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-rw-r--r--CONTRIBUTING.md149
-rw-r--r--core/ustring.cpp2
-rw-r--r--doc/classes/BakedLightmap.xml7
-rw-r--r--doc/classes/TextureLayered.xml16
-rwxr-xr-xdoc/tools/doc_status.py15
-rw-r--r--editor/editor_profiler.cpp37
-rw-r--r--editor/plugins/texture_region_editor_plugin.cpp11
-rw-r--r--editor/project_manager.cpp27
-rw-r--r--modules/visual_script/visual_script_nodes.cpp28
-rw-r--r--platform/android/export/export.cpp13
-rw-r--r--platform/uwp/export/export.cpp2
-rw-r--r--scene/2d/path_2d.cpp10
-rw-r--r--scene/animation/animation_tree.cpp4
-rw-r--r--scene/gui/control.cpp5
14 files changed, 214 insertions, 112 deletions
diff --git a/CONTRIBUTING.md b/CONTRIBUTING.md
index b1afaaccfd..ba04008680 100644
--- a/CONTRIBUTING.md
+++ b/CONTRIBUTING.md
@@ -1,70 +1,106 @@
# How to contribute efficiently
-Sections covered in this file:
+## Table of contents
-* [Reporting bugs or proposing features](#reporting-bugs-or-proposing-features)
-* [Contributing pull requests](#contributing-pull-requests)
-* [Contributing to Godot's translation](#contributing-to-godots-translation)
-* [Communicating with developers](#communicating-with-developers)
+- [Reporting bugs](#reporting-bugs)
+- [Proposing features or improvements](#proposing-features-or-improvements)
+- [Contributing pull requests](#contributing-pull-requests)
+- [Contributing to Godot's translation](#contributing-to-godots-translation)
+- [Communicating with developers](#communicating-with-developers)
**Please read the first section before reporting a bug!**
-## Reporting bugs or proposing features
+## Reporting bugs
The golden rule is to **always open *one* issue for *one* bug**. If you notice
several bugs and want to report them, make sure to create one new issue for
each of them.
-Everything referred to hereafter as "bug" also applies for feature requests.
+If you're reporting a new bug, you'll make our life simpler (and the
+fix will come sooner) by following these guidelines:
-If you are reporting a new issue, you will make our life much simpler (and the
-fix come much sooner) by following these guidelines:
+### Search first in the existing database
-#### Search first in the existing database
+Issues are often reported several times by various users. It's good practice to
+**search first in the [issue tracker](https://github.com/godotengine/godot/issues)
+before reporting your issue**. If you don't find a relevant match or if you're
+unsure, don't hesitate to **open a new issue**. The bugsquad will handle it
+from there if it's a duplicate.
-Issues are often reported several times by various users. It's a good practice
-to **search first** in the issues database before reporting your issue. If you
-don't find a relevant match or if you are unsure, don't hesitate to **open a
-new issue**. The bugsquad will handle it from there if it's a duplicate.
-
-#### Specify the platform
+### Specify the platform
Godot runs on a large variety of platforms and operating systems and devices.
-If you believe your issue is device/platform dependent (for example if it is
-related to the rendering, crashes or compilation errors), please specify:
-* Operating system
-* Device (including architecture, e.g. x86, x86_64, arm, etc.)
-* GPU model (and driver in use if you know it)
+**In your bug reports, please always specify:**
+
+- Operating system and version (e.g. Windows 10, macOS 10.15, Ubuntu 19.10)
+- Godot version (e.g. 3.2, 3.1.2, or the Git commit hash if you're using a development branch)
+
+For bugs that are likely OS-specific and/or graphics-related, please also specify:
+
+- Device (CPU model including architecture, e.g. x86, x86_64, ARM, etc.)
+- GPU model (and the driver version in use if you know it)
+
+**Bug reports not including the required information may be closed at the
+maintainers' discretion.** If in doubt, always include all the requested
+information; it's better to include too much information than not enough
+information.
-#### Specify steps to reproduce
+### Specify steps to reproduce
Many bugs can't be reproduced unless specific steps are taken. Please **specify
the exact steps** that must be taken to reproduce the condition, and try to
-keep them as minimal as possible.
+keep them as minimal as possible. If you're describing a procedure to follow
+in the editor, don't hesitate to include screenshots.
-#### Provide a simple, example project
+Making your bug report easy to reproduce will make it easier for contributors
+to fix the bug.
-Sometimes an unexpected behavior happens in your project. In such case,
+### Provide a simple, example project
+
+Sometimes, unexpected behavior can happen in your project. In such case,
understand that:
-* What happens to you may not happen to other users.
-* We can't take the time to look at your project, understand how it is set up
+
+- What happens to you may not happen to other users.
+- We can't take the time to look at your project, understand how it is set up
and then figure out why it's failing.
-To speed up our work, please prepare for us **a simple project** that isolates
+To speed up our work, **please upload a minimal project** that isolates
and reproduces the issue. This is always the **best way for us to fix it**.
-You can attach a zip file with the minimal project directly to the bug report,
+You can attach a ZIP file with the minimal project directly to the bug report,
by drag and dropping the file in the GitHub edition field.
+We recommend always attaching a minimal reproduction project, even if the issue
+may seem simple to reproduce manually.
+
+**If you've been asked by a maintainer to upload a minimal reproduction project,
+you *must* do so within 7 days.** Otherwise, your bug report will be closed as
+it'll be considered too difficult to diagnose.
+
+Now that you've read the guidelines, click the link below to create a
+bug report:
+
+- **[Report a bug](https://github.com/godotengine/godot/issues/new?assignees=&labels=&template=bug_report.md&title=)**
+
+## Proposing features or improvements
+
+**Since August 2019, the main issue tracker no longer accepts feature proposals.**
+Instead, head to the [Godot Proposals repository](https://github.com/godotengine/godot-proposals)
+and follow the instructions in the README file. High-quality feature proposals
+are more likely to be well-received by the maintainers and community, so do
+your best :)
+
+See [this article](https://godotengine.org/article/introducing-godot-proposals-repository)
+for detailed rationale on this change.
+
## Contributing pull requests
-If you want to add new engine functionalities, please make sure that:
+If you want to add new engine features, please make sure that:
-* This functionality is desired, which means that it solves a common use case
+- This functionality is desired, which means that it solves a common use case
that several users will need in their real-life projects.
-* You talked to other developers on how to implement it best (on either
- communication channel, and maybe in a GitHub issue first before making your
- PR).
-* Even if it does not get merged, your PR is useful for future work by another
+- You talked to other developers on how to implement it best. See also
+ [Proposing features or improvements](#proposing-features-or-improvements).
+- Even if it doesn't get merged, your PR is useful for future work by another
developer.
Similar rules can be applied when contributing bug fixes - it's always best to
@@ -83,7 +119,7 @@ for an introduction to developing on Godot.
The [Contributing docs](https://docs.godotengine.org/en/latest/community/contributing/index.html)
also have important information on the PR workflow and the code style we use.
-#### Be nice to the git history
+### Be nice to the Git history
Try to make simple PRs that handle one specific topic. Just like for reporting
issues, it's better to open 3 different PRs that each address a different issue
@@ -99,33 +135,31 @@ commit, try to merge them together before making your pull request (see ``git
rebase -i`` and relevant help about rebasing or amending commits on the
Internet).
-This git style guide has some good practices to have in mind:
-[Git Style Guide](https://github.com/agis-/git-style-guide)
+This [Git style guide](https://github.com/agis-/git-style-guide) has some
+good practices to have in mind.
See our [PR workflow](https://docs.godotengine.org/en/latest/community/contributing/pr_workflow.html)
documentation for tips on using Git, amending commits and rebasing branches.
-#### Format your commit logs with readability in mind
+### Format your commit messages with readability in mind
-The way you format your commit logs is quite important to ensure that the
-commit history and changelog will be easy to read and understand. A git commit
-log is formatted as a short title (first line) and an extended description
+The way you format your commit messages is quite important to ensure that the
+commit history and changelog will be easy to read and understand. A Git commit
+message is formatted as a short title (first line) and an extended description
(everything after the first line and an empty separation line).
The short title is the most important part, as it is what will appear in the
`shortlog` changelog (one line per commit, so no description shown) or in the
-GitHub interface unless you click the "expand" button. As the name tells it,
-try to keep that first line relatively short (ideally <= 50 chars, though it's
-rare to be able to tell enough in so few characters, so you can go a bit
-higher) - it should describe what the commit does globally, while details would
-go in the description. Typically, if you can't keep the title short because you
-have too much stuff to mention, it means that you should probably split your
-changes in several commits :)
-
-Here's an example of a well-formatted commit log (note how the extended
+GitHub interface unless you click the "expand" button. As the name says, try to
+keep that first line under 72 characters. It should describe what the commit
+does globally, while details would go in the description. Typically, if you
+can't keep the title short because you have too much stuff to mention, it means
+you should probably split your changes in several commits :)
+
+Here's an example of a well-formatted commit message (note how the extended
description is also manually wrapped at 80 chars for readability):
-```
+```text
Prevent French fries carbonization by fixing heat regulation
When using the French fries frying module, Godot would not regulate the heat
@@ -139,9 +173,9 @@ of cooking oil under normal atmospheric conditions.
Fixes #1789, long live the Realm!
```
-*Note:* When using the GitHub online editor (or worse, the drag and drop
-feature), *please* edit the commit title to something meaningful. Commits named
-"Update my_file.cpp" will not be accepted.
+**Note:** When using the GitHub online editor or its drag-and-drop
+feature, *please* edit the commit title to something meaningful. Commits named
+"Update my_file.cpp" won't be accepted.
## Contributing to Godot's translation
@@ -162,6 +196,7 @@ discussions and support, others more for development discussions.
To communicate with developers (e.g. to discuss a feature you want to implement
or a bug you want to fix), the following channels can be used:
+
- [GitHub issues](https://github.com/godotengine/godot/issues): If there is an
existing issue about a topic you want to discuss, just add a comment to it -
all developers watch the repository and will get an email notification. You
@@ -182,6 +217,6 @@ or a bug you want to fix), the following channels can be used:
page](https://listengine.tuxfamily.org/godotengine.org/devel/) for
subscription instructions.
-Thanks!
+Thanks for your interest in contributing!
-The Godot development team
+—The Godot development team
diff --git a/core/ustring.cpp b/core/ustring.cpp
index 8a1fbfd383..08418463a0 100644
--- a/core/ustring.cpp
+++ b/core/ustring.cpp
@@ -3324,7 +3324,7 @@ String String::humanize_size(uint64_t p_size) {
int prefix_idx = 0;
- while (prefix_idx < prefixes.size() && p_size > (_div * 1024)) {
+ while (prefix_idx < prefixes.size() - 1 && p_size > (_div * 1024)) {
_div *= 1024;
prefix_idx++;
}
diff --git a/doc/classes/BakedLightmap.xml b/doc/classes/BakedLightmap.xml
index a76aea510a..587ff7f304 100644
--- a/doc/classes/BakedLightmap.xml
+++ b/doc/classes/BakedLightmap.xml
@@ -18,7 +18,7 @@
<argument index="1" name="create_visual_debug" type="bool" default="false">
</argument>
<description>
- Bakes the lightmaps within the currently edited scene.
+ Bakes the lightmaps within the currently edited scene. Returns a [enum BakeError] to signify if the bake was successful, or if unsuccessful, how the bake failed.
</description>
</method>
<method name="debug_bake">
@@ -81,14 +81,19 @@
More precise bake mode but can take considerably longer to bake.
</constant>
<constant name="BAKE_ERROR_OK" value="0" enum="BakeError">
+ Baking was successful.
</constant>
<constant name="BAKE_ERROR_NO_SAVE_PATH" value="1" enum="BakeError">
+ Returns if no viable save path is found. This can happen where an [member image_path] is not specified or when the save location is invalid.
</constant>
<constant name="BAKE_ERROR_NO_MESHES" value="2" enum="BakeError">
+ Currently unused.
</constant>
<constant name="BAKE_ERROR_CANT_CREATE_IMAGE" value="3" enum="BakeError">
+ Returns when the baker cannot save per-mesh textures to file.
</constant>
<constant name="BAKE_ERROR_USER_ABORTED" value="4" enum="BakeError">
+ Returns if user cancels baking.
</constant>
</constants>
</class>
diff --git a/doc/classes/TextureLayered.xml b/doc/classes/TextureLayered.xml
index d9a806bcc2..f20f46b6c4 100644
--- a/doc/classes/TextureLayered.xml
+++ b/doc/classes/TextureLayered.xml
@@ -4,7 +4,7 @@
Base class for 3D texture types.
</brief_description>
<description>
- Base class for [Texture3D] and [TextureArray]. Cannot be used directly.
+ Base class for [Texture3D] and [TextureArray]. Cannot be used directly, but contains all the functions necessary for accessing and using [Texture3D] and [TextureArray]. Data is set on a per-layer basis. For [Texture3D]s, the layer sepcifies the depth or Z-index, they can be treated as a bunch of 2D slices. Similarly, for [TextureArray]s, the layer specifies the array layer.
</description>
<tutorials>
</tutorials>
@@ -23,24 +23,28 @@
<argument index="4" name="flags" type="int" default="4">
</argument>
<description>
+ Creates the [Texture3D] or [TextureArray] with specified [code]width[/code], [code]height[/code], and [code]depth[/code]. See [enum Image.Format] for [code]format[/code] options. See [enum Flags] enumerator for [code]flags[/code] options.
</description>
</method>
<method name="get_depth" qualifiers="const">
<return type="int">
</return>
<description>
+ Returns the depth of the texture. Depth is the 3rd dimension (typically Z-axis).
</description>
</method>
<method name="get_format" qualifiers="const">
<return type="int" enum="Image.Format">
</return>
<description>
+ Returns the current format being used by this texture. See [enum Image.Format] for details.
</description>
</method>
<method name="get_height" qualifiers="const">
<return type="int">
</return>
<description>
+ Returns the height of the texture. Height is typically represented by the Y-axis.
</description>
</method>
<method name="get_layer_data" qualifiers="const">
@@ -49,12 +53,14 @@
<argument index="0" name="layer" type="int">
</argument>
<description>
+ Returns an [Image] resource with the data from specified [code]layer[/code].
</description>
</method>
<method name="get_width" qualifiers="const">
<return type="int">
</return>
<description>
+ Returns the width of the texture. Width is typically represented by the X-axis.
</description>
</method>
<method name="set_data_partial">
@@ -71,6 +77,7 @@
<argument index="4" name="mipmap" type="int" default="0">
</argument>
<description>
+ Partially sets the data for a specified [code]layer[/code] by overwriting using the data of the specified [code]image[/code]. [code]x_offset[/code] and [code]y_offset[/code] determine where the [Image] is "stamped" over the texture. The [code]image[/code] must fit within the texture.
</description>
</method>
<method name="set_layer_data">
@@ -81,23 +88,30 @@
<argument index="1" name="layer" type="int">
</argument>
<description>
+ Sets the data for the specified layer. Data takes the form of a 2-dimensional [Image] resource.
</description>
</method>
</methods>
<members>
<member name="data" type="Dictionary" setter="_set_data" getter="_get_data" default="{&quot;depth&quot;: 0,&quot;flags&quot;: 4,&quot;format&quot;: 37,&quot;height&quot;: 0,&quot;layers&quot;: [ ],&quot;width&quot;: 0}">
+ Returns a dictionary with all the data used by this texture.
</member>
<member name="flags" type="int" setter="set_flags" getter="get_flags" default="4">
+ Specifies which [enum Flags] apply to this texture.
</member>
</members>
<constants>
<constant name="FLAG_MIPMAPS" value="1" enum="Flags">
+ Texture will generate mipmaps on creation.
</constant>
<constant name="FLAG_REPEAT" value="2" enum="Flags">
+ Texture will repeat when UV used is outside the 0-1 range.
</constant>
<constant name="FLAG_FILTER" value="4" enum="Flags">
+ Use filtering when reading from texture. Filtering smooths out pixels. Turning filtering off is slightly faster and more appropriate when you need access to individual pixels.
</constant>
<constant name="FLAGS_DEFAULT" value="4" enum="Flags">
+ Equivalent to [constant FLAG_FILTER].
</constant>
</constants>
</class>
diff --git a/doc/tools/doc_status.py b/doc/tools/doc_status.py
index 352b292be2..e6e6d5f606 100755
--- a/doc/tools/doc_status.py
+++ b/doc/tools/doc_status.py
@@ -81,6 +81,7 @@ colors = {
'section': [1, 4], # bold, underline
'state_off': [36], # cyan
'state_on': [1, 35], # bold, magenta/plum
+ 'bold': [1], # bold
}
overall_progress_description_weigth = 10
@@ -227,7 +228,7 @@ class ClassStatus:
output['items'] = items_progress.to_configured_colored_string()
- output['overall'] = (description_progress + items_progress).to_colored_string('{percent}%', '{pad_percent}{s}')
+ output['overall'] = (description_progress + items_progress).to_colored_string(color('bold', '{percent}%'), '{pad_percent}{s}')
if self.name.startswith('Total'):
output['url'] = color('url', 'https://docs.godotengine.org/en/latest/classes/')
@@ -309,7 +310,7 @@ if flags['i']:
table_columns.append('items')
if flags['o'] == (not flags['i']):
- table_column_names.append('Overall')
+ table_column_names.append(color('bold', 'Overall'))
table_columns.append('overall')
if flags['u']:
@@ -435,6 +436,11 @@ if len(table) > 2 or not flags['a']:
row.append('')
table.append(row)
+if flags['a']:
+ # Duplicate the headers at the bottom of the table so they can be viewed
+ # without having to scroll back to the top.
+ table.append(table_column_names)
+
table_column_sizes = []
for row in table:
for cell_i, cell in enumerate(row):
@@ -460,7 +466,10 @@ for row_i, row in enumerate(table):
print(row_string)
- if row_i == 0 or row_i == len(table) - 2:
+ # Account for the possible double header (if the `a` flag is enabled).
+ # No need to have a condition for the flag, as this will behave correctly
+ # if the flag is disabled.
+ if row_i == 0 or row_i == len(table) - 3 or row_i == len(table) - 2:
print(divider_string)
print(divider_string)
diff --git a/editor/editor_profiler.cpp b/editor/editor_profiler.cpp
index 3fdeaff19d..e5a9c4d699 100644
--- a/editor/editor_profiler.cpp
+++ b/editor/editor_profiler.cpp
@@ -165,12 +165,10 @@ void EditorProfiler::_item_edited() {
void EditorProfiler::_update_plot() {
- int w = graph->get_size().width;
- int h = graph->get_size().height;
-
+ const int w = graph->get_size().width;
+ const int h = graph->get_size().height;
bool reset_texture = false;
-
- int desired_len = w * h * 4;
+ const int desired_len = w * h * 4;
if (graph_image.size() != desired_len) {
reset_texture = true;
@@ -178,18 +176,19 @@ void EditorProfiler::_update_plot() {
}
PoolVector<uint8_t>::Write wr = graph_image.write();
+ const Color background_color = get_color("dark_color_2", "Editor");
- //clear
+ // Clear the previous frame and set the background color.
for (int i = 0; i < desired_len; i += 4) {
- wr[i + 0] = 0;
- wr[i + 1] = 0;
- wr[i + 2] = 0;
+ wr[i + 0] = Math::fast_ftoi(background_color.r * 255);
+ wr[i + 1] = Math::fast_ftoi(background_color.g * 255);
+ wr[i + 2] = Math::fast_ftoi(background_color.b * 255);
wr[i + 3] = 255;
}
//find highest value
- bool use_self = display_time->get_selected() == DISPLAY_SELF_TIME;
+ const bool use_self = display_time->get_selected() == DISPLAY_SELF_TIME;
float highest = 0;
for (int i = 0; i < frame_metrics.size(); i++) {
@@ -321,21 +320,23 @@ void EditorProfiler::_update_plot() {
for (int j = 0; j < h * 4; j += 4) {
- int a = column[j + 3];
+ const int a = column[j + 3];
if (a > 0) {
column[j + 0] /= a;
column[j + 1] /= a;
column[j + 2] /= a;
}
- uint8_t r = uint8_t(column[j + 0]);
- uint8_t g = uint8_t(column[j + 1]);
- uint8_t b = uint8_t(column[j + 2]);
+ const uint8_t red = uint8_t(column[j + 0]);
+ const uint8_t green = uint8_t(column[j + 1]);
+ const uint8_t blue = uint8_t(column[j + 2]);
+ const bool is_filled = red >= 1 || green >= 1 || blue >= 1;
+ const int widx = ((j >> 2) * w + i) * 4;
- int widx = ((j >> 2) * w + i) * 4;
- wr[widx + 0] = r;
- wr[widx + 1] = g;
- wr[widx + 2] = b;
+ // If the pixel isn't filled by any profiler line, apply the background color instead.
+ wr[widx + 0] = is_filled ? red : Math::fast_ftoi(background_color.r * 255);
+ wr[widx + 1] = is_filled ? green : Math::fast_ftoi(background_color.g * 255);
+ wr[widx + 2] = is_filled ? blue : Math::fast_ftoi(background_color.b * 255);
wr[widx + 3] = 255;
}
}
diff --git a/editor/plugins/texture_region_editor_plugin.cpp b/editor/plugins/texture_region_editor_plugin.cpp
index 507ea0b83d..94aef60f1f 100644
--- a/editor/plugins/texture_region_editor_plugin.cpp
+++ b/editor/plugins/texture_region_editor_plugin.cpp
@@ -546,6 +546,17 @@ void TextureRegionEditor::_region_input(const Ref<InputEvent> &p_input) {
edit_draw->update();
}
}
+
+ Ref<InputEventMagnifyGesture> magnify_gesture = p_input;
+ if (magnify_gesture.is_valid()) {
+ _zoom_on_position(draw_zoom * magnify_gesture->get_factor(), magnify_gesture->get_position());
+ }
+
+ Ref<InputEventPanGesture> pan_gesture = p_input;
+ if (pan_gesture.is_valid()) {
+ hscroll->set_value(hscroll->get_value() + hscroll->get_page() * pan_gesture->get_delta().x / 8);
+ vscroll->set_value(vscroll->get_value() + vscroll->get_page() * pan_gesture->get_delta().y / 8);
+ }
}
void TextureRegionEditor::_scroll_changed(float) {
diff --git a/editor/project_manager.cpp b/editor/project_manager.cpp
index 30e31cb530..ee434aaac2 100644
--- a/editor/project_manager.cpp
+++ b/editor/project_manager.cpp
@@ -163,7 +163,7 @@ private:
}
if (valid_path == "") {
- set_message(TTR("The path does not exist."), MESSAGE_ERROR);
+ set_message(TTR("The path specified doesn't exist."), MESSAGE_ERROR);
memdelete(d);
get_ok()->set_disabled(true);
return "";
@@ -177,7 +177,7 @@ private:
}
if (valid_install_path == "") {
- set_message(TTR("The path does not exist."), MESSAGE_ERROR, INSTALL_PATH);
+ set_message(TTR("The path specified doesn't exist."), MESSAGE_ERROR, INSTALL_PATH);
memdelete(d);
get_ok()->set_disabled(true);
return "";
@@ -195,7 +195,7 @@ private:
unzFile pkg = unzOpen2(valid_path.utf8().get_data(), &io);
if (!pkg) {
- set_message(TTR("Error opening package file, not in ZIP format."), MESSAGE_ERROR);
+ set_message(TTR("Error opening package file (it's not in ZIP format)."), MESSAGE_ERROR);
memdelete(d);
get_ok()->set_disabled(true);
unzClose(pkg);
@@ -216,7 +216,7 @@ private:
}
if (ret == UNZ_END_OF_LIST_OF_FILE) {
- set_message(TTR("Invalid '.zip' project file, does not contain a 'project.godot' file."), MESSAGE_ERROR);
+ set_message(TTR("Invalid \".zip\" project file; it doesn't contain a \"project.godot\" file."), MESSAGE_ERROR);
memdelete(d);
get_ok()->set_disabled(true);
unzClose(pkg);
@@ -230,7 +230,11 @@ private:
bool is_empty = true;
String n = d->get_next();
while (n != String()) {
- if (n != "." && n != "..") {
+ if (!n.begins_with(".")) {
+ // Allow `.`, `..` (reserved current/parent folder names)
+ // and hidden files/folders to be present.
+ // For instance, this lets users initialize a Git repository
+ // and still be able to create a project in the directory afterwards.
is_empty = false;
break;
}
@@ -247,7 +251,7 @@ private:
}
} else {
- set_message(TTR("Please choose a 'project.godot' or '.zip' file."), MESSAGE_ERROR);
+ set_message(TTR("Please choose a \"project.godot\" or \".zip\" file."), MESSAGE_ERROR);
memdelete(d);
install_path_container->hide();
get_ok()->set_disabled(true);
@@ -256,7 +260,7 @@ private:
} else if (valid_path.ends_with("zip")) {
- set_message(TTR("Directory already contains a Godot project."), MESSAGE_ERROR, INSTALL_PATH);
+ set_message(TTR("This directory already contains a Godot project."), MESSAGE_ERROR, INSTALL_PATH);
memdelete(d);
get_ok()->set_disabled(true);
return "";
@@ -269,7 +273,11 @@ private:
bool is_empty = true;
String n = d->get_next();
while (n != String()) {
- if (n != "." && n != "..") { // i don't know if this is enough to guarantee an empty dir
+ if (!n.begins_with(".")) {
+ // Allow `.`, `..` (reserved current/parent folder names)
+ // and hidden files/folders to be present.
+ // For instance, this lets users initialize a Git repository
+ // and still be able to create a project in the directory afterwards.
is_empty = false;
break;
}
@@ -332,7 +340,7 @@ private:
install_path_container->show();
get_ok()->set_disabled(false);
} else {
- set_message(TTR("Please choose a 'project.godot' or '.zip' file."), MESSAGE_ERROR);
+ set_message(TTR("Please choose a \"project.godot\" or \".zip\" file."), MESSAGE_ERROR);
get_ok()->set_disabled(true);
return;
}
@@ -1316,6 +1324,7 @@ void ProjectList::create_project_item_control(int p_index) {
// The project icon may not be loaded by the time the control is displayed,
// so use a loading placeholder.
tf->set_texture(get_icon("ProjectIconLoading", "EditorIcons"));
+ tf->set_v_size_flags(SIZE_SHRINK_CENTER);
if (item.missing) {
tf->set_modulate(Color(1, 1, 1, 0.5));
}
diff --git a/modules/visual_script/visual_script_nodes.cpp b/modules/visual_script/visual_script_nodes.cpp
index 86c1080182..36cafeec73 100644
--- a/modules/visual_script/visual_script_nodes.cpp
+++ b/modules/visual_script/visual_script_nodes.cpp
@@ -1842,7 +1842,7 @@ PropertyInfo VisualScriptGlobalConstant::get_input_value_port_info(int p_idx) co
PropertyInfo VisualScriptGlobalConstant::get_output_value_port_info(int p_idx) const {
String name = GlobalConstants::get_global_constant_name(index);
- return PropertyInfo(Variant::REAL, name);
+ return PropertyInfo(Variant::INT, name);
}
String VisualScriptGlobalConstant::get_caption() const {
@@ -2060,7 +2060,7 @@ PropertyInfo VisualScriptBasicTypeConstant::get_input_value_port_info(int p_idx)
PropertyInfo VisualScriptBasicTypeConstant::get_output_value_port_info(int p_idx) const {
- return PropertyInfo(Variant::INT, "value");
+ return PropertyInfo(type, "value");
}
String VisualScriptBasicTypeConstant::get_caption() const {
@@ -2069,8 +2069,11 @@ String VisualScriptBasicTypeConstant::get_caption() const {
}
String VisualScriptBasicTypeConstant::get_text() const {
-
- return Variant::get_type_name(type) + "." + String(name);
+ if (name == "") {
+ return Variant::get_type_name(type);
+ } else {
+ return Variant::get_type_name(type) + "." + String(name);
+ }
}
void VisualScriptBasicTypeConstant::set_basic_type_constant(const StringName &p_which) {
@@ -2087,6 +2090,23 @@ StringName VisualScriptBasicTypeConstant::get_basic_type_constant() const {
void VisualScriptBasicTypeConstant::set_basic_type(Variant::Type p_which) {
type = p_which;
+
+ List<StringName> constants;
+ Variant::get_constants_for_type(type, &constants);
+ if (constants.size() > 0) {
+ bool found_name = false;
+ for (List<StringName>::Element *E = constants.front(); E; E = E->next()) {
+ if (E->get() == name) {
+ found_name = true;
+ break;
+ }
+ }
+ if (!found_name) {
+ name = constants[0];
+ }
+ } else {
+ name = "";
+ }
_change_notify();
ports_changed_notify();
}
diff --git a/platform/android/export/export.cpp b/platform/android/export/export.cpp
index e011f1c6e8..78d87c5629 100644
--- a/platform/android/export/export.cpp
+++ b/platform/android/export/export.cpp
@@ -642,9 +642,6 @@ class EditorExportPlatformAndroid : public EditorExportPlatform {
String dst_path = p_path.replace_first("res://", "assets/");
store_in_apk(ed, dst_path, p_data, _should_compress_asset(p_path, p_data) ? Z_DEFLATED : 0);
- if (ed->ep->step("File: " + p_path, 3 + p_file * 100 / p_total)) {
- return ERR_SKIP;
- }
return OK;
}
@@ -1497,7 +1494,7 @@ public:
String adb = EditorSettings::get_singleton()->get("export/android/adb");
// Export_temp APK.
- if (ep.step("Exporting APK", 0)) {
+ if (ep.step("Exporting APK...", 0)) {
device_lock->unlock();
return ERR_SKIP;
}
@@ -1547,7 +1544,7 @@ public:
}
print_line("Installing to device (please wait...): " + devices[p_device].name);
- if (ep.step("Installing to device (please wait...)", 2)) {
+ if (ep.step("Installing to device, please wait...", 2)) {
CLEANUP_AND_RETURN(ERR_SKIP);
}
@@ -1614,7 +1611,7 @@ public:
}
}
- if (ep.step("Running on Device...", 3)) {
+ if (ep.step("Running on device...", 3)) {
CLEANUP_AND_RETURN(ERR_SKIP);
}
args.clear();
@@ -2119,7 +2116,7 @@ public:
FileAccess *src_f = NULL;
zlib_filefunc_def io = zipio_create_io_from_file(&src_f);
- if (ep.step("Creating APK", 0)) {
+ if (ep.step("Creating APK...", 0)) {
return ERR_SKIP;
}
@@ -2281,7 +2278,7 @@ public:
ret = unzGoToNextFile(pkg);
}
- if (ep.step("Adding Files...", 1)) {
+ if (ep.step("Adding files...", 1)) {
CLEANUP_AND_RETURN(ERR_SKIP);
}
Error err = OK;
diff --git a/platform/uwp/export/export.cpp b/platform/uwp/export/export.cpp
index 5a9a1cc727..96a196c65d 100644
--- a/platform/uwp/export/export.cpp
+++ b/platform/uwp/export/export.cpp
@@ -1176,7 +1176,7 @@ public:
err += TTR("Invalid square 71x71 logo image dimensions (should be 71x71).") + "\n";
}
- if (!p_preset->get("images/square150x150_logo").is_zero() && !_valid_image((Object::cast_to<StreamTexture>((Object *)p_preset->get("images/square150x150_logo"))), 150, 0)) {
+ if (!p_preset->get("images/square150x150_logo").is_zero() && !_valid_image((Object::cast_to<StreamTexture>((Object *)p_preset->get("images/square150x150_logo"))), 150, 150)) {
valid = false;
err += TTR("Invalid square 150x150 logo image dimensions (should be 150x150).") + "\n";
}
diff --git a/scene/2d/path_2d.cpp b/scene/2d/path_2d.cpp
index 6ae008548e..ef7c343c1a 100644
--- a/scene/2d/path_2d.cpp
+++ b/scene/2d/path_2d.cpp
@@ -120,9 +120,15 @@ void Path2D::_notification(int p_what) {
}
void Path2D::_curve_changed() {
+ if (!is_inside_tree()) {
+ return;
+ }
+
+ if (!Engine::get_singleton()->is_editor_hint() && !get_tree()->is_debugging_navigation_hint()) {
+ return;
+ }
- if (is_inside_tree() && Engine::get_singleton()->is_editor_hint())
- update();
+ update();
}
void Path2D::set_curve(const Ref<Curve2D> &p_curve) {
diff --git a/scene/animation/animation_tree.cpp b/scene/animation/animation_tree.cpp
index 618d3813ae..c28f8dc824 100644
--- a/scene/animation/animation_tree.cpp
+++ b/scene/animation/animation_tree.cpp
@@ -49,7 +49,7 @@ void AnimationNode::get_parameter_list(List<PropertyInfo> *r_list) const {
Variant AnimationNode::get_parameter_default_value(const StringName &p_parameter) const {
if (get_script_instance()) {
- return get_script_instance()->call("get_parameter_default_value");
+ return get_script_instance()->call("get_parameter_default_value", p_parameter);
}
return Variant();
}
@@ -397,7 +397,7 @@ void AnimationNode::_validate_property(PropertyInfo &property) const {
Ref<AnimationNode> AnimationNode::get_child_by_name(const StringName &p_name) {
if (get_script_instance()) {
- return get_script_instance()->call("get_child_by_name");
+ return get_script_instance()->call("get_child_by_name", p_name);
}
return Ref<AnimationNode>();
}
diff --git a/scene/gui/control.cpp b/scene/gui/control.cpp
index ae48a1356e..4c70bd1d39 100644
--- a/scene/gui/control.cpp
+++ b/scene/gui/control.cpp
@@ -462,11 +462,6 @@ void Control::_update_canvas_item_transform() {
Transform2D xform = _get_internal_transform();
xform[2] += get_position();
- // We use a little workaround to avoid flickering when moving the pivot with _edit_set_pivot()
- if (is_inside_tree() && Math::abs(Math::sin(data.rotation * 4.0f)) < 0.00001f && get_viewport()->is_snap_controls_to_pixels_enabled()) {
- xform[2] = xform[2].round();
- }
-
VisualServer::get_singleton()->canvas_item_set_transform(get_canvas_item(), xform);
}