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-rw-r--r--doc/classes/AtlasTexture.xml4
-rw-r--r--doc/classes/Camera2D.xml7
-rw-r--r--doc/classes/Control.xml26
-rw-r--r--doc/classes/OS.xml2
-rw-r--r--editor/code_editor.cpp37
-rw-r--r--editor/code_editor.h1
-rw-r--r--editor/plugins/script_editor_plugin.cpp15
-rw-r--r--editor/plugins/script_editor_plugin.h1
-rw-r--r--editor/plugins/script_text_editor.cpp4
-rw-r--r--editor/plugins/script_text_editor.h1
-rw-r--r--editor/plugins/text_editor.cpp4
-rw-r--r--editor/plugins/text_editor.h1
-rw-r--r--modules/gltf/editor/editor_scene_importer_blend.cpp13
-rw-r--r--platform/linuxbsd/detect.py6
-rw-r--r--scene/2d/camera_2d.cpp62
-rw-r--r--scene/2d/camera_2d.h13
-rw-r--r--scene/resources/texture.cpp8
17 files changed, 151 insertions, 54 deletions
diff --git a/doc/classes/AtlasTexture.xml b/doc/classes/AtlasTexture.xml
index 4794c8ef14..809d983a9d 100644
--- a/doc/classes/AtlasTexture.xml
+++ b/doc/classes/AtlasTexture.xml
@@ -6,13 +6,13 @@
<description>
[Texture2D] resource that draws only part of its [member atlas] texture, as defined by the [member region]. An additional [member margin] can also be set, which is useful for small adjustments.
Multiple [AtlasTexture] resources can be cropped from the same [member atlas]. Packing many smaller textures into a singular large texture helps to optimize video memory costs and render calls.
- [b]Note:[/b] [AtlasTexture] cannot be used in an [AnimatedTexture], and does not work properly if used inside of other [AtlasTexture] resources.
+ [b]Note:[/b] [AtlasTexture] cannot be used in an [AnimatedTexture], and may not tile properly in nodes such as [TextureRect], when inside other [AtlasTexture] resources.
</description>
<tutorials>
</tutorials>
<members>
<member name="atlas" type="Texture2D" setter="set_atlas" getter="get_atlas">
- The texture that contains the atlas. Can be any type inheriting from [Texture2D]. Nesting [AtlasTexture] resources is not supported.
+ The texture that contains the atlas. Can be any type inheriting from [Texture2D], including another [AtlasTexture].
</member>
<member name="filter_clip" type="bool" setter="set_filter_clip" getter="has_filter_clip" default="false">
If [code]true[/code], the area outside of the [member region] is clipped to avoid bleeding of the surrounding texture pixels.
diff --git a/doc/classes/Camera2D.xml b/doc/classes/Camera2D.xml
index a1d24f778d..671ecb6af1 100644
--- a/doc/classes/Camera2D.xml
+++ b/doc/classes/Camera2D.xml
@@ -150,6 +150,13 @@
<member name="process_callback" type="int" setter="set_process_callback" getter="get_process_callback" enum="Camera2D.Camera2DProcessCallback" default="1">
The camera's process callback. See [enum Camera2DProcessCallback].
</member>
+ <member name="rotation_smoothing_enabled" type="bool" setter="set_rotation_smoothing_enabled" getter="is_rotation_smoothing_enabled" default="false">
+ If [code]true[/code], the camera's view smoothly rotates, via asymptotic smoothing, to align with its target rotation at [member rotation_smoothing_speed].
+ [b]Note:[/b] This property has no effect if [member ignore_rotation] is [code]true[/code].
+ </member>
+ <member name="rotation_smoothing_speed" type="float" setter="set_rotation_smoothing_speed" getter="get_rotation_smoothing_speed" default="5.0">
+ The angular, asymptotic speed of the camera's rotation smoothing effect when [member rotation_smoothing_enabled] is [code]true[/code].
+ </member>
<member name="smoothing_enabled" type="bool" setter="set_enable_follow_smoothing" getter="is_follow_smoothing_enabled" default="false">
If [code]true[/code], the camera smoothly moves towards the target at [member smoothing_speed].
</member>
diff --git a/doc/classes/Control.xml b/doc/classes/Control.xml
index bf449ade77..c66a93ce37 100644
--- a/doc/classes/Control.xml
+++ b/doc/classes/Control.xml
@@ -7,10 +7,10 @@
Base class for all UI-related nodes. [Control] features a bounding rectangle that defines its extents, an anchor position relative to its parent control or the current viewport, and offsets relative to the anchor. The offsets update automatically when the node, any of its parents, or the screen size change.
For more information on Godot's UI system, anchors, offsets, and containers, see the related tutorials in the manual. To build flexible UIs, you'll need a mix of UI elements that inherit from [Control] and [Container] nodes.
[b]User Interface nodes and input[/b]
- Godot sends input events to the scene's root node first, by calling [method Node._input]. [method Node._input] forwards the event down the node tree to the nodes under the mouse cursor, or on keyboard focus. To do so, it calls [code]MainLoop._input_event[/code].
+ Godot sends input events to the scene's root node first, by calling [method Node._input]. [method Node._input] forwards the event down the node tree to the nodes under the mouse cursor, or in focus. To do so, it calls [code]MainLoop._input_event[/code].
[b]FIXME:[/b] No longer valid after DisplayServer split and Input refactoring.
Call [method accept_event] so no other node receives the event. Once you accept an input, it becomes handled so [method Node._unhandled_input] will not process it.
- Only one [Control] node can be in keyboard focus. Only the node in focus will receive keyboard events. To get the focus, call [method grab_focus]. [Control] nodes lose focus when another node grabs it, or if you hide the node in focus.
+ Only one [Control] node can be in focus. Only the node in focus will receive events. To get the focus, call [method grab_focus]. [Control] nodes lose focus when another node grabs it, or if you hide the node in focus.
Sets [member mouse_filter] to [constant MOUSE_FILTER_IGNORE] to tell a [Control] node to ignore mouse or touch events. You'll need it if you place an icon on top of a button.
[Theme] resources change the Control's appearance. If you change the [Theme] on a [Control] node, it affects all of its children. To override some of the theme's parameters, call one of the [code]add_theme_*_override[/code] methods, like [method add_theme_font_override]. You can override the theme with the inspector.
[b]Note:[/b] Theme items are [i]not[/i] [Object] properties. This means you can't access their values using [method Object.get] and [method Object.set]. Instead, use the [code]get_theme_*[/code] and [code]add_theme_*_override[/code] methods provided by this class.
@@ -680,7 +680,7 @@
<method name="release_focus">
<return type="void" />
<description>
- Give up the focus. No other control will be able to receive keyboard input.
+ Give up the focus. No other control will be able to receive input.
</description>
</method>
<method name="remove_theme_color_override">
@@ -976,26 +976,26 @@
The minimum size of the node's bounding rectangle. If you set it to a value greater than (0, 0), the node's bounding rectangle will always have at least this size, even if its content is smaller. If it's set to (0, 0), the node sizes automatically to fit its content, be it a texture or child nodes.
</member>
<member name="focus_mode" type="int" setter="set_focus_mode" getter="get_focus_mode" enum="Control.FocusMode" default="0">
- The focus access mode for the control (None, Click or All). Only one Control can be focused at the same time, and it will receive keyboard signals.
+ The focus access mode for the control (None, Click or All). Only one Control can be focused at the same time, and it will receive keyboard, gamepad, and mouse signals.
</member>
<member name="focus_neighbor_bottom" type="NodePath" setter="set_focus_neighbor" getter="get_focus_neighbor" default="NodePath(&quot;&quot;)">
- Tells Godot which node it should give keyboard focus to if the user presses the down arrow on the keyboard or down on a gamepad by default. You can change the key by editing the [code]ui_down[/code] input action. The node must be a [Control]. If this property is not set, Godot will give focus to the closest [Control] to the bottom of this one.
+ Tells Godot which node it should give focus to if the user presses the down arrow on the keyboard or down on a gamepad by default. You can change the key by editing the [code]ui_down[/code] input action. The node must be a [Control]. If this property is not set, Godot will give focus to the closest [Control] to the bottom of this one.
</member>
<member name="focus_neighbor_left" type="NodePath" setter="set_focus_neighbor" getter="get_focus_neighbor" default="NodePath(&quot;&quot;)">
- Tells Godot which node it should give keyboard focus to if the user presses the left arrow on the keyboard or left on a gamepad by default. You can change the key by editing the [code]ui_left[/code] input action. The node must be a [Control]. If this property is not set, Godot will give focus to the closest [Control] to the left of this one.
+ Tells Godot which node it should give focus to if the user presses the left arrow on the keyboard or left on a gamepad by default. You can change the key by editing the [code]ui_left[/code] input action. The node must be a [Control]. If this property is not set, Godot will give focus to the closest [Control] to the left of this one.
</member>
<member name="focus_neighbor_right" type="NodePath" setter="set_focus_neighbor" getter="get_focus_neighbor" default="NodePath(&quot;&quot;)">
- Tells Godot which node it should give keyboard focus to if the user presses the right arrow on the keyboard or right on a gamepad by default. You can change the key by editing the [code]ui_right[/code] input action. The node must be a [Control]. If this property is not set, Godot will give focus to the closest [Control] to the bottom of this one.
+ Tells Godot which node it should give focus to if the user presses the right arrow on the keyboard or right on a gamepad by default. You can change the key by editing the [code]ui_right[/code] input action. The node must be a [Control]. If this property is not set, Godot will give focus to the closest [Control] to the bottom of this one.
</member>
<member name="focus_neighbor_top" type="NodePath" setter="set_focus_neighbor" getter="get_focus_neighbor" default="NodePath(&quot;&quot;)">
- Tells Godot which node it should give keyboard focus to if the user presses the top arrow on the keyboard or top on a gamepad by default. You can change the key by editing the [code]ui_top[/code] input action. The node must be a [Control]. If this property is not set, Godot will give focus to the closest [Control] to the bottom of this one.
+ Tells Godot which node it should give focus to if the user presses the top arrow on the keyboard or top on a gamepad by default. You can change the key by editing the [code]ui_top[/code] input action. The node must be a [Control]. If this property is not set, Godot will give focus to the closest [Control] to the bottom of this one.
</member>
<member name="focus_next" type="NodePath" setter="set_focus_next" getter="get_focus_next" default="NodePath(&quot;&quot;)">
- Tells Godot which node it should give keyboard focus to if the user presses [kbd]Tab[/kbd] on a keyboard by default. You can change the key by editing the [code]ui_focus_next[/code] input action.
+ Tells Godot which node it should give focus to if the user presses [kbd]Tab[/kbd] on a keyboard by default. You can change the key by editing the [code]ui_focus_next[/code] input action.
If this property is not set, Godot will select a "best guess" based on surrounding nodes in the scene tree.
</member>
<member name="focus_previous" type="NodePath" setter="set_focus_previous" getter="get_focus_previous" default="NodePath(&quot;&quot;)">
- Tells Godot which node it should give keyboard focus to if the user presses [kbd]Shift + Tab[/kbd] on a keyboard by default. You can change the key by editing the [code]ui_focus_prev[/code] input action.
+ Tells Godot which node it should give focus to if the user presses [kbd]Shift + Tab[/kbd] on a keyboard by default. You can change the key by editing the [code]ui_focus_prev[/code] input action.
If this property is not set, Godot will select a "best guess" based on surrounding nodes in the scene tree.
</member>
<member name="global_position" type="Vector2" setter="_set_global_position" getter="get_global_position">
@@ -1098,12 +1098,12 @@
<signals>
<signal name="focus_entered">
<description>
- Emitted when the node gains keyboard focus.
+ Emitted when the node gains focus.
</description>
</signal>
<signal name="focus_exited">
<description>
- Emitted when the node loses keyboard focus.
+ Emitted when the node loses focus.
</description>
</signal>
<signal name="gui_input">
@@ -1159,7 +1159,7 @@
The node can only grab focus on mouse clicks. Use with [member focus_mode].
</constant>
<constant name="FOCUS_ALL" value="2" enum="FocusMode">
- The node can grab focus on mouse click or using the arrows and the Tab keys on the keyboard. Use with [member focus_mode].
+ The node can grab focus on mouse click, using the arrows and the Tab keys on the keyboard, or using the D-pad buttons on a gamepad. Use with [member focus_mode].
</constant>
<constant name="NOTIFICATION_RESIZED" value="40">
Sent when the node changes size. Use [member size] to get the new size.
diff --git a/doc/classes/OS.xml b/doc/classes/OS.xml
index bc6ac8012f..15b3d4958c 100644
--- a/doc/classes/OS.xml
+++ b/doc/classes/OS.xml
@@ -4,7 +4,7 @@
Operating System functions.
</brief_description>
<description>
- Operating System functions. OS wraps the most common functionality to communicate with the host operating system, such as the clipboard, video driver, date and time, timers, environment variables, execution of binaries, command line, etc.
+ Operating System functions. OS wraps the most common functionality to communicate with the host operating system, such as the clipboard, video driver, delays, environment variables, execution of binaries, command line, etc.
</description>
<tutorials>
<link title="OS Test Demo">https://godotengine.org/asset-library/asset/677</link>
diff --git a/editor/code_editor.cpp b/editor/code_editor.cpp
index 11a6912aa5..25556482bc 100644
--- a/editor/code_editor.cpp
+++ b/editor/code_editor.cpp
@@ -1526,19 +1526,7 @@ void CodeTextEditor::clear_executing_line() {
Variant CodeTextEditor::get_edit_state() {
Dictionary state;
-
- state["scroll_position"] = text_editor->get_v_scroll();
- state["h_scroll_position"] = text_editor->get_h_scroll();
- state["column"] = text_editor->get_caret_column();
- state["row"] = text_editor->get_caret_line();
-
- state["selection"] = get_text_editor()->has_selection();
- if (get_text_editor()->has_selection()) {
- state["selection_from_line"] = text_editor->get_selection_from_line();
- state["selection_from_column"] = text_editor->get_selection_from_column();
- state["selection_to_line"] = text_editor->get_selection_to_line();
- state["selection_to_column"] = text_editor->get_selection_to_column();
- }
+ state.merge(get_navigation_state());
state["folded_lines"] = text_editor->get_folded_lines();
state["breakpoints"] = text_editor->get_breakpointed_lines();
@@ -1559,8 +1547,10 @@ void CodeTextEditor::set_edit_state(const Variant &p_state) {
text_editor->set_v_scroll(state["scroll_position"]);
text_editor->set_h_scroll(state["h_scroll_position"]);
- if (state.has("selection")) {
+ if (state.get("selection", false)) {
text_editor->select(state["selection_from_line"], state["selection_from_column"], state["selection_to_line"], state["selection_to_column"]);
+ } else {
+ text_editor->deselect();
}
if (state.has("folded_lines")) {
@@ -1585,6 +1575,25 @@ void CodeTextEditor::set_edit_state(const Variant &p_state) {
}
}
+Variant CodeTextEditor::get_navigation_state() {
+ Dictionary state;
+
+ state["scroll_position"] = text_editor->get_v_scroll();
+ state["h_scroll_position"] = text_editor->get_h_scroll();
+ state["column"] = text_editor->get_caret_column();
+ state["row"] = text_editor->get_caret_line();
+
+ state["selection"] = get_text_editor()->has_selection();
+ if (get_text_editor()->has_selection()) {
+ state["selection_from_line"] = text_editor->get_selection_from_line();
+ state["selection_from_column"] = text_editor->get_selection_from_column();
+ state["selection_to_line"] = text_editor->get_selection_to_line();
+ state["selection_to_column"] = text_editor->get_selection_to_column();
+ }
+
+ return state;
+}
+
void CodeTextEditor::set_error(const String &p_error) {
error->set_text(p_error);
if (!p_error.is_empty()) {
diff --git a/editor/code_editor.h b/editor/code_editor.h
index 49679cc700..775708954d 100644
--- a/editor/code_editor.h
+++ b/editor/code_editor.h
@@ -246,6 +246,7 @@ public:
Variant get_edit_state();
void set_edit_state(const Variant &p_state);
+ Variant get_navigation_state();
void set_error_count(int p_error_count);
void set_warning_count(int p_warning_count);
diff --git a/editor/plugins/script_editor_plugin.cpp b/editor/plugins/script_editor_plugin.cpp
index a3f2c2509f..67813a3635 100644
--- a/editor/plugins/script_editor_plugin.cpp
+++ b/editor/plugins/script_editor_plugin.cpp
@@ -566,7 +566,7 @@ void ScriptEditor::_save_history() {
Node *n = tab_container->get_current_tab_control();
if (Object::cast_to<ScriptEditorBase>(n)) {
- history.write[history_pos].state = Object::cast_to<ScriptEditorBase>(n)->get_edit_state();
+ history.write[history_pos].state = Object::cast_to<ScriptEditorBase>(n)->get_navigation_state();
}
if (Object::cast_to<EditorHelp>(n)) {
history.write[history_pos].state = Object::cast_to<EditorHelp>(n)->get_scroll();
@@ -601,7 +601,7 @@ void ScriptEditor::_go_to_tab(int p_idx) {
Node *n = tab_container->get_current_tab_control();
if (Object::cast_to<ScriptEditorBase>(n)) {
- history.write[history_pos].state = Object::cast_to<ScriptEditorBase>(n)->get_edit_state();
+ history.write[history_pos].state = Object::cast_to<ScriptEditorBase>(n)->get_navigation_state();
}
if (Object::cast_to<EditorHelp>(n)) {
history.write[history_pos].state = Object::cast_to<EditorHelp>(n)->get_scroll();
@@ -3360,7 +3360,7 @@ void ScriptEditor::_update_history_pos(int p_new_pos) {
Node *n = tab_container->get_current_tab_control();
if (Object::cast_to<ScriptEditorBase>(n)) {
- history.write[history_pos].state = Object::cast_to<ScriptEditorBase>(n)->get_edit_state();
+ history.write[history_pos].state = Object::cast_to<ScriptEditorBase>(n)->get_navigation_state();
}
if (Object::cast_to<EditorHelp>(n)) {
history.write[history_pos].state = Object::cast_to<EditorHelp>(n)->get_scroll();
@@ -3371,11 +3371,12 @@ void ScriptEditor::_update_history_pos(int p_new_pos) {
n = history[history_pos].control;
- if (Object::cast_to<ScriptEditorBase>(n)) {
- Object::cast_to<ScriptEditorBase>(n)->set_edit_state(history[history_pos].state);
- Object::cast_to<ScriptEditorBase>(n)->ensure_focus();
+ ScriptEditorBase *seb = Object::cast_to<ScriptEditorBase>(n);
+ if (seb) {
+ seb->set_edit_state(history[history_pos].state);
+ seb->ensure_focus();
- Ref<Script> script = Object::cast_to<ScriptEditorBase>(n)->get_edited_resource();
+ Ref<Script> script = seb->get_edited_resource();
if (script != nullptr) {
notify_script_changed(script);
}
diff --git a/editor/plugins/script_editor_plugin.h b/editor/plugins/script_editor_plugin.h
index aab713c9a3..e69b8f8f82 100644
--- a/editor/plugins/script_editor_plugin.h
+++ b/editor/plugins/script_editor_plugin.h
@@ -146,6 +146,7 @@ public:
virtual bool is_unsaved() = 0;
virtual Variant get_edit_state() = 0;
virtual void set_edit_state(const Variant &p_state) = 0;
+ virtual Variant get_navigation_state() = 0;
virtual void goto_line(int p_line, bool p_with_error = false) = 0;
virtual void set_executing_line(int p_line) = 0;
virtual void clear_executing_line() = 0;
diff --git a/editor/plugins/script_text_editor.cpp b/editor/plugins/script_text_editor.cpp
index a1d24907e5..ae2ed4ddeb 100644
--- a/editor/plugins/script_text_editor.cpp
+++ b/editor/plugins/script_text_editor.cpp
@@ -347,6 +347,10 @@ void ScriptTextEditor::set_edit_state(const Variant &p_state) {
}
}
+Variant ScriptTextEditor::get_navigation_state() {
+ return code_editor->get_navigation_state();
+}
+
void ScriptTextEditor::_convert_case(CodeTextEditor::CaseStyle p_case) {
code_editor->convert_case(p_case);
}
diff --git a/editor/plugins/script_text_editor.h b/editor/plugins/script_text_editor.h
index 99fafb2192..fb02e5c7c4 100644
--- a/editor/plugins/script_text_editor.h
+++ b/editor/plugins/script_text_editor.h
@@ -215,6 +215,7 @@ public:
virtual bool is_unsaved() override;
virtual Variant get_edit_state() override;
virtual void set_edit_state(const Variant &p_state) override;
+ virtual Variant get_navigation_state() override;
virtual void ensure_focus() override;
virtual void trim_trailing_whitespace() override;
virtual void insert_final_newline() override;
diff --git a/editor/plugins/text_editor.cpp b/editor/plugins/text_editor.cpp
index 9846cd4a84..51e7ee101c 100644
--- a/editor/plugins/text_editor.cpp
+++ b/editor/plugins/text_editor.cpp
@@ -222,6 +222,10 @@ void TextEditor::set_edit_state(const Variant &p_state) {
ensure_focus();
}
+Variant TextEditor::get_navigation_state() {
+ return code_editor->get_navigation_state();
+}
+
void TextEditor::trim_trailing_whitespace() {
code_editor->trim_trailing_whitespace();
}
diff --git a/editor/plugins/text_editor.h b/editor/plugins/text_editor.h
index 9ee6a39b2e..a7a640247f 100644
--- a/editor/plugins/text_editor.h
+++ b/editor/plugins/text_editor.h
@@ -117,6 +117,7 @@ public:
virtual bool is_unsaved() override;
virtual Variant get_edit_state() override;
virtual void set_edit_state(const Variant &p_state) override;
+ virtual Variant get_navigation_state() override;
virtual Vector<String> get_functions() override;
virtual PackedInt32Array get_breakpoints() override;
virtual void set_breakpoint(int p_line, bool p_enabled) override{};
diff --git a/modules/gltf/editor/editor_scene_importer_blend.cpp b/modules/gltf/editor/editor_scene_importer_blend.cpp
index f79731dd22..dcf59bce24 100644
--- a/modules/gltf/editor/editor_scene_importer_blend.cpp
+++ b/modules/gltf/editor/editor_scene_importer_blend.cpp
@@ -77,20 +77,19 @@ Node *EditorSceneFormatImporterBlend::import_scene(const String &p_path, uint32_
} else {
parameters_arg += "export_extras=False,";
}
- if (p_options.has(SNAME("blender/meshes/skins")) && p_options[SNAME("blender/meshes/skins")]) {
+ if (p_options.has(SNAME("blender/meshes/skins"))) {
int32_t skins = p_options["blender/meshes/skins"];
if (skins == BLEND_BONE_INFLUENCES_NONE) {
- parameters_arg += "export_all_influences=False,";
+ parameters_arg += "export_skins=False,";
} else if (skins == BLEND_BONE_INFLUENCES_COMPATIBLE) {
- parameters_arg += "export_all_influences=False,";
+ parameters_arg += "export_all_influences=False,export_skins=True,";
} else if (skins == BLEND_BONE_INFLUENCES_ALL) {
- parameters_arg += "export_all_influences=True,";
+ parameters_arg += "export_all_influences=True,export_skins=True,";
}
- parameters_arg += "export_skins=True,";
} else {
parameters_arg += "export_skins=False,";
}
- if (p_options.has(SNAME("blender/materials/export_materials")) && p_options[SNAME("blender/materials/export_materials")]) {
+ if (p_options.has(SNAME("blender/materials/export_materials"))) {
int32_t exports = p_options["blender/materials/export_materials"];
if (exports == BLEND_MATERIAL_EXPORT_PLACEHOLDER) {
parameters_arg += "export_materials='PLACEHOLDER',";
@@ -115,7 +114,7 @@ Node *EditorSceneFormatImporterBlend::import_scene(const String &p_path, uint32_
} else {
parameters_arg += "export_colors=False,";
}
- if (p_options.has(SNAME("blender/nodes/visible")) && p_options[SNAME("blender/nodes/visible")]) {
+ if (p_options.has(SNAME("blender/nodes/visible"))) {
int32_t visible = p_options["blender/nodes/visible"];
if (visible == BLEND_VISIBLE_VISIBLE_ONLY) {
parameters_arg += "use_visible=True,";
diff --git a/platform/linuxbsd/detect.py b/platform/linuxbsd/detect.py
index dfde0d249c..86ae1f2d9c 100644
--- a/platform/linuxbsd/detect.py
+++ b/platform/linuxbsd/detect.py
@@ -363,8 +363,10 @@ def configure(env: "Environment"):
if platform.system() == "Linux":
env.Append(LIBS=["dl"])
- if platform.system().find("BSD") >= 0:
- env["execinfo"] = True
+ if not env["execinfo"] and platform.libc_ver()[0] != "glibc":
+ # The default crash handler depends on glibc, so if the host uses
+ # a different libc (BSD libc, musl), fall back to libexecinfo.
+ print("Note: Using `execinfo=yes` for the crash handler as required on platforms where glibc is missing.")
if env["execinfo"]:
env.Append(LIBS=["execinfo"])
diff --git a/scene/2d/camera_2d.cpp b/scene/2d/camera_2d.cpp
index e120aa871b..aeaaaf3aec 100644
--- a/scene/2d/camera_2d.cpp
+++ b/scene/2d/camera_2d.cpp
@@ -171,9 +171,14 @@ Transform2D Camera2D::get_camera_transform() {
Point2 screen_offset = (anchor_mode == ANCHOR_MODE_DRAG_CENTER ? (screen_size * 0.5 * zoom_scale) : Point2());
- real_t angle = get_global_rotation();
if (!ignore_rotation) {
- screen_offset = screen_offset.rotated(angle);
+ if (rotation_smoothing_enabled && !Engine::get_singleton()->is_editor_hint()) {
+ real_t step = rotation_smoothing_speed * (process_callback == CAMERA2D_PROCESS_PHYSICS ? get_physics_process_delta_time() : get_process_delta_time());
+ camera_angle = Math::lerp_angle(camera_angle, get_global_rotation(), step);
+ } else {
+ camera_angle = get_global_rotation();
+ }
+ screen_offset = screen_offset.rotated(camera_angle);
}
Rect2 screen_rect(-screen_offset + ret_camera_pos, screen_size * zoom_scale);
@@ -205,7 +210,7 @@ Transform2D Camera2D::get_camera_transform() {
Transform2D xform;
xform.scale_basis(zoom_scale);
if (!ignore_rotation) {
- xform.set_rotation(angle);
+ xform.set_rotation(camera_angle);
}
xform.set_origin(screen_rect.position);
@@ -366,6 +371,12 @@ Camera2D::AnchorMode Camera2D::get_anchor_mode() const {
void Camera2D::set_ignore_rotation(bool p_ignore) {
ignore_rotation = p_ignore;
Point2 old_smoothed_camera_pos = smoothed_camera_pos;
+
+ // Reset back to zero so it matches the camera rotation when ignore_rotation is enabled.
+ if (ignore_rotation) {
+ camera_angle = 0.0;
+ }
+
_update_scroll();
smoothed_camera_pos = old_smoothed_camera_pos;
}
@@ -415,6 +426,14 @@ void Camera2D::set_current(bool p_current) {
}
}
+void Camera2D::_update_process_internal_for_smoothing() {
+ bool is_not_in_scene_or_editor = !(is_inside_tree() && Engine::get_singleton()->is_editor_hint());
+ bool is_any_smoothing_valid = smoothing > 0 || rotation_smoothing_speed > 0;
+
+ bool enabled = is_any_smoothing_valid && is_not_in_scene_or_editor;
+ set_process_internal(enabled);
+}
+
bool Camera2D::is_current() const {
return current;
}
@@ -508,17 +527,31 @@ void Camera2D::align() {
void Camera2D::set_follow_smoothing(real_t p_speed) {
smoothing = p_speed;
- if (smoothing > 0 && !(is_inside_tree() && Engine::get_singleton()->is_editor_hint())) {
- set_process_internal(true);
- } else {
- set_process_internal(false);
- }
+ _update_process_internal_for_smoothing();
}
real_t Camera2D::get_follow_smoothing() const {
return smoothing;
}
+void Camera2D::set_rotation_smoothing_speed(real_t p_speed) {
+ rotation_smoothing_speed = p_speed;
+ _update_process_internal_for_smoothing();
+}
+
+real_t Camera2D::get_rotation_smoothing_speed() const {
+ return rotation_smoothing_speed;
+}
+
+void Camera2D::set_rotation_smoothing_enabled(bool p_enabled) {
+ rotation_smoothing_enabled = p_enabled;
+ notify_property_list_changed();
+}
+
+bool Camera2D::is_rotation_smoothing_enabled() const {
+ return rotation_smoothing_enabled;
+}
+
Point2 Camera2D::get_camera_screen_center() const {
return camera_screen_center;
}
@@ -659,6 +692,9 @@ void Camera2D::_validate_property(PropertyInfo &p_property) const {
if (!smoothing_enabled && p_property.name == "smoothing_speed") {
p_property.usage = PROPERTY_USAGE_NO_EDITOR;
}
+ if (!rotation_smoothing_enabled && p_property.name == "rotation_smoothing_speed") {
+ p_property.usage = PROPERTY_USAGE_NO_EDITOR;
+ }
}
void Camera2D::_bind_methods() {
@@ -716,6 +752,12 @@ void Camera2D::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_enable_follow_smoothing", "follow_smoothing"), &Camera2D::set_enable_follow_smoothing);
ClassDB::bind_method(D_METHOD("is_follow_smoothing_enabled"), &Camera2D::is_follow_smoothing_enabled);
+ ClassDB::bind_method(D_METHOD("set_rotation_smoothing_enabled", "enabled"), &Camera2D::set_rotation_smoothing_enabled);
+ ClassDB::bind_method(D_METHOD("is_rotation_smoothing_enabled"), &Camera2D::is_rotation_smoothing_enabled);
+
+ ClassDB::bind_method(D_METHOD("set_rotation_smoothing_speed", "speed"), &Camera2D::set_rotation_smoothing_speed);
+ ClassDB::bind_method(D_METHOD("get_rotation_smoothing_speed"), &Camera2D::get_rotation_smoothing_speed);
+
ClassDB::bind_method(D_METHOD("force_update_scroll"), &Camera2D::force_update_scroll);
ClassDB::bind_method(D_METHOD("reset_smoothing"), &Camera2D::reset_smoothing);
ClassDB::bind_method(D_METHOD("align"), &Camera2D::align);
@@ -750,6 +792,10 @@ void Camera2D::_bind_methods() {
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "smoothing_enabled"), "set_enable_follow_smoothing", "is_follow_smoothing_enabled");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "smoothing_speed", PROPERTY_HINT_NONE, "suffix:px/s"), "set_follow_smoothing", "get_follow_smoothing");
+ ADD_GROUP("Rotation Smoothing", "rotation_smoothing_");
+ ADD_PROPERTY(PropertyInfo(Variant::BOOL, "rotation_smoothing_enabled"), "set_rotation_smoothing_enabled", "is_rotation_smoothing_enabled");
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "rotation_smoothing_speed"), "set_rotation_smoothing_speed", "get_rotation_smoothing_speed");
+
ADD_GROUP("Drag", "drag_");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "drag_horizontal_enabled"), "set_drag_horizontal_enabled", "is_drag_horizontal_enabled");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "drag_vertical_enabled"), "set_drag_vertical_enabled", "is_drag_vertical_enabled");
diff --git a/scene/2d/camera_2d.h b/scene/2d/camera_2d.h
index 1ce622388c..1411175af2 100644
--- a/scene/2d/camera_2d.h
+++ b/scene/2d/camera_2d.h
@@ -67,6 +67,11 @@ protected:
bool current = false;
real_t smoothing = 5.0;
bool smoothing_enabled = false;
+
+ real_t camera_angle = 0.0;
+ real_t rotation_smoothing_speed = 5.0;
+ bool rotation_smoothing_enabled = false;
+
int limit[4];
bool limit_smoothing_enabled = false;
@@ -87,6 +92,8 @@ protected:
void _set_old_smoothing(real_t p_enable);
+ void _update_process_internal_for_smoothing();
+
bool screen_drawing_enabled = true;
bool limit_drawing_enabled = false;
bool margin_drawing_enabled = false;
@@ -139,6 +146,12 @@ public:
void set_follow_smoothing(real_t p_speed);
real_t get_follow_smoothing() const;
+ void set_rotation_smoothing_speed(real_t p_speed);
+ real_t get_rotation_smoothing_speed() const;
+
+ void set_rotation_smoothing_enabled(bool p_enabled);
+ bool is_rotation_smoothing_enabled() const;
+
void set_process_callback(Camera2DProcessCallback p_mode);
Camera2DProcessCallback get_process_callback() const;
diff --git a/scene/resources/texture.cpp b/scene/resources/texture.cpp
index 15678c9281..5a03929f98 100644
--- a/scene/resources/texture.cpp
+++ b/scene/resources/texture.cpp
@@ -1489,7 +1489,15 @@ void AtlasTexture::set_atlas(const Ref<Texture2D> &p_atlas) {
if (atlas == p_atlas) {
return;
}
+ // Support recursive AtlasTextures.
+ if (Ref<AtlasTexture>(atlas).is_valid()) {
+ atlas->disconnect(CoreStringNames::get_singleton()->changed, callable_mp((Resource *)this, &AtlasTexture::emit_changed));
+ }
atlas = p_atlas;
+ if (Ref<AtlasTexture>(atlas).is_valid()) {
+ atlas->connect(CoreStringNames::get_singleton()->changed, callable_mp((Resource *)this, &AtlasTexture::emit_changed));
+ }
+
emit_changed();
}