Age | Commit message (Collapse) | Author |
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When using avoidance, if you set the same velocity for the agent, you won't get an update from the avoidance system.
This changes both the `set_target_position` and `set_velocity` setters to always accept user provided values, even if they are the same. This ensures that repathing and avoidance logic is always run when the user expects.
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doc: Fix Image 'set_pixel' doc for use of 'create'
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Fixes #72904.
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[Bitmap Font] Fix character count check.
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Downgrade the vulkan abort logic to a warning
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It's been 3 years since the release of Godot 3.2 and the start of the
major overhaul of the codebase for Godot 4.0.
And the work on that new version had started even 6 months before with
Juan working on the Vulkan renderer and various core changes in a
feature branch. This got merged in #36098 on Feb 11, 2020, oh well, we
3 days early ;)
Close to 15,000 pull requests have been merged for the 4.0 milestone,
which is half of the total amount of PRs in Godot's open source
lifetime. This is our biggest release by far, and it's finally time to
let it loose.
A huge thankyou to all the contributors who were involved over the
years, with contributions of any kind. Now's the final stretch to iron
out the remaining blocking bugs and release 4.0-stable.
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Fix mouse-button-mask on button release in unit test
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Optimize `draw_dashed_line()` and `draw_rect()`
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Use `GDExtensionBool` in GDExtension interface
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Bind `EditorExportPlugin::_get_export_features`
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dampen -> damp, attenuate in audio and physics class docs
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Add more debug information to swapchain errors in Vulkan context
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Fixes to the GLTF export with baking and null checks.
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Set instancing flags when using GPUParticles in OpenGL renderer
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C#: Rename export settings `mono` -> `dotnet` and remove unused AOT settings
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On mouse-button release, the mask is 0.
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This addresses issues where some drivers are reporting they don't meet the vulkan hardware level 1 support requirements even though they render as expected when the check is removed.
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* Fix null crashes.
* Bake tracks
* Add some error messages.
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Separate property translation from editor translation, move sources to separate godot-editor-l10n repo
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GDScript: Improve validation and documentation of `@export_flags`
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Fixed the jumping to function definition using 'Ctrl+LMB'.
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C#: MSBuild logs and panel enhancements
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Fix docs on RPC_MODE_ANY_PEER analogous.
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- toggle creation of binary logs
- manage log verbosity
- toggle logging in console
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Use min_size/max_size to limit window size and position while popup center
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Some code simplifications
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Fix Viewport::get_mouse_position for SubViewports
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Fix sub-resource IDs resetting when preloaded
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This reverts commit 0fef203b1f39c3373f9f25b8e75e75f6b03f7c88.
This introduced some other issues, as discussed in #72144.
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- Remove WIP translation templates, moved to godot-editor-l10n which
will be the source and target for Weblate contributions.
* https://github.com/godotengine/godot-editor-l10n
- Re-add translations with a high completion ratio, stripped of the
untranslated and fuzzy strings, and of the location and translator
comments, to keep the size lower.
* Threshold editor interface: 20% complete.
* Threshold properties: 20% complete.
* Threshold classes: 10% complete.
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1. `number_width` isn't used later
2. `return_type` is used only once
3. AudioServer::get_singleton()->get_channel_count() always returns a channel_count of 1 or larger
4. negative `aa->backward` conditional
5. `current_canvas` == `find_world_2d()->get_canvas()`
6. identical if `render_shadows`
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center
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- Separate editor interface and property translations.
- Add property translation in TranslationServer.
- The split and merge of the POT/PO/Makefiles and extract scripts is done
directly in godot-editor-l10n, the files will be removed in the next commit.
- Remove the hardcoded "to_include" lists from the SCsub, we'll only commit the
files which are ready to inclue.
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Expose `_err_print_error` with message parameter to GDExtension
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[X11] Do not suppress structure/focus events on popup close to correctly return focus.
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Pace debugger draw requests
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