Age | Commit message (Collapse) | Author |
|
AnimationNodeStateMachine when the state machine is not playing
|
|
Fix editor always redrawing
|
|
Fix Mono build after resource load cache changes
|
|
Use official github actions cache for Windows
|
|
|
|
-Only update rendering settings when project settings change
-Fixes the update spinner (and editor rendering) updating all the time.
-Added a "project_settings_changed" signal to EditorNode and EditorPlugin
|
|
TextEdit respects content margin from StyleBox
|
|
Fix TextEdit autoscroll with wrapped lines
|
|
|
|
Expose a `File.flush()` method to scripting
|
|
Add ability to change Icon Saturation
|
|
This can be used to ensure a file has its contents saved
even if the project crashes or is killed by the user
(among other use cases).
See discussion in #29075.
|
|
Yet another node copy-paste PR
|
|
Fix sprite editor conversion tools to handle compressed textures
|
|
Revised cylinder contact point generation in Godot Physics
|
|
|
|
Index to find the last line wrap index was off by one, which prevented the first wrapped line to trigger autoscroll.
|
|
Now TextEdit adjusts x & y offset according to the corresponding
StyleBox when in normal or read-only mode.
In order to handle bottom content margin, wrapped lines that are entirely outside the stylebox content area are not drawn.
|
|
|
|
Cylinder contact points generation is adjusted to make it more stable
when standing on triangle meshes.
Point-Circle:
Switched to simpler plane projection as it's done for Point-Face contact
points. It solves some cases where discrepancies between the two points
caused the cylinder to jump.
Edge-Circle:
Same as before, the case for edge has just been moved from Face-Circle
to a specific method.
Face-Circle:
The previous method was clipping edges against the circle, and then
tried to add contact points when there wasn't enough support and failed
in some cases.
Now using a different algorithm which adds proper contact points around
the circle more consistently.
First, by clipping edges against circle segments using Face-Face
algorithm.
Second, by clipping edges against the circle plane.
|
|
Fix LineEdit minimum width
|
|
-Changed theme setting name to make more sense of what it does
-Reduced amount of minimum characters, so minimum size is smaller.
|
|
-Allows for more theme freedom
-Allows for entirely B&W themes.
|
|
Use get_char_size(' ') to calculate space width.
|
|
|
|
Improved Inspector Sub-Resource Editing
|
|
-Better margins
-Colors to delimit subresources better.
|
|
Display loading text while the project manager is loading
|
|
[HTML5] Detect screen scale and DPI.
|
|
`OS.get_screen_scale` will now return the `window.devicePixelRatio`
value, `OS.get_screen_dpi` uses CSS media queries to find approximate
DPI value for the current display.
`OS.get_screen_size` also return the actual screen size (not the CSS
pixel size).
|
|
Improve resource load cache
|
|
Fixed typo in PackedScene documentation
|
|
Accomodate blend shape ranges of -1 to +1 for Vulkan
|
|
|
|
-Added a new method in Resource: reset_state , used for reloading the same resource from disk
-Added a new cache mode "replace" in ResourceLoader, which reuses existing loaded sub-resources but resets their data from disk (or replaces them if they chaged type)
-Because the correct sub-resource paths are always loaded now, this fixes bugs with subresource folding or subresource ordering when saving.
|
|
SCons: Fix Godot detection in custom modules logic
|
|
`exec()` was not a good idea as it assumes a certain type of `version.py` file
similar to Godot's own file, which is not always a reliable assumption (see
https://github.com/godotengine/godot/pull/43057#issuecomment-777632900).
Also restores Python 2 support for the 3.2 branch.
|
|
Allow to pass varying from fragment to light shader function
|
|
Fix broken gdnative variant test
|
|
|
|
|
|
[HTML5] Editor: ensure canvas focus when switching tabs.
|
|
Add Unit Tests for Variant Class
|
|
Update GraphEdit when GraphNode's slot is updated
|
|
|
|
|
|
Improve EditorImportPlugin docs.
|
|
Fix StringName type checks in other `_rpc*_bind` methods.
|
|
According to the docs at
https://docs.godotengine.org/en/stable/tutorials/plugins/editor/import_plugins.html#the-editorimportplugin-class
> The get_visible_name() method is responsible for returning the name of
> the type it imports and it will be shown to the user in the Import dock.
> You should choose this name as a continuation to "Import as", e.g.
> "Import as Silly Material"
I've verified Godot's behavior reflects this, so the code examples
should reflect this.
Also document propagating save error in EditorImportPlugin.
It seems that the suggested code ignores any error from
`ResourceSaver.save`, but I think we should return it.
|
|
Improve GDNative API and JSON generation further
|