library
on Android. If an OpenXR Loader library is not found,
Godot will still function with OpenXR disabled.
Also, on every platform, the OpenXR symbols are resolved at runtime
using xrGetInstanceProcAddr.
On Windows and Linux the OpenXR loader is included in the main
engine binary.
On Android, the OpenXR Loader is not built with the engine. Separately
distributed Android plugins will be provided with the correct loader
library for each device.
Co-authored-by: Gábor Pál Korom <gabor.p.korom@migeran.com>
Co-authored-by: Gábor Koncz <gabor.koncz@migeran.com>
2022-09-24 13:57:03 +02:00
Rindbee
f1a4041f52
Load/update GDScript from disk on load if cache mode is CACHE_MODE_IGNORE
2022-09-24 16:06:36 +08:00
Andy Maloney
49ff3d5489
Remove unused includes & move some includes to top of file
2022-09-23 19:06:31 -04:00
clayjohn
fe69fedc1a
Move deband to end of tonemapping.
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This avoids artifacts when using adjustments and color correction
2022-09-23 11:46:40 -07:00
clayjohn
36cb3c4050
Set QuadMesh default size back to 1
2022-09-23 11:00:43 -07:00
RedMser
3183b7371d
SceneTreeDialog: focus search bar by default
2022-09-23 18:04:48 +02:00
Francois Belair
03e41d21e0
Prevent null crash when datatype not resolved
2022-09-23 11:13:57 -04:00
Rémi Verschelde
f74491fdee
Merge pull request #66303 from akien-mga/scons-cleanup-debug-defines
2022-09-23 16:45:12 +02:00
Rémi Verschelde
26e9145c26
SCons: Cleanup DEBUG
, _DEBUG
and NDEBUG
defines
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- `_DEBUG` is MSVC specific so it didn't make much sense to define for
Android and iOS builds.
- iOS was the only platform to define `DEBUG`. We don't use it anywhere
outside thirdparty code, which we usually don't intend to debug, so it
seems better to be consistent with other platforms.
- Consistently define `NDEBUG` to disable assert behavior in both `release`
and `release_debug` targets. This used to be set for `release` for all
platforms, and `release_debug` for Android and iOS only.
- Due to the above, I removed the only use we made of `assert()` in Godot
code, which was only implemented for Unix anyway, should have been
`DEV_ENABLED`, and is in PoolAllocator which we don't actually use.
- The denoise and recast modules keep defining `NDEBUG` even for the `debug`
target as we don't want OIDN and Embree asserting all over the place.
2022-09-23 15:21:26 +02:00
Rémi Verschelde
56e847ef65
Merge pull request #66297 from akien-mga/scons-remove-fomit-frame-pointer-ftree-vectorize
2022-09-23 15:21:19 +02:00
Rémi Verschelde
c5c3d13dc0
SCons: Remove redundant -fomit-frame-pointer
and -ftree-vectorize
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- `-fomit-frame-pointer` is included automatically by both GCC and
Clang in `-O1` and above.
- `-ftree-vectorize` is included automatically by GCC in `-O2` and
beyond, and seems always enabled by Clang.
Closes #66296 . See that issue for a detailed investigation.
2022-09-23 13:56:16 +02:00