Age | Commit message (Collapse) | Author |
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Fix for marking assert lines as safe bug
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Warn when trying to open `res://` or `user://` with `OS.shell_open()`
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Add "undo_max_stack_size" property to TextEdit
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[Core] [Mono] [GDNative] Rename "linear_interpolate" methods to "lerp"
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RasterizerStorageRD: Don't override format value
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Made the search results more specific.
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doc: Improve Node2D to_local/to_global description
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The stack size of the undo history of a TextEdit was not limited leading
to potential memory leaks when doing lots of operations on a TextEdit.
This commit adds the option gui/common/text_edit_undo_stack_max_size
to the project settings. The first element of the undo stack is popped
if the stack's size exceeds this value ensuring limited memory usage.
The default stack size setting is 1024.
Fixes #37838.
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Add option for editor freelook camera sensitivity
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When finding a substring, the rating is biased towards substrings
at the end of the path.
Fixes #33504.
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makes VibrationInfo protected
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Fix shader constant sorting
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Improve shortcut formatting in docs
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dreamsComeTrue/editor-animation-player-improvements
Allow to rename animation just after it was duplicated in Editor
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Print errors when passing an invalid type to xform
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EricEzaM/drag-multiple-resources-onto-array-export
Drag multiple resources onto exported array variable at once
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Clarify Transform scaled Method description
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Fix copy paste array index bug
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JiRuifanCR/animatedtexture-oneshot-pause-set-frame
Add set_frame, pause, and oneshot to AnimatedTexture
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Mention how to remove TreeItem from a Tree
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Fixed shuffling editor help tabs
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display server window position bug fix
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Remove unneccessary increment in TextEdit
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Fixed flipped scene preview thumbnail
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Better damping implementation for Bullet rigid bodies
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Improve the Vector2 rotated code
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glTF: Fix tangent generation for non-blend shapes
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`OS.shell_open()` will pass on the path directly to the OS' shell
handler (which can handle file paths or URLs). It can't handle
Godot-specific paths, so these need to be converted with
`ProjectSettings.globalize_path()` first.
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Add API documentation for said changes.
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Rename InputFilter back to Input
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Input: Drop obsolete versions of SDL gamecontrollerdb
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It changed name as part of the DisplayServer and input refactoring
in #37317, with the rationale that input no longer goes through the
main loop, so the previous Input singleton now only does filtering.
But the gains in consistency are quite limited in the renaming, and
it breaks compatibility for all scripts and tutorials that access
the Input singleton via the scripting language. A temporary option
was suggested to keep the scripting singleton named `Input` even if
its type is `InputFilter`, but that adds inconsistency and breaks C#.
Fixes godotengine/godot-proposals#639.
Fixes #37319.
Fixes #37690.
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The 204 and 205 are the older, SDL 2.0.4 and 2.0.5 compatible mappings,
but since all new mappings have only been added to the main
gamecontrollerdb.txt which overrides the older entries, it doesn't make
much sense for us to keep the old databases.
We do not support the SDL2 half axes and inverted axes features from
gamecontrollerdb.txt, but this only impacts the specific controllers
which can use those features, the rest are parsed and used properly.
As for godotcontrollerdb.txt, it doesn't make sense for us to maintain
our own custom mappings instead of submitting them upstream. The only
exception is the Javascript and UWP platforms for which no bindings are
available upstream, so we keep those entries.
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Fix CSG vertex normal calculation.
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Fix Android export throwing Unicode errors.
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Expose the cell_size affecting VisibilityNotifier2D precision
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Refs: #4803
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Calling _reduce_node_type from GDScriptParser::_parse_block for assert
was using a current class with a scope that didn't include all
functions. Now calling in GDScriptParser::_check_block_types uses the
right class type. We also now check the assert node message. The assert
line was added to the set_errors associated with assert, since before
the error would be reported on the next line
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Add caching the lightmap unwrapping on import
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