Age | Commit message (Collapse) | Author |
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Add `use_asan` option for MSVC to enable AddressSanitizer
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Fix hardcoded Maya style navigation pan key modifier (Fix #46973)
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Replace malloc's with Godot's memalloc macro
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Fix pinned vertices in SoftBody editor gizmo
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Scale zoom values in the SpriteFrames editor for hiDPI displays
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jmb462/fix-always-capitalized-subinspector-properties
Fix always capitalized properties in subinspector (Fix #46961)
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ALT key modifier was hardcoded is node_3d_editor_plugin.cpp and didn't take editor settings into account.
Fix #46973
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Fix #46961:
This commit correctly initialize capitalization in sub-inspectors (like shaders's sub-inspector in the inspector panel) with the editor settings.
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Fixes small typos and grammar correction
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Update viewport after Polygon2D deselected
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Fix Create Plugin after GD Annotation Changes
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Bump mbedtls to version 2.16.10.
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C#: Fix StringName leak warnings after generating bindings
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C#: Fix ScriptPathAttribute generator with none or nested namespaces
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`Main::cleanup()` prints warnings if it finds `StringName`s still alive.
We need the `BindingsGenerator` to be destructed before calling cleanup.
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The following two bugs were fixed:
- For classes without namespace we were still generating `namespace {`
without a namespace identifier, causing a syntax error.
- For classes with nested namespaces we were generating only the innermost
part of the namespace was being generated, e.g.: for `Foo.Bar` we were
generating `namespace Bar {` instead of `namespace Foo.Bar {`.
This wasn't causing any build error, but because of the wrong namespace
Godot wasn't able to find the class associated with the script.
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This closes #46836.
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Non functional to non-functional in platform/android/java/nativeSrcsConfigs/README.md
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Exposes AddressSanitizer support in MSVC compiler. Can be installed via individual
components in the Visual Studio 2019 Installer.
Disabled by default. Compile the engine with `scons use_asan=yes`.
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Fix Tree focus border disappears when Border Size is set to 0
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Fix visibility toggle for baked GridMaps
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SkeletonIK changes and bug fixes
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[HTML5] Drag and drop zip in project manager.
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With a very nice hack, a new hidden configuration option that delays
dropped files removal at exit.
This still leaks while the project manager is running, but will clear
memory as soon as it exits or load something.
(reminder, dropped files are reguarly removed after the signal is
emitted specifically to avoid leaks, but I prefer hacking the HTML5
config then the project manager).
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[HTML5] Experimental (opt-in) virtual keyboard support.
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unsignedFoo/46188/fix-get-unix-from-datetime-empty-dict
[46188] fix: get unix from datetime when empty dict
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Add size and dictionary check in Control::_edit_set_state() to fix crash
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GDNative: Fix symbols visibility for GCC
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Fix crash when trying to export zero files.
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The wrong vertices could be highlighted/selected due to generating a
debug triangle mesh to gather points, which can modify the order of
vertices.
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Added as an export option "Experimental Virtual Keyboard".
There is no zoom, so text/line edit must be in the top part of the
screen, or it will get hidden by the virtual keyboard.
UTF8/Latin-1 only (I think regular UTF-8 should work out of the box in
4.0 but I can't test it).
It uses an hidden textarea or input, based on the multiline variable,
and only gets activated if the device has a touchscreen.
This could cause problems on devices with both touchscreen and a real
keyboard (although input should still work in general with some minor
focus issues). I'm thinking of a system to detect the first physical
keystroke and disable it in case, but it might do more harm then good,
so it must be well thought.
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Avoid spamming "IME is unsupported" when the DisplayServer report it as
such.
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Fixes crash that happened while exporting if zero files were selected
and adds more error handling to EditorExportPlatform class.
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Support for duplication of nested instanced scenes
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SCons: Use default env["ENV"] and prepend PATH to it
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Cleanup storage RendererRD
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superclass
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forward_clustered
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