Age | Commit message (Collapse) | Author |
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Fixed resource loading when editing built-in script from resource
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Add informational messages to various editors
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Produce an error when a class has the same name as a Singleton
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Computes UV coordinates of the canvas_item vertices of StyleBoxFlat
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Create shadow_vec for altering shadow computation
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Add Ability to Enable/Disable Shortcuts and Selection for LineEdit/TextEdit
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GDScript: add an optional message parameter to assert()
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FBX Importer - Maya material PBR path is read properly now
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RevoluPowered/feature/fix-blend-shape-disappearing
Fixed blend shapes disappearing in FBX Importer
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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.
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Co-authored-by: K. S. Ernest (iFire) Lee <ernest.lee@chibifire.com>
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Some formatting fixes in visual_shader_nodes.cpp
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Fix RichTextLabel Sanitization Runtime Error
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Fix HTML5 export after #30864
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Implement shader array support for varyings
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[Mono] Corrected rectangle intersection
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From issue #32089 -- I messed up the property hints by putting them
in the wrong location. Should be working as intended now.
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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
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Mono: Fix unable to create log file due to str_format bug
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Improve the `String::humanize_size()` method
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Mono: Fix PCK assembly paths when exporting from Windows
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Fix missing method for internal_MonoWindowsInstallRoot
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Fixes #27380
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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.
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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.
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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.
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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.
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- 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.
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sparkart/revert-30833-fix_inspector_clear_remote_node
Revert "Fix Clearing Inspector for Remote Node"
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Add network profiler
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CharFXTransform Type Hint Error
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Removed useless code from Switch in visual shader
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Fix formatting error for bool in resulted code of visual shader
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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...
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Load scene if needed when editing recent built-in script
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Deleted old style issue template.
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Fixes #31966
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Some improvements for Switch node in visual shaders
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