Rémi Verschelde
cc8f7c78af
Merge pull request #17618 from groud/fix_gridcontainer
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Fixes wrong calculation of gridcontainer's children size
2018-03-19 10:12:20 +01:00
Gilles Roudiere
896e5a64d3
Fixes wrong calculation of gridcontainer's children size
2018-03-18 22:33:17 +01:00
Fabio Alessandrelli
c531262190
Merge pull request #16947 from Faless/ui_actions
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GUI elements ui_action usage, improvements
2018-03-16 20:55:11 +01:00
Rémi Verschelde
f17c35b447
Merge pull request #17537 from Noshyaar/intcam
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InterpolatedCamera: use internal_process
2018-03-16 08:10:37 +01:00
Poommetee Ketson
6b22ec5f6c
InterpolatedCamera: use internal_process
2018-03-16 05:15:26 +07:00
Hein-Pieter van Braam
99f286e23f
Merge pull request #17264 from poke1024/fix-gesture-key-event-accepted
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Fix gesture events being blocked
2018-03-15 23:13:04 +01:00
Hein-Pieter van Braam
64b336b367
Merge pull request #17293 from bncastle/basebutton_fix_pressed
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Fix "ui_accept" action not calling _pressed() function in GDScript Button
2018-03-15 22:58:49 +01:00
Rémi Verschelde
fe93459ef9
Merge pull request #17345 from AlexHolly/expose-itemlist-move-item
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expose Itemlist.move_item and optimize functionality
2018-03-13 20:05:00 +01:00
Alexander Holland
a3d2f59dbe
expose itemlist.unselect_all()
2018-03-13 16:46:25 +01:00
Alexander Holland
73146af740
expose Itemlist.move_item and optimize functionality
2018-03-13 15:19:43 +01:00
Rémi Verschelde
c81356153e
Merge pull request #16971 from Noshyaar/tilemap
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TileMap: add fix_invalid_tiles
2018-03-13 13:57:58 +01:00
Rémi Verschelde
96bda9c463
Merge pull request #17094 from Calinou/add-dynamicfont-hinting-options
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Add an hinting mode setting to DynamicFonts
2018-03-13 13:38:35 +01:00
Rémi Verschelde
931f669b30
Merge pull request #17114 from poke1024/fix15719
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Fix line thickness for CollisionPolygon2D.
2018-03-13 13:34:32 +01:00
Rémi Verschelde
88c1430613
Merge pull request #17314 from robfram/complete-path-15813
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Fix bad autocomplete of partially written node paths when using syntactic sugar notation ($)
2018-03-13 12:16:51 +01:00
Rémi Verschelde
6d97fbdfc1
Merge pull request #17359 from AlexHolly/completion-edge-jump
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Auto completion edge jump
2018-03-13 12:01:14 +01:00
Rémi Verschelde
b49746f3cd
Merge pull request #17381 from poke1024/fix-anim-scrub
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AnimationPlayer: fix scrubbing after play backwards
2018-03-13 11:51:30 +01:00
Rémi Verschelde
6e491ff283
Merge pull request #17383 from poke1024/colorpicker-tweaks
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Better tab support for color picker
2018-03-13 11:42:51 +01:00
Rémi Verschelde
ada1357dfd
Merge pull request #17422 from robfram/fix-radial-textureprogress
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Implement line clipping for `TextureProgress` to avoid bad rendering
2018-03-13 11:25:49 +01:00
Rémi Verschelde
b1c9a7c757
Merge pull request #17410 from groud/fix_grid_container
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Fixes infinite loop in GridContainer
2018-03-13 10:34:31 +01:00
Rémi Verschelde
c446231a6e
Merge pull request #17191 from garyo/fix_grid_cont
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Fix infinite loop in GridContainer layout
2018-03-13 10:34:20 +01:00
Rémi Verschelde
7e246a0cb7
Merge pull request #17432 from ShyRed/tilemapupdate
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Update TileMap when its TileSet changes
2018-03-13 09:30:38 +01:00
Bernhard Liebl
8277bf29a4
Various ui tweaks for color picker
2018-03-12 13:58:31 +01:00
ShyRed
67f4944a21
Update TileMap when its TileSet changes
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Make TileMap monitor its TileSet for changes and emit a signal when the TileSet changes. This makes the editor update and show the updated version of the TileSet.
2018-03-11 12:24:50 +01:00
Alexander Holland
11e40d3700
expose Itemlist.is_anything_selected
2018-03-11 03:01:16 +01:00
robfram
7991bd168d
Implement line clipping for TextureProgress
to avoid bad rendering due to imprecise UV mapping
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Original code used a quick aproximation for simulating the
correspondent texel in the `TextureProgress` texture as radial
progress indicator. This lead to visualization errors. Changed it for
a Liang-Barsky line clipping algorithm stripped to its minimum for
this specific use case.
Fix #17364 .
2018-03-10 20:51:42 +01:00
Gary Oberbrunner
561e57df13
Fix infinite loop in GridContainer layout
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I had a grid container and tried to set rect.min_height larger in the
editor; that caused an infinite loop in GridContainer::_notification
at line 118. The reason is max_index was being set to the *height* of
the row, not the *index* of the row. So later when it tried to erase
that row and try again, there was nothing to erase.
I applied the same fix to the width code.
2018-03-10 14:38:35 -05:00
ShyRed
a23c0877f1
Update Sprite when Texture changes
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Make Sprite monitor its Texture for changes and trigger an update when the sprite changes.
2018-03-10 17:23:29 +01:00
Gilles Roudiere
44cb8eb3a2
Fixes infinite loop in GridContainer
2018-03-10 14:01:20 +01:00
Bernhard Liebl
b553b38e7b
AnimationPlayer: fix scrubbing after play backwards
2018-03-09 19:41:14 +01:00
Alexander Holland
e36dd4282b
auto-completion edge jump
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arrow up/down jumps to end/start on edges
2018-03-09 17:31:07 +01:00
Rémi Verschelde
079b919b41
Merge pull request #17341 from poke1024/fix16461
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Fix unselectable flipped sprites (fixes 16461)
2018-03-08 08:40:49 +01:00
Rémi Verschelde
0b600fde3f
Merge pull request #17189 from CodeAndWeb/master
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Fixes Selection of Sprites using AtlasTexture
2018-03-08 08:37:22 +01:00
poke1024
bd2e1df216
Fix unselectable flipped sprites (fixes 16461)
2018-03-07 18:58:45 +01:00
Leon Krause
38623e07ac
Prevent division by zero in GridContainer
2018-03-07 17:36:28 +01:00
robfram
95f186b621
Fix bad autocomplete of partially written node paths when using syntactic sugar notation ($)
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If you had a tree like Node2D->Sprite->Camera2D and you write a
code like $Node2D/Spr and chose the autocompletion sugested
Node2D/Sprite, the resulting string was $Node2D/Node2D/Sprite
instead $Node2D/Sprite. If you chose Node2D/Sprite/Camera2D, then
you ended with $Node2D/Node2D/Sprite/Camera2D.
Fix #15813 .
2018-03-06 19:25:14 +01:00
Rémi Verschelde
2efd7add4a
Merge pull request #17205 from Ranoller/patch-3
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FIX Windows enter/exit mouse notifications
2018-03-06 10:16:01 +01:00
bncastle
ceb079fa35
Fix BaseButton not always calling _pressed()
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Fix "ui_accept" action in BaseButton.cpp not calling _pressed() func in
GDScript
2018-03-05 20:37:10 -05:00
Rémi Verschelde
6a6aab498e
Merge pull request #17262 from poke1024/fix-sprite-get-rects
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Fix uninitialized data in Sprite::_get_rects()
2018-03-05 10:46:17 +01:00
Bernhard Liebl
166c2bdea7
Fix gesture events being blocked
2018-03-04 22:19:10 +01:00
Bernhard Liebl
5f917139ab
Fix uninitialized data in Sprite::_get_rects()
2018-03-04 21:19:32 +01:00
Ranoller
979dccbd8d
FIX Windows enter/exit mouse notifications
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Fix to this issue #17202
2018-03-03 03:42:38 +01:00
Bernhard Liebl
0e1e95c41f
Fix more regressions in RichTextLabel from PR 15711
2018-03-02 19:19:46 +01:00
Andreas Loew
a01ba4523b
Fix selection of Sprites using AtlasTexture in the editor.
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Fixes #16261 .
2018-03-02 19:17:47 +01:00
Rémi Verschelde
ab001d830b
Fix serialization of identifiers with non printable ASCII characters
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Fixes #6888 .
2018-03-02 13:33:53 +01:00
Hein-Pieter van Braam
555eebf3f4
Don't crash when trying to add an invalid navmesh
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It is possible to try to add an invalid object as a navmesh through
GDScript which results in an engine crash. This creates a debug message
that should help the user figure out what's wrong.
2018-03-02 09:37:32 +01:00
poke1024
89f607604e
Fix regression through fa98637aca
2018-03-01 18:03:53 +01:00
Rémi Verschelde
ce7da2c7d6
Viewport: Fix missing tooltips w/ disabled physics object picking
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Previously this option seemed to be the sole responsible for enabling
physics processing in Viewport, while several other features like
tooltips and debugging collision hints rely on it.
All this logic is moved to internal processing (it's incorrect to let
it be affected by users disabling physics/idle processing), and disabling
physics object picking no longer affects the internal physics processing.
Fixes #17001 .
2018-03-01 16:01:10 +01:00
poke1024
a36f6e5386
Fix line thickness for CollisionPolygon2D.
2018-03-01 07:30:30 +01:00
Hein-Pieter van Braam
d702d7b335
Fix various valgrind reported uninitialized variable uses
2018-02-28 21:55:13 +01:00
Hugo Locurcio
c1544c12ef
Add an hinting mode setting to DynamicFonts
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- Editor font hinting can now be tweaked in the Editor Settings.
- DynamicFonts used in projects now have tweakable hinting settings
in their DynamicFontData child. Changes will be visible upon
reloading the scene in the editor.
2018-02-28 00:12:26 +01:00