Age | Commit message (Collapse) | Author |
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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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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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Renaming RendererSceneRenderForward to ...ForwardClustered
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so we can introduce RendererSceneRenderForwardMobile
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Remove Navigation2D/3D nodes
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See discussion in #46814. Now going with the safe option again (like in 3.2)
as it turns out that we can't rely on user environments on Windows, since each
shell has a different set of env variables (especially the ones necessary to
use MSVC).
SCons does its own magic when we don't pass it an `ENV` dictionary, so we
should preserve it and only add things in a second step.
Fixes this warning when compiling with MSVC using git-bash.exe:
```
Missing environment variable: WindowsSdkDir
```
Possibly fixes build issues when having both MinGW and MSVC installed and an
older SCons version.
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[HTML5] Properly set canvas size during setup.
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It used to be updated before the first iteration, causing the
window/viewport size values to be incorrect during the initialization
phase (e.g. during the first `_ready` notification).
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Fix crashes when manipulating nodes in editor
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Relaxes node name sanitization in gltf documents.
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Add color interpolation bar on each channel in ColorPicker
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Fix enabling of created plugin
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Move caller_id init to Thread constructor to fix UWP build.
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[HTML5] Respect allow_hidpi option during setup
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SCons: Propagate the user's OS environment in env["ENV"]
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Documentation : Added Additional Description to PhysicsServer2D->area_create()
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Fixes division by zero when 3d body does not have valid shape
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This fixes a regression from #46774 where `env["ENV"]` would miss some
important env variables on Windows, such as `SystemRoot`, `PATHEXT`, etc.
To have those, we can either use the default `ENV` created by SCons, or
propagate the whole external environment.
Fixes #46790.
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Fixes #46738 by setting the default inertia to a valid value when there are no valid shapes for a 3d body.
Changed the comment style for the update_inertias method as well.
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The option was forced to `true` before, unlike on other platforms.
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Document that BaseMaterial3D doesn't support height mapping + triplanar
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(cherry picked from commit f1f472439ed8043ab6b625c42ff2682476e56b5d)
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New contributor added to AUTHORS:
@Ev1lbl0w
Thanks to all contributors and donors for making Godot possible!
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use collision mask in vehicle raycast
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[HTML5] Add PWA support to the editor page.
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This allows to install it as an app, and provide offline support (after
the first run).
Practically, this boils down to adding a JSON file as a manifest, an
offline page to be displayed when the cached files are not avaialble,
and a JS file to cache resources and return them.
The reason for the "first run requirements" is that some browsers, will
emit an "install" by just visiting the page (to see if the JS code is
compatibile), and we do not want to force casual visitors to just
download the 10 MiB+ compressed editor WebAssembly file without pressing
the start button.
Special thanks to Hugo Locurcio (Calinou) for the initial work.
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Which could happen if the worklet was not fully loaded, or the audio
context had already aborted.
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