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-rw-r--r--.github/PULL_REQUEST_TEMPLATE.md11
-rw-r--r--doc/classes/Skeleton3D.xml2
-rw-r--r--editor/plugins/canvas_item_editor_plugin.cpp20
-rw-r--r--editor/plugins/canvas_item_editor_plugin.h1
-rw-r--r--modules/mono/glue/GodotSharp/GodotSharp/Core/Basis.cs4
-rw-r--r--modules/mono/glue/GodotSharp/GodotSharp/Core/Plane.cs2
-rw-r--r--modules/mono/glue/GodotSharp/GodotSharp/Core/Quat.cs2
-rw-r--r--modules/mono/glue/GodotSharp/GodotSharp/Core/Transform.cs4
-rw-r--r--modules/mono/glue/GodotSharp/GodotSharp/Core/Transform2D.cs8
9 files changed, 38 insertions, 16 deletions
diff --git a/.github/PULL_REQUEST_TEMPLATE.md b/.github/PULL_REQUEST_TEMPLATE.md
new file mode 100644
index 0000000000..332ed2b72f
--- /dev/null
+++ b/.github/PULL_REQUEST_TEMPLATE.md
@@ -0,0 +1,11 @@
+<!--
+Pull requests should always be made for the `master` branch first, as that's
+where development happens and the source of all future stable release branches.
+
+Relevant fixes are cherry-picked for stable branches as needed.
+
+Do not create a pull request for stable branches unless the change is already
+available in the `master` branch and it cannot be easily cherry-picked.
+Alternatively, if the change is only relevant for that branch (e.g. rendering
+fixes for the 3.2 branch).
+-->
diff --git a/doc/classes/Skeleton3D.xml b/doc/classes/Skeleton3D.xml
index 050d7056af..7ec8fe12fb 100644
--- a/doc/classes/Skeleton3D.xml
+++ b/doc/classes/Skeleton3D.xml
@@ -263,7 +263,7 @@
<argument index="1" name="pose" type="Transform">
</argument>
<description>
- Returns the pose transform for bone [code]bone_idx[/code].
+ Sets the pose transform for bone [code]bone_idx[/code].
[b]Note[/b]: The pose transform needs to be in bone space. Use [method world_transform_to_bone_transform] to convert a world transform, like one you can get from a [Node3D], to bone space.
</description>
</method>
diff --git a/editor/plugins/canvas_item_editor_plugin.cpp b/editor/plugins/canvas_item_editor_plugin.cpp
index 3c6556a310..f3508cedbd 100644
--- a/editor/plugins/canvas_item_editor_plugin.cpp
+++ b/editor/plugins/canvas_item_editor_plugin.cpp
@@ -2589,6 +2589,15 @@ void CanvasItemEditor::_gui_input_viewport(const Ref<InputEvent> &p_event) {
_gui_input_hover(p_event);
// Change the cursor
+ _update_cursor();
+
+ // Grab focus
+ if (!viewport->has_focus() && (!get_focus_owner() || !get_focus_owner()->is_text_field())) {
+ viewport->call_deferred("grab_focus");
+ }
+}
+
+void CanvasItemEditor::_update_cursor() {
CursorShape c = CURSOR_ARROW;
switch (drag_type) {
case DRAG_NONE:
@@ -2642,11 +2651,6 @@ void CanvasItemEditor::_gui_input_viewport(const Ref<InputEvent> &p_event) {
}
viewport->set_default_cursor_shape(c);
-
- // Grab focus
- if (!viewport->has_focus() && (!get_focus_owner() || !get_focus_owner()->is_text_field())) {
- viewport->call_deferred("grab_focus");
- }
}
void CanvasItemEditor::_draw_text_at_position(Point2 p_position, String p_string, Margin p_side) {
@@ -4464,7 +4468,13 @@ void CanvasItemEditor::_button_tool_select(int p_index) {
}
tool = (Tool)p_index;
+
viewport->update();
+ _update_cursor();
+
+ // Request immediate refresh of cursor when using hot-keys to switch between tools
+ DisplayServer::CursorShape ds_cursor_shape = (DisplayServer::CursorShape)viewport->get_default_cursor_shape();
+ DisplayServer::get_singleton()->cursor_set_shape(ds_cursor_shape);
}
void CanvasItemEditor::_insert_animation_keys(bool p_location, bool p_rotation, bool p_scale, bool p_on_existing) {
diff --git a/editor/plugins/canvas_item_editor_plugin.h b/editor/plugins/canvas_item_editor_plugin.h
index 12abf05cf9..ea58fb1e36 100644
--- a/editor/plugins/canvas_item_editor_plugin.h
+++ b/editor/plugins/canvas_item_editor_plugin.h
@@ -492,6 +492,7 @@ private:
bool _gui_input_hover(const Ref<InputEvent> &p_event);
void _gui_input_viewport(const Ref<InputEvent> &p_event);
+ void _update_cursor();
void _selection_changed();
diff --git a/modules/mono/glue/GodotSharp/GodotSharp/Core/Basis.cs b/modules/mono/glue/GodotSharp/GodotSharp/Core/Basis.cs
index 16c666b8eb..5aba31c622 100644
--- a/modules/mono/glue/GodotSharp/GodotSharp/Core/Basis.cs
+++ b/modules/mono/glue/GodotSharp/GodotSharp/Core/Basis.cs
@@ -554,7 +554,7 @@ namespace Godot
/// Returns a vector transformed (multiplied) by the basis matrix.
/// </summary>
/// <param name="v">A vector to transform.</param>
- /// <returns>The transfomed vector.</returns>
+ /// <returns>The transformed vector.</returns>
public Vector3 Xform(Vector3 v)
{
return new Vector3
@@ -572,7 +572,7 @@ namespace Godot
/// basis matrix only if it represents a rotation-reflection.
/// </summary>
/// <param name="v">A vector to inversely transform.</param>
- /// <returns>The inversely transfomed vector.</returns>
+ /// <returns>The inversely transformed vector.</returns>
public Vector3 XformInv(Vector3 v)
{
return new Vector3
diff --git a/modules/mono/glue/GodotSharp/GodotSharp/Core/Plane.cs b/modules/mono/glue/GodotSharp/GodotSharp/Core/Plane.cs
index 3b4e749532..2f8b5f297c 100644
--- a/modules/mono/glue/GodotSharp/GodotSharp/Core/Plane.cs
+++ b/modules/mono/glue/GodotSharp/GodotSharp/Core/Plane.cs
@@ -109,7 +109,7 @@ namespace Godot
/// <summary>
/// Returns the shortest distance from this plane to the position `point`.
/// </summary>
- /// <param name="point">The position to use for the calcualtion.</param>
+ /// <param name="point">The position to use for the calculation.</param>
/// <returns>The shortest distance.</returns>
public real_t DistanceTo(Vector3 point)
{
diff --git a/modules/mono/glue/GodotSharp/GodotSharp/Core/Quat.cs b/modules/mono/glue/GodotSharp/GodotSharp/Core/Quat.cs
index 7c978801bd..b33490f9cb 100644
--- a/modules/mono/glue/GodotSharp/GodotSharp/Core/Quat.cs
+++ b/modules/mono/glue/GodotSharp/GodotSharp/Core/Quat.cs
@@ -299,7 +299,7 @@ namespace Godot
/// Returns a vector transformed (multiplied) by this quaternion.
/// </summary>
/// <param name="v">A vector to transform.</param>
- /// <returns>The transfomed vector.</returns>
+ /// <returns>The transformed vector.</returns>
public Vector3 Xform(Vector3 v)
{
#if DEBUG
diff --git a/modules/mono/glue/GodotSharp/GodotSharp/Core/Transform.cs b/modules/mono/glue/GodotSharp/GodotSharp/Core/Transform.cs
index 98d4b92bd1..ac47f6029f 100644
--- a/modules/mono/glue/GodotSharp/GodotSharp/Core/Transform.cs
+++ b/modules/mono/glue/GodotSharp/GodotSharp/Core/Transform.cs
@@ -248,7 +248,7 @@ namespace Godot
/// Returns a vector transformed (multiplied) by this transformation matrix.
/// </summary>
/// <param name="v">A vector to transform.</param>
- /// <returns>The transfomed vector.</returns>
+ /// <returns>The transformed vector.</returns>
public Vector3 Xform(Vector3 v)
{
return new Vector3
@@ -266,7 +266,7 @@ namespace Godot
/// transformation matrix only if it represents a rotation-reflection.
/// </summary>
/// <param name="v">A vector to inversely transform.</param>
- /// <returns>The inversely transfomed vector.</returns>
+ /// <returns>The inversely transformed vector.</returns>
public Vector3 XformInv(Vector3 v)
{
Vector3 vInv = v - origin;
diff --git a/modules/mono/glue/GodotSharp/GodotSharp/Core/Transform2D.cs b/modules/mono/glue/GodotSharp/GodotSharp/Core/Transform2D.cs
index 9f9ae50c59..06bbe98497 100644
--- a/modules/mono/glue/GodotSharp/GodotSharp/Core/Transform2D.cs
+++ b/modules/mono/glue/GodotSharp/GodotSharp/Core/Transform2D.cs
@@ -181,7 +181,7 @@ namespace Godot
/// This method does not account for translation (the origin vector).
/// </summary>
/// <param name="v">A vector to transform.</param>
- /// <returns>The transfomed vector.</returns>
+ /// <returns>The transformed vector.</returns>
public Vector2 BasisXform(Vector2 v)
{
return new Vector2(Tdotx(v), Tdoty(v));
@@ -195,7 +195,7 @@ namespace Godot
/// basis matrix only if it represents a rotation-reflection.
/// </summary>
/// <param name="v">A vector to inversely transform.</param>
- /// <returns>The inversely transfomed vector.</returns>
+ /// <returns>The inversely transformed vector.</returns>
public Vector2 BasisXformInv(Vector2 v)
{
return new Vector2(x.Dot(v), y.Dot(v));
@@ -355,7 +355,7 @@ namespace Godot
/// Returns a vector transformed (multiplied) by this transformation matrix.
/// </summary>
/// <param name="v">A vector to transform.</param>
- /// <returns>The transfomed vector.</returns>
+ /// <returns>The transformed vector.</returns>
public Vector2 Xform(Vector2 v)
{
return new Vector2(Tdotx(v), Tdoty(v)) + origin;
@@ -365,7 +365,7 @@ namespace Godot
/// Returns a vector transformed (multiplied) by the inverse transformation matrix.
/// </summary>
/// <param name="v">A vector to inversely transform.</param>
- /// <returns>The inversely transfomed vector.</returns>
+ /// <returns>The inversely transformed vector.</returns>
public Vector2 XformInv(Vector2 v)
{
Vector2 vInv = v - origin;