Age | Commit message (Collapse) | Author |
|
|
|
Clean up RenderingServer and its bindings
|
|
* Rewrote bindings for RenderingServer.
* They are now all up to date.
* Several unused methods and deprecated features were cleaned up.
|
|
LocalVector: Don't error if `from` >= `count`
|
|
Add Callable.is_valid() analogous to FuncRef.is_valid() from 3.x
|
|
Vector handles this silently by returning -1, and we should do the same here.
Otherwise we get errors when calling `find()` on e.g. a LocalVector of size 0,
while `find()` is expected to always work (if the parameters are invalid then
it doesn't find anything, so -1).
Fixup to #49925.
|
|
Android: Add `isGame` application attribute, default to true
|
|
|
|
It can be turned off in the export preset with `package/classify_as_game`.
Upstream definition: https://developer.android.com/guide/topics/manifest/application-element#isGame
> `android:isGame`
>
> Whether or not the application is a game. The system may group together
> applications classifed as games or display them separately from other
> applications.
Also fixes replacing `android:allowBackup` in custom builds.
|
|
Script editor: Rename 'Clone Down' to 'Duplicate Selection'
|
|
Network port comparison is always false
|
|
Add keyboard shortcuts for grouping and locking nodes, change grid toggle
|
|
Import mesh colors in 8BPC
|
|
Enable Camera2D smoothing on limit change
|
|
* Colors were imported as 16BPP (half float)
* Far most common use cases only require 8BPP
* If you need higher data precision, use a custom array, which are supported now.
**WARNING**: 3D Scenes imported in 4.0 no longer compatible with this new format. You need to re-import them (erase them from .godot/import)
|
|
|
|
Add right-to-left layout support for `EditorSpinSlider`.
|
|
- Locking nodes can now be done by pressing Ctrl + L, and unlocking with
Ctrl + Shift + L.
- Grouping nodes is now done by pressing Ctrl + G, and ungrouping with
Ctrl + Shift + G (similar to Inkscape).
- Toggling the grid is now done by pressing the `#` key
(also similar to Inkscape). This change was needed as Ctrl + G
now groups selected nodes.
Different shortcuts are used for the lock/unlock and group/ungroup
actions, so that the shortcuts are idempotent.
|
|
Coding style fix in editor NodePath update
|
|
|
|
Added r_ prefix for reference arguments that can be modified.
|
|
Add support for controlling physics nodes' behavior when disabled
|
|
Deprecate ImmediateGeometry
|
|
* Removed entirely from RenderingServer.
* Replaced by ImmediateMesh resource.
* ImmediateMesh replaces ImmediateGeometry, but could use more optimization in the future.
* Sprite3D and AnimatedSprite3D work again, ported from Godot 3.x (though a lot of work was needed to adapt them to Godot 4).
* RootMotionView works again.
* Polygon3D editor works again.
|
|
Fix editor suffixes and degrees conversion
|
|
New property disable_mode to set different behaviors:
Remove: remove from physics simulation
MakeStatic: change body mode to static (doesn't affect area and soft body)
KeepActive: do nothing
Extra change:
Handle disable/enable node state with specific notifications, in order
to differentiate global pause from disabled nodes.
|
|
Fix unchecked call to put() warning in GodotInputHandler.java
|
|
* Functions to convert to/from degrees are all gone. Conversion is done by the editor.
* Use PROPERTY_HINT_ANGLE instead of PROPERTY_HINT_RANGE to edit radian angles in degrees.
* Added possibility to add suffixes to range properties, use "min,max[,step][,suffix:<something>]" example "0,100,1,suffix:m"
* In general, can add suffixes for EditorSpinSlider
Not covered by this PR, will have to be addressed by future ones:
* Ability to switch radians/degrees in the inspector for angle properties (if actually wanted).
* Animations previously made will most likely break, need to add a way to make old ones compatible.
* Only added a "px" suffix to 2D position and a "m" one to 3D position, someone needs to go through the rest of the engine and add all remaining suffixes.
* Likely also need to track down usage of EditorSpinSlider outside properties to add suffixes to it too.
|
|
|
|
Remove singleton variable shadowing.
|
|
error: comparison is always false due to limited range of data type [-Werror=type-limits]
ERR_FAIL_COND_V_MSG(p_port < 0 || p_port > 65535, ERR_INVALID_PARAMETER, "The local port number must be between 0 and 65535 (inclusive).");
|
|
|
|
Enum constant in boolean context
|
|
Protocol shadows a variable.
|
|
error: enum constant in boolean context [-Werror=int-in-bool-context]
|
|
|
|
Fix and clean disabled shapes handling in godot physics servers
|
|
Rename `GdNavigationServer` to `GodotNavigationServer`
|
|
Fix move_and_collide causing sliding on slopes
|
|
Make contents of "Create Script" dialog expand with the window size
|
|
|
|
And rename `gdnavigation` module to simply `navigation`.
|
|
Fixes to 2D viewport
|
|
* Editor 2D viewport now uses embedded subwindows (windows no longer pop up)
* Restored the ability to disable 3D on the 2D viewport (makes 3D not display on 2D when there is a camera on the scene)
|
|
Improve RID_Owner memory usage
|
|
* Ability to allocate empty objects in RID_Owner, so RID_PtrOwner is not needed in most cases.
* Improves cache usage, as objects are now allocated together
* Should improve performance in 2D rendering
|
|
Fix non uniform scaling normals in 3D objects
|
|
Fix "Filter Files" shortcut by merging duplicate functions
|
|
* Flag was there, but not implemented.
* Fixed issue with base flags not being initialized.
|
|
Tweak the 2D game camera override tooltips to match 3D
|