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2019-09-19Merge pull request #31985 from nekomatata/fix-builtin-script-resourceRémi Verschelde
Fixed resource loading when editing built-in script from resource
2019-09-19Merge pull request #31961 from YeldhamDev/info_messagesRémi Verschelde
Add informational messages to various editors
2019-09-19Merge pull request #31934 from mitchcurtis/28187Rémi Verschelde
Produce an error when a class has the same name as a Singleton
2019-09-19Merge pull request #31904 from byfron/styleboxflag_uvcoordsRémi Verschelde
Computes UV coordinates of the canvas_item vertices of StyleBoxFlat
2019-09-19Merge pull request #31202 from azagaya/light-dataRémi Verschelde
Create shadow_vec for altering shadow computation
2019-09-19Merge pull request #31188 from codecustard/LineEdit_disable_shortcutsRémi Verschelde
Add Ability to Enable/Disable Shortcuts and Selection for LineEdit/TextEdit
2019-09-19Merge pull request #31142 from mitchcurtis/assert-messageRémi Verschelde
GDScript: add an optional message parameter to assert()
2019-09-19Merge pull request #32019 from RevoluPowered/feature/implement-pbr-materialsRémi Verschelde
FBX Importer - Maya material PBR path is read properly now
2019-09-19Merge pull request #31997 from ↵Rémi Verschelde
RevoluPowered/feature/fix-blend-shape-disappearing Fixed blend shapes disappearing in FBX Importer
2019-09-19Implemented maya stingray supportRevoluPowered
2019-09-19Implemented basic texture mapping for PBR material definitionsRevoluPowered
This reads materials properly from Maya and expands on existing functionality to make this work properly. aiTextureType_SHININESS no longer used as not appropriate for PBR texture as it is legacy. This fix will be also present in assimp soon.
2019-09-19Fixed blend shapes disappearingRevoluPowered
Co-authored-by: K. S. Ernest (iFire) Lee <ernest.lee@chibifire.com>
2019-09-18Merge pull request #32191 from Chaosus/fix_typosYuri Roubinsky
Some formatting fixes in visual_shader_nodes.cpp
2019-09-18Some formatting fixes in visual_shader_nodes.cppYuri Rou
2019-09-17Merge pull request #32096 from Eoin-ONeill-Yokai/bug32089Michael Alexsander Silva Dias
Fix RichTextLabel Sanitization Runtime Error
2019-09-17Merge pull request #32176 from Faless/js/fix_export_jsFabio Alessandrelli
Fix HTML5 export after #30864
2019-09-17Implement shader array support for varyings (#30925)Yuri Roubinsky
Implement shader array support for varyings
2019-09-16Merge pull request #32161 from Chaosus/fix_rectIgnacio Roldán Etcheverry
[Mono] Corrected rectangle intersection
2019-09-16[Mono] Corrected rectangle intersectionChaosus89
2019-09-14Implement shader array support for varyingsChaosus
2019-09-14Fix HTML5 export after #30864Fabio Alessandrelli
2019-09-11Fix Sanitization BugEoin O'Neill
From issue #32089 -- I messed up the property hints by putting them in the wrong location. Should be working as intended now.
2019-09-11GDScript: add an optional message parameter to assert()Mitch Curtis
Before this patch, assert() only took the condition to assert on: assert(item_data) Now, it can optionally take a string that will be printed upon failure: assert(item_data, item_name + " has no item data in ItemDatabase") This makes it easier to immediately see what the issue is by being able to write informative failure messages. Thanks to @wiped1 for sharing their patch, upon which this is based. Closes #17082
2019-09-08Merge pull request #32045 from neikeq/fix-cannot-create-mono-log-fileRémi Verschelde
Mono: Fix unable to create log file due to str_format bug
2019-09-08Mono: Fix unable to create log file due to str_format bugIgnacio Etcheverry
2019-09-07Merge pull request #31993 from Calinou/improve-string-humanize-sizeFabio Alessandrelli
Improve the `String::humanize_size()` method
2019-09-07Merge pull request #32022 from neikeq/fix-mono-export-windows-backslashIgnacio Roldán Etcheverry
Mono: Fix PCK assembly paths when exporting from Windows
2019-09-07Merge pull request #32023 from neikeq/issue-31854Ignacio Roldán Etcheverry
Fix missing method for internal_MonoWindowsInstallRoot
2019-09-07Fixed resource loading when editing built-in script from resourcePouleyKetchoupp
Fixes #27380
2019-09-07Add Ability to Enable/Disable Shortcuts for LineEdit/TextEditEmmanuel Barroga
This PR adds the ability to enable/disable shortcut keys and selection for LineEdit/TextEdit. It also updates the context menu when you disable/enable the shortcut keys or selection.
2019-09-07Fix missing method for internal_MonoWindowsInstallRootIgnacio Etcheverry
2019-09-07Mono: Fix PCK assembly paths when exporting from WindowsIgnacio Etcheverry
Assembly paths were written to PCK files with backslash as path separator and PackedData only supports forward slash. This would make exported games unable to find the assemblies.
2019-09-06Create shadow_vec for altering shadow computationazagaya
In 2.1 and 3.0, light_vec could be modified for altering shadow_computations. But it broke shadows when rotating light. shadow_vec would do the same, but without breaking shadows in rotated lights if not used. Add inverse light transformation to shadow vec, so it's not affected when rotating lights; Added usage define for shadow vec. For shadow vec working properly when rotating a light, it's needed to multiply it by light_matrix normalized. Added usage define in order to don't do that if shadow_vec not used.
2019-09-06Produce an error when a class has the same name as a SingletonMitch Curtis
If you somehow end up with a Singleton.gd that looks like this: extends Node class_name Singleton func foo(): pass You will get an error when using it in another file: extends Node2D func _init(): # Parser Error: Non-static function "foo" can only be called from an instance. Singleton.foo() This error is confusing. This patch ensures that an error on the class_name line will be produced: Parse Error: The class "Singleton" conflicts with the AutoLoad singleton of the same name, and is therefore redundant. Remove the class_name declaration to fix this error. Fixes #28187.
2019-09-05Improve the `String::humanize_size()` methodHugo Locurcio
- Use "B" insted of "Bytes" to be more compact - Use suffixes that denote a binary prefix - Make suffixes localizable This removes the need for the custom `EditorNetworkProfiler:_format_bandwidth()` method.
2019-09-05Merge pull request #31989 from ↵Rémi Verschelde
sparkart/revert-30833-fix_inspector_clear_remote_node Revert "Fix Clearing Inspector for Remote Node"
2019-09-05Merge pull request #31870 from JFonS/add_network_profilerFabio Alessandrelli
Add network profiler
2019-09-05Revert "Fix Clearing Inspector for Remote Node"Emmanuel Barroga
2019-09-05Add network profilerjfons
2019-09-05Merge pull request #31979 from Eoin-ONeill-Yokai/bugfix-31973Rémi Verschelde
CharFXTransform Type Hint Error
2019-09-05Removed useless code from Switch in visual shader (#31984)Yuri Roubinsky
Removed useless code from Switch in visual shader
2019-09-05Removed useless code from Switch in visual shaderChaosus89
2019-09-05Fix formatting error for bool in resulted code of visual shader (#31983)Yuri Roubinsky
Fix formatting error for bool in resulted code of visual shader
2019-09-05Fix formatting error for bool in resulted code of visual shaderChaosus89
2019-09-04Bug Fix 31973 Type Hint ErrorEoin O'Neill
Fixed a bug introduced in my previous PR involving CharFXTransform not allowing the use of type hinting. Should now work properly. This should also help with Godot Mono issues...
2019-09-04Merge pull request #31967 from nekomatata/fix-builtin-script-sceneRémi Verschelde
Load scene if needed when editing recent built-in script
2019-09-04Delete ISSUE_TEMPLATE.mdJuan Linietsky
Deleted old style issue template.
2019-09-04Update issue templatesJuan Linietsky
2019-09-04Load scene if needed when editing recent built-in scriptPouleyKetchoupp
Fixes #31966
2019-09-04Merge pull request #31926 from Chaosus/vs_switchYuri Roubinsky
Some improvements for Switch node in visual shaders