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-rw-r--r--core/io/file_access_zip.h2
-rw-r--r--doc/classes/RichTextLabel.xml3
-rw-r--r--doc/classes/ScriptEditor.xml1
-rw-r--r--modules/gdnative/gdnative_library_editor_plugin.cpp1
-rw-r--r--platform/android/java/lib/src/org/godotengine/godot/FullScreenGodotApp.java24
-rw-r--r--scene/resources/physics_material.cpp4
6 files changed, 29 insertions, 6 deletions
diff --git a/core/io/file_access_zip.h b/core/io/file_access_zip.h
index 2cce24e878..c251b3c424 100644
--- a/core/io/file_access_zip.h
+++ b/core/io/file_access_zip.h
@@ -79,7 +79,7 @@ public:
};
class FileAccessZip : public FileAccess {
- unzFile zfile;
+ unzFile zfile = nullptr;
unz_file_info64 file_info;
mutable bool at_eof;
diff --git a/doc/classes/RichTextLabel.xml b/doc/classes/RichTextLabel.xml
index dc3c7c7dc0..050f1aab25 100644
--- a/doc/classes/RichTextLabel.xml
+++ b/doc/classes/RichTextLabel.xml
@@ -44,6 +44,7 @@
</argument>
<description>
Parses [code]bbcode[/code] and adds tags to the tag stack as needed. Returns the result of the parsing, [constant OK] if successful.
+ [b]Note:[/b] Using this method, you can't close a tag that was opened in a previous [method append_bbcode] call. This is done to improve performance, especially when updating large RichTextLabels since rebuilding the whole BBCode every time would be slower. If you absolutely need to close a tag in a future method call, append the [member bbcode_text] instead of using [method append_bbcode].
</description>
</method>
<method name="clear">
@@ -289,7 +290,7 @@
</member>
<member name="bbcode_text" type="String" setter="set_bbcode" getter="get_bbcode" default="&quot;&quot;">
The label's text in BBCode format. Is not representative of manual modifications to the internal tag stack. Erases changes made by other methods when edited.
- [b]Note:[/b] It is unadvised to use [code]+=[/code] operator with [code]bbcode_text[/code] (e.g. [code]bbcode_text += "some string"[/code]) as it replaces the whole text and can cause slowdowns. Use [method append_bbcode] for adding text instead.
+ [b]Note:[/b] It is unadvised to use the [code]+=[/code] operator with [code]bbcode_text[/code] (e.g. [code]bbcode_text += "some string"[/code]) as it replaces the whole text and can cause slowdowns. Use [method append_bbcode] for adding text instead, unless you absolutely need to close a tag that was opened in an earlier method call.
</member>
<member name="custom_effects" type="Array" setter="set_effects" getter="get_effects" default="[ ]">
The currently installed custom effects. This is an array of [RichTextEffect]s.
diff --git a/doc/classes/ScriptEditor.xml b/doc/classes/ScriptEditor.xml
index 20b0750431..d5a32dd20c 100644
--- a/doc/classes/ScriptEditor.xml
+++ b/doc/classes/ScriptEditor.xml
@@ -86,6 +86,7 @@
<argument index="1" name="base_path" type="String">
</argument>
<description>
+ Opens the script create dialog. The script will extend [code]base_name[/code]. The file extension can be omitted from [code]base_path[/code]. It will be added based on the selected scripting language.
</description>
</method>
<method name="register_syntax_highlighter">
diff --git a/modules/gdnative/gdnative_library_editor_plugin.cpp b/modules/gdnative/gdnative_library_editor_plugin.cpp
index fdd755845f..f0f095ddf5 100644
--- a/modules/gdnative/gdnative_library_editor_plugin.cpp
+++ b/modules/gdnative/gdnative_library_editor_plugin.cpp
@@ -318,6 +318,7 @@ GDNativeLibraryEditor::GDNativeLibraryEditor() {
platform_ios.name = "iOS";
platform_ios.entries.push_back("armv7");
platform_ios.entries.push_back("arm64");
+ platform_ios.entries.push_back("x86_64");
// iOS can use both Static and Dynamic libraries.
// Frameworks is actually a folder with files.
platform_ios.library_extension = "*.framework; Framework, *.xcframework; Binary Framework, *.a; Static Library, *.dylib; Dynamic Library";
diff --git a/platform/android/java/lib/src/org/godotengine/godot/FullScreenGodotApp.java b/platform/android/java/lib/src/org/godotengine/godot/FullScreenGodotApp.java
index 138c2de94c..5aa48d87da 100644
--- a/platform/android/java/lib/src/org/godotengine/godot/FullScreenGodotApp.java
+++ b/platform/android/java/lib/src/org/godotengine/godot/FullScreenGodotApp.java
@@ -34,6 +34,8 @@ import android.content.Intent;
import android.os.Bundle;
import android.view.KeyEvent;
+import androidx.annotation.NonNull;
+import androidx.annotation.Nullable;
import androidx.fragment.app.FragmentActivity;
/**
@@ -43,13 +45,18 @@ import androidx.fragment.app.FragmentActivity;
* within an Android app.
*/
public abstract class FullScreenGodotApp extends FragmentActivity {
- protected Godot godotFragment;
+ @Nullable
+ private Godot godotFragment;
@Override
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.godot_app_layout);
- godotFragment = new Godot();
+ godotFragment = initGodotInstance();
+ if (godotFragment == null) {
+ throw new IllegalStateException("Godot instance must be non-null.");
+ }
+
getSupportFragmentManager().beginTransaction().replace(R.id.godot_fragment_container, godotFragment).setPrimaryNavigationFragment(godotFragment).commitNowAllowingStateLoss();
}
@@ -76,4 +83,17 @@ public abstract class FullScreenGodotApp extends FragmentActivity {
}
return super.onKeyMultiple(inKeyCode, repeatCount, event);
}
+
+ /**
+ * Used to initialize the Godot fragment instance in {@link FullScreenGodotApp#onCreate(Bundle)}.
+ */
+ @NonNull
+ protected Godot initGodotInstance() {
+ return new Godot();
+ }
+
+ @Nullable
+ protected final Godot getGodotFragment() {
+ return godotFragment;
+ }
}
diff --git a/scene/resources/physics_material.cpp b/scene/resources/physics_material.cpp
index 2a5cd1101a..59bf8c0e13 100644
--- a/scene/resources/physics_material.cpp
+++ b/scene/resources/physics_material.cpp
@@ -43,9 +43,9 @@ void PhysicsMaterial::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_absorbent", "absorbent"), &PhysicsMaterial::set_absorbent);
ClassDB::bind_method(D_METHOD("is_absorbent"), &PhysicsMaterial::is_absorbent);
- ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "friction"), "set_friction", "get_friction");
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "friction", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_friction", "get_friction");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "rough"), "set_rough", "is_rough");
- ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "bounce"), "set_bounce", "get_bounce");
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "bounce", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_bounce", "get_bounce");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "absorbent"), "set_absorbent", "is_absorbent");
}