Age | Commit message (Collapse) | Author |
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When godot was running as the project manager, it tried to call a method on a null pointer (get_tree()->get_edited_scene_root()).
This is undefined behaviour and caused a crash when compiled with sanitizing enabled.
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Initialize hat values for mapping and revert X360 mappings. [3.0]
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Honor the Tween's final values
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Fix polar decomposition in 2D.
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sergey-push/8145-Mouse_Position_is_unknown_until_first_mouse_event
8145 - Mouse Position is unknown until first mouse event on X11
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Several enhancements for the tile map editor
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Add missing binding for DUPLICATE_USE_INSTANCING
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Update classes.xml to master version, add a small feature to doc_status
[ci skip]
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When performing polar decomposition in 2D as B = R.S, where R is rotation (with determinant +1) and S is scaling, use the convention that reflections are absorbed into S through a reflection around y axis.
In 3D, this is done by using a reflection along all three axes, but since the dimensionality is even in 2D, one axis needs to be chosen.
Fixes Matrix32::get_rotation and Matrix32::get_scale (which weren't properly fixed in #7445).
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WebGL 2 export per WebAssembly or asm.js
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- X11 update input->pos on EnterNotify
- X11 & Win call first-time events processing before main initialization
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Allow sorting tile palette by name
Allow hiding tile ids in tile palette
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Include uniform (Shift down) mode in only-one-Node2D dragging
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Input: Remove usage of platform dependent event IDs.
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Update build.gradle.template for jcenter
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in only-one-Node2D dragging
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All the warnings are factored out of the platform-specific files and moved to
SConstruct. Will have to check that it does not introduce regressions on some
platforms/compilers.
(cherry picked from commit 31107daa1a41fe9ab3c7c1868479e78e16848333)
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The ID property for InputEvents is set by `SceneTree` when sending the event down the tree.
So there's no need for the platform specific code to set this value when it will later be overriden anyway...
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Updating project repository,
added jcenter() since Android Studio uses it by default.
https://www.jfrog.com/knowledge-base/why-should-i-use-jcenter-over-maven-central/
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(cherry picked from commit 4b7d1d8c15747a552b7dff52b0eeda4d3e7cec4e)
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Input: Update mouse position on mouse-button events.
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Input: Refactor JOY_* constants.
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Use atan2 rather than acos in Vector3.angle_to.
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Cache DynamicFont resource for Android
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Fix wrong app name for Android export
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Make inline blocks in GDScript more (or less) pythonic
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Explicitly documented that Transform.basis is not necessarily an orth…
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Improved 2D snapping behavior
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Implement warped mouse panning for 2D & 3D editors
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Suppress error messages when using ConfigFile::get_value and a default is given
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added Timer is_time_left()
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Update ENet to use Godot sockets.
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Credits to jo_ for the joke and hcorion for finding the typo:
<hcorion> Hi all, I was busy translating godot to Pirate, and I noticed a
spelling error, on line 1035 in platform/uwp/export/export.cpp it mis-spells
certificate as certficate missing the extra i
<jo_> hcorion: Nice catch.
<jo_> If you make a PR, please call it 'i-patch for Pirate."
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Massive diff due to the tools/editor -> editor move.
The real changes are the difference between those two:
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From https://github.com/lucasdemarchi/codespell
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Make snapping affect nodes created by drag & drop
Make snapping for a single Node2D refer to its pivot
Refactor duplicate drag setup code
Replace one occurrence of the old set_pos by set_position
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Also fix detection of single-column dock if width < 1200,
it only worked with hidpi_mode=auto.
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**Breaking change**
Removed the `JOY_SNES_*` and `JOY_SEGA_*` constants. Imho there's no reason for a modern game engine to provide button aliases for decades-old hardware.
Also renamed `JOY_ANALOG_{0,1}_{X,Y}` to `JOY_ANALOG_{L,R}{X,Y}` and removed `JOY_ANALOG_2_*`.
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Fixes #8111.
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