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2021-08-14Make sure stylebox is valid in EditorSpinSlider before using itYuri Sizov
2021-08-13Merge pull request #51321 from pycbouh/docs-makerst-codestyleRémi Verschelde
Fix minor code style issues in the RST generator
2021-08-13Merge pull request #51642 from akien-mga/cleanup-use_single_quotesRémi Verschelde
2021-08-13Merge pull request #51585 from Paulb23/theme-update-optimisationRémi Verschelde
2021-08-13Merge pull request #50609 from bruvzg/te_block_caretRémi Verschelde
[TextEdit] Improve block/insert caret drawing.
2021-08-13Style: Cleanup code using `text_editor/completion/use_single_quotes`Rémi Verschelde
2021-08-13Merge pull request #51628 from timothyqiu/drag-property-pathRémi Verschelde
Allow dropping property path into script editor
2021-08-13Merge pull request #51630 from Chaosus/fix_completion_popup_sizeYuri Roubinsky
2021-08-13Only update TextEdit text cache when dirtyPaulb23
2021-08-13Move CodeEdit theme overrides into EditorThemePaulb23
2021-08-13Fix incorrect completion popup size of `CodeEdit`Yuri Roubinsky
2021-08-13[TextEdit] Improve block/insert caret drawing.bruvzg
2021-08-13Add bulk theme overrides to ControlPaulb23
2021-08-13Merge pull request #51619 from Chaosus/fix_dark_wordsRémi Verschelde
Fix incorrect word block colors in the inspector tooltip
2021-08-13Allow dropping property path into script editorHaoyu Qiu
2021-08-13Merge pull request #51025 from reduz/fix-directional-shadow-biasRémi Verschelde
Fix directional shadow bias
2021-08-13Issue template: Fix link to CONTRIBUTING.mdRémi Verschelde
Fixes #51623.
2021-08-13Fix incorrect word block colors in the inspector tooltipYuri Roubinsky
2021-08-13Merge pull request #51508 from AndreaCatania/mem-placementRémi Verschelde
Refactors the memnew_placement.
2021-08-13Merge pull request #51035 from foxydevloper/drag-drop-more-supportRémi Verschelde
Improve drag and dropping files into viewport by supporting more types
2021-08-13Merge pull request #49523 from foxydevloper/improve-shortcut-namingRémi Verschelde
Improve naming of a couple shortcuts
2021-08-13Merge pull request #50114 from Chaosus/vs_constantsRémi Verschelde
Few improvements for constants in visual shader
2021-08-13Merge pull request #51519 from Chaosus/vs_transform_operatorRémi Verschelde
Changed `TransformMult` node to `TransformOp` in visual shaders
2021-08-13Merge pull request #51582 from AnilBK/ustring-macro-replacementsRémi Verschelde
ustring: Replace macros with inline functions.
2021-08-13Merge pull request #51607 from aaronfranke/includesRémi Verschelde
Fix some unnecessary includes
2021-08-13Merge pull request #51587 from Calinou/use-unicode-multiplication-symbolRémi Verschelde
Use the Unicode multiplication symbol where relevant
2021-08-13Merge pull request #51597 from RandomShaper/input_bufferingRémi Verschelde
2021-08-13Merge pull request #51616 from bruvzg/cam_feed_ridRémi Verschelde
Add placeholder textures to ensure CameraTexture / CameraFeed always have valid RIDs.
2021-08-13Switch to input buffering on AndroidPedro J. Estébanez
Key, touch and joystick events will be passed directly from the UI thread to Godot, so they can benefit from agile input flushing. As another consequence of this new way of passing events, less Java object are created at runtime (`Runnable`), which is good since the garbage collector needs to run less. `AndroidInputHandler` is introduced to have a smaller cross-thread surface. `main_loop_request_go_back()` is removed in favor just inline calling `send_window_event()` at the most caller's convenience (i.e., leveraging the new `p_deferred`` parameter as appropriate). Lastly, `get_mouse_position()` and `get_mouse_button_state()` now just call through `Input` to avoid the need of sync of mouse data tracked on the UI thread.
2021-08-13Add project setting for agile input event flushingPedro J. Estébanez
If enabled, key/touch/joystick events will be flushed just before every idle and physics frame. Enabling this can greatly improve the responsiveness to input, specially in devices that need to run multiple physics frames per each idle frame, because of not being powerful enough to run at the target frame rate. This will only work for platforms using input buffering (regardless event accumulation). Currenly, only Android does so, but could be implemented for iOS in an upcoming PR.
2021-08-13Update AUTHORS and DONORS listRémi Verschelde
New contributors added to AUTHORS: @angad-k, @Bhu1-V, @Blackiris, @ellenhp, @fabriceci, @follower, @foxydevloper, @Geometror, @hilfazer, @hoontee, @Janglee123, @Razoric480, @SirQuartz, @theoway. Thanks to all contributors and donors for making Godot possible!
2021-08-13Add placeholder textures to ensure CameraTexture / CameraFeed always have ↵bruvzg
valid RIDs.
2021-08-13Add input buffering frameworkPedro J. Estébanez
Input buffering is implicitly used by event accumulation, but this commit makes it more generic so it can be enabled for other uses. For desktop OSs it's currently not feasible given main and UI threads are the same).
2021-08-13Improve input event accumulationPedro J. Estébanez
- API has been simplified: all events now go through `parse_input_event()`. Whether they are accumulated or not depends on the `use_accumulated_input` flag. - Event accumulation is now thread-safe (it was not needed so far, but it prepares the ground for the following changes). - Touch drag events now support accumulation.
2021-08-13Merge pull request #50767 from KoBeWi/no_head_no_saveRémi Verschelde
Don't save project on startup in no window mode
2021-08-13Refactors the memnew_placement.AndreaCatania
With this commit the macro `memnew_placement` uses the standard memory placement syntax: `new (mem) TheClass()`, and removes the outdated and not used syntax: ``` _ALWAYS_INLINE_ void *operator new(size_t p_size, void *p_pointer, size_t check, const char *p_description) { ``` Thanks to this change, the function `memnew_placement` call is compatible with any class, and can also initialize classes with non-empty constructor: ``` // This is valid, like before. memnew_placement(mem, Variant); // This works too: memnew_placement(mem, Variant(123)); ```
2021-08-13Merge pull request #51611 from AnilBK/fix-duplicatesRémi Verschelde
[cppcheck] Fix Duplicate Conditions
2021-08-13Don't save project on startup in headless modekobewi
2021-08-13Merge pull request #51609 from Chaosus/shader_fix_varying_errorYuri Roubinsky
Fix shader crash when using local var with the same name as varying
2021-08-13Merge pull request #51586 from m4gr3d/investigate_godot_resume_stalls_masterRémi Verschelde
Resolve issue where the Godot app remains stuck when resuming.
2021-08-13Merge pull request #51524 from RandomShaper/faster_vmaRémi Verschelde
Upgrade Vulkan Memory Allocator, use Volk on Android
2021-08-13Merge pull request #51606 from m4gr3d/expose_fragile_user_data_config_masterRémi Verschelde
Add support for prompting the user to retain app data on uninstall.
2021-08-13Fix duplicate conditions.Anilforextra
2021-08-13Fix shader crash when using local var with the same name as varyingYuri Roubinsky
2021-08-13Fix some unnecessary includesAaron Franke
2021-08-12Add support for prompting the user to retain app data on uninstall.Fredia Huya-Kouadio
Supported on Android 10 and higher.
2021-08-13Convert ustring macros to inline functions and use them wherever possible.Anilforextra
Add new inline functions to check if a character is lowercase or uppercase. Remove unused upper case macro.
2021-08-12Resolve issue where the Godot app remains stuck when resuming.Fredia Huya-Kouadio
This was caused by the fact that a new instance of Godot was created at resume while a previous instance already existed. The previous instance would then go through its cleanup lifecycle, and would thus attempt to close the entire app, leading to the system to restart the app, thus starting the cycle anew. The fix involves reusing the previous instance of Godot if one is available instead of creating a new one, as well as giving control to the host activity for how the process should be terminated.
2021-08-13Upgrade Vulkan memory allocatorPedro J. Estébanez
2021-08-12Android: Use volk instead of NDK Vulkan headersRémi Verschelde
We no longer build the Vulkan loader, and volk lets us load it dynamically. Roblox uses volk on Android so it should work well for us too.