Age | Commit message (Collapse) | Author |
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It seems that popups were intended to "grab" the mouse click that triggered them, but their intent was being lost. This commit does the necessary changes to let it happen and updates items that were trying to get advantage of it, because the semantics of `Control::grab_click_focus()` have changed a bit. Namely, it must be called **before** showing the modal.
This allows to popup a menu and activate an item in it in a single click-point-release cycle, instead of having to click once to open the menu and once more to pick an item.
This ability is extended even to context menus activated with the RMB (or any other mouse button, for that matter). The editor benefits from this in the context menu of the tree dock, which has been patched to opt-in for this feature.
This improves UX a bit by saving unnecessary clicks.
From now on, `PopupMenu` always grabs the click and also invalidates the first button release unless the mouse has moved (that's what `set_invalidate_click_until_motion()` was doing and now it's removed), so there is no longer the need of doing both things at every point a pop-up menu is shown.
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Refactor HTML5 platform build script
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Fix mono basis GetEuler bug and marshalling/unmarshalling
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[Mono] Replace float with real_t, other misc C# improvements
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Fix bug added in PR #17589. Resources couldn't be saved to files
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This PR fixes the code to avoid saving default environment every time
the project is run whitin the editor.
Should fix #17727. Sorry for the troubles!
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Overhaul the display scaling editor settings
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This adds more scaling options, in addition to a custom scaling option
which allows any scale between 0.75 and 3.0 to be used.
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Fix switching WindowDialog types leaves garbage buttons
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Allow Attach and Clear Script on multiple nodes
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Fix non-valid characters for `input_action`
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Fix pressing `F3` do both changing to script editor AND find next text
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add option to invert y-axis
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Warn about WorldEnvironment being ignored
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Revert "Implement OS_OSX::execute"
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a way to ensure that camera is disabled
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Allow users to add items to Tool menu
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This reverts commit e42576548f2c0ae2c6cb24ce2b0437ffb8978d65.
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Fix compressor audio effect sidechain selection
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Fix bad rendering of BBCode tables in `RichTextLabel`
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A few enhancements on the ARVR Server
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[macOS] Fix dragging window from non-retina to retina display.
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Prevented external editor from running multiple times
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Fix for clang warning at distance_to
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Replace float with real_t in most files, defined at the top of each file via using. Objects such as Vector3 now accept doubles as inputs, and convert to real_t internally. I've added default Vectors such as Vector3.Zero. Other misc C# improvements such as Mathf.RoundToInt(). Color continues to use float only because high precision is not needed for 8-bit color math and to keep things simple. Everything seems to compile and work fine, but testing is requested, as this is the first time I've ever contributed to Godot.
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Fix several in-class initialization clang warning
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Fix missing const in CapsuleShapeSW::get_area
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Fixes #16923. I'm not a fan of the special case for scripts in editor_node.cpp, but in any case,
I made it so it wouldn't make the external editor to re-open just because we switched scenes.
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[DOCS] minor ParticlesMaterial docs fix Linear -> Radial
[ci skip]
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Add --print-fps option to output FPS to stdout
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Updated thekla_atlas to support arm64
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Add RWLockDummy for NO_THREADS builds
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Prevent android to split-screen
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s/2017/2018/g for gles2, websocket, linux appdata
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Works both for the editor and games.
Projects can still use "debug/settings/stdout/print_fps" to enable it
permanently. The --print-fps option takes precedence (so works even if
the project setting is disabled). That setting is also no longer redefined
on the fly based on the verbose flag, that was a mess.
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Fix listing files inside directory in pack file
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Fix getting Android device information
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Fix crash in `canvas_item_add_polyline` when passing more points than colors
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Fix saving unmodified scenes and resources
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