Age | Commit message (Collapse) | Author |
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Update EditorSceneImporterAssimp description to reflect current status
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Remove do{ } while(0) wrapper around error macros.
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SCons: Split libmodules.a in folder-based libs
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Uses split cursor for SplitContainer
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Workaround WebM playback bug after AudioServer latency fixes
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Fix bug where canvas culls things at origin with size 0
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As pointed out by Faless, a do{ } while(0) wrapper around a continue or
break just ends the do{ } while(0) loop. The do{ } while(0) loop exists
to enable the macro to be used as a function which requires a semicolon.
The alternative approach is to use an if(1) { } else ((void)0) wrapper.
Since the macro already has an if(unlikely(m_cond)) { } this patch simply
adds the else ((void)0) to this if statement instead.
For consistency all the macros have been updated in the same way, and
trailing else warnings corrected. However, the wrappers around ERR_PRINT
and WARN_PRINT were removed, because they generated too many ambiguous
trailing else warnings. They are also single line macros so a wrapper is
not needed.
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Export and reference the icon as favicon when exporting to HTML5
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Make a new method instead to make the code more elegant
Move Function down a bit
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Fixes broken CPUParticles2D AtlasTextures usage
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af9bb0ea15dfd3dfe8950fcfcce364485dadd92a fixed AudioServer's
`get_output_delay()` (which used to always return 0) while renaming it
to `get_output_latency()`. It now returns the latency from the
AudioDriver, which can be non-0.
While this was a clear bugfix, it broke playback for WebM files without
audio track. It seems like the playback code, even though it queried
the output delay to calculate a time compensation, was designed to work
even though the delay value was actually bogus. Now that it's correct,
it's not working.
As a workaround we comment out uses of the output latency, restoring
the behavior of Godot 3.1.
This code should still be reviewed by someone more versed in video
playback and fixed to properly account for the non-0 driver latency.
Fixes #35760.
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Allow non-constants for indexing builtin types in shaders
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Implemented hint_range for VisualShaderNodeScalarUniform
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Add support for 3D textures to GLES2
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Add documentation for Skeleton2D
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Prevent shader crash if invalid builtin used after array member accessor
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This removes the need for the hacky split_libmodules logic on Windows,
since all libs are now of manageable size.
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SCons: Refactor module defines into a generated header, cleanup
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- Fix build with gdscript module disabled. Fixes #31011.
- Remove unused `gdscript` compile option.
- Fix build with regex module disabled.
- Fix ImageLoaderSVG to forward declare thirdparty structs.
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We already had `MODULE_*_ENABLED` defines but only in the modules
environment, and a few custom `*_ENABLED` defines in the main env
when we needed the information in core.
Now this is defined in a single header which can be included in the
files that need this information.
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GraphEdit: Fix regression with GraphNode mouse filter
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PR #35068 made Container (which GraphNode inherits) default to
MOUSE_FILTER_PASS, so I removed the manual override, but it turns out
that GraphNode's constructor still overrides it to MOUSE_FILTER_STOP.
Another fix could be to remove the STOP in the constructor, but I don't
know if it's there for a specific reason (e.g. to have GraphNodes STOP
by default, but PASS in a specific case).
Fixes #35978.
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Completes doc for ItemList and Tree
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Fix javascript platform build
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Remove the last ERR_PRINTS that was missed by #33391
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Few enchancements for shader editor
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Use MOUSE_FILTER_PASS for all containers
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Drop obsolete Dockerfile, we now have official build containers
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Pass missing args in AnimationNode script calls
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Allow existing hidden files/directories when creating a new project
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Fix GlobalConstant/BasicTypeConstant return type in visual scripts
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Use the editor background color for the profiler graph
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Adds pan and zoom gestures to TextureRegion editor
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Fixed Godot not recognising 150x150 icon for uwp export #35871
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Fixed String::humanize_size crash.
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Updates Path2D in debugging if navigation is visible
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Remove per-file progress reporting when exporting to Android
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Centers project icon vertically in project list
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Calling `step()` on EditorProgress too often will slow down the
rest of the editor, so it's best avoided. This is also more consistent
with other exporters, as most of them don't report per-file progress
either.
Exporting a 2D project with ~1,100 files to Android now takes
about 10 seconds from a debug editor build instead of 65 seconds.
This closes #30850.
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Finish documenting BakedLightmap and TextureLayered
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