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2021-02-12Fix LineEdit minimum widthreduz
-Changed theme setting name to make more sense of what it does -Reduced amount of minimum characters, so minimum size is smaller.
2021-02-12Merge pull request #45922 from bruvzg/space_widthRémi Verschelde
Use get_char_size(' ') to calculate space width.
2021-02-12Use get_char_size(' ') to calculate space width.bruvzg
2021-02-12Merge pull request #45907 from reduz/improved-inspector-subresourcesRémi Verschelde
Improved Inspector Sub-Resource Editing
2021-02-12Improved Inspector Sub-Resource Editingreduz
-Better margins -Colors to delimit subresources better.
2021-02-12Merge pull request #45785 from Calinou/project-manager-add-loading-textRémi Verschelde
Display loading text while the project manager is loading
2021-02-12Merge pull request #45920 from Faless/js/4.x_dpiRémi Verschelde
[HTML5] Detect screen scale and DPI.
2021-02-12[HTML5] Detect screen scale and DPI.Fabio Alessandrelli
`OS.get_screen_scale` will now return the `window.devicePixelRatio` value, `OS.get_screen_dpi` uses CSS media queries to find approximate DPI value for the current display. `OS.get_screen_size` also return the actual screen size (not the CSS pixel size).
2021-02-12Merge pull request #45903 from reduz/improve-resoucre-load-cacheRémi Verschelde
Improve resource load cache
2021-02-12Merge pull request #45909 from ShatReal/masterRémi Verschelde
Fixed typo in PackedScene documentation
2021-02-12Merge pull request #45859 from Kayomn/masterRémi Verschelde
Accomodate blend shape ranges of -1 to +1 for Vulkan
2021-02-11fixed typo in packedsceneEmily
2021-02-11Improve resource load cachereduz
-Added a new method in Resource: reset_state , used for reloading the same resource from disk -Added a new cache mode "replace" in ResourceLoader, which reuses existing loaded sub-resources but resets their data from disk (or replaces them if they chaged type) -Because the correct sub-resource paths are always loaded now, this fixes bugs with subresource folding or subresource ordering when saving.
2021-02-11Merge pull request #45901 from akien-mga/scons-fix-custom_modules-is_engineRémi Verschelde
SCons: Fix Godot detection in custom modules logic
2021-02-11SCons: Fix Godot detection in custom modules logicRémi Verschelde
`exec()` was not a good idea as it assumes a certain type of `version.py` file similar to Godot's own file, which is not always a reliable assumption (see https://github.com/godotengine/godot/pull/43057#issuecomment-777632900). Also restores Python 2 support for the 3.2 branch.
2021-02-11Merge pull request #44698 from Chaosus/shader_varying_fragment_to_lightRémi Verschelde
Allow to pass varying from fragment to light shader function
2021-02-11Merge pull request #45882 from HenryWConklin/broken-gdnative-testRémi Verschelde
Fix broken gdnative variant test
2021-02-11Fix broken gdnative variant testHenry Conklin
2021-02-11Allow passing varying from fragment to light shader functionYuri Roubinsky
2021-02-11Merge pull request #45891 from Faless/js/4.x_editor_focusRémi Verschelde
[HTML5] Editor: ensure canvas focus when switching tabs.
2021-02-11Merge pull request #45835 from sps1112/add-test-variantRémi Verschelde
Add Unit Tests for Variant Class
2021-02-11Merge pull request #45870 from gongpha/graphedit-connection-updateRémi Verschelde
Update GraphEdit when GraphNode's slot is updated
2021-02-11[HTML5] Editor: ensure canvas focus when switching tabs.Fabio Alessandrelli
2021-02-11Add Unit Tests for Variant Assignmentsps1112
2021-02-11Merge pull request #45846 from rcorre/importplugin_docRémi Verschelde
Improve EditorImportPlugin docs.
2021-02-11Fix `Node::rpc_config` return errorMarvinFF
Fix StringName type checks in other `_rpc*_bind` methods.
2021-02-11Clarify EditorImportPlugin.get_visible_name.Ryan Roden-Corrent
According to the docs at https://docs.godotengine.org/en/stable/tutorials/plugins/editor/import_plugins.html#the-editorimportplugin-class > The get_visible_name() method is responsible for returning the name of > the type it imports and it will be shown to the user in the Import dock. > You should choose this name as a continuation to "Import as", e.g. > "Import as Silly Material" I've verified Godot's behavior reflects this, so the code examples should reflect this. Also document propagating save error in EditorImportPlugin. It seems that the suggested code ignores any error from `ResourceSaver.save`, but I think we should return it.
2021-02-11Merge pull request #45847 from vnen/gdnative-bindingsRémi Verschelde
Improve GDNative API and JSON generation further
2021-02-11Merge pull request #45888 from Faless/js/4.x_xhr_fixRémi Verschelde
[HTML5] Fix HTTPClient request_raw.
2021-02-11Merge pull request #45885 from Faless/js/4.x_editor_clean_fixRémi Verschelde
[HTML5] Fix web editor "clear persistent data".
2021-02-11Merge pull request #45883 from Faless/js/4.x_more_handlersRémi Verschelde
[HTML5] Handle contextmenu, webglcontextlost internally.
2021-02-11[HTML5] Fix HTTPClient request_raw.Fabio Alessandrelli
Now send data according to the spec, properly handle null data. Simplify JS code since we are at it.
2021-02-11[HTML5] Fix web editor "clear persistent data".Fabio Alessandrelli
Was broken after update to new persistent path "/home/web_user".
2021-02-11[HTML5] Handle contextmenu, webglcontextlost internally.Fabio Alessandrelli
This way they are automatically cleaned up when the engine exits, landing a hand to browsers garbage collectors.
2021-02-11Sync and cleanup Rasterizer Dummy.Fabio Alessandrelli
Code diverged too much, removing disabled code too as it's unlikely it can be reused now.
2021-02-10Merge pull request #45879 from reduz/remove-change-notifyJuan Linietsky
Removed _change_notify(property)
2021-02-10Removed _change_notifyreduz
-For inspector refresh, the inspector now detects if a property change by polling a few times per second and then does update the control if so. This process is very cheap. -For property list refresh, a new signal (property_list_changed) was added to Object. _change_notify() is replaced by notify_property_list_changed() -Changed all objects using the old method to the signal, or just deleted the calls to _change_notify(<property>) since they are unnecesary now.
2021-02-10Merge pull request #45845 from qarmin/cppcheck_scene_2Rémi Verschelde
Initialize class variables with default values in scene/ [2/2]
2021-02-10Merge pull request #45854 from nekomatata/cylinder-supportRémi Verschelde
Cylinder support in Godot Physics 3D
2021-02-11Update GraphEdit when GraphNode's slot is updatedKongfa Waroros
2021-02-10Cylinder support in Godot Physics 3DPouleyKetchoupp
Cylinder collision detection uses a mix of SAT and GJKEPA. GJKEPA is used to find the best separation axis in cases where finding it analytically is too complex. Changes in SAT solver: Added support for generating separation axes for cylinder shape. Added support for generating contact points with circle feature. Changes in GJKEPA solver: Updated from latest Bullet version which includes EPA fixes in some scenarios. Setting a lower EPA_ACCURACY to fix accuracy problems with cylinder vs. cylinder in some cases.
2021-02-10Merge pull request #45852 from reduz/make-servers-truly-thread-safeRémi Verschelde
Make Servers truly Thread Safe
2021-02-10Make Servers truly Thread Safereduz
-Rendering server now uses a split RID allocate/initialize internally, this allows generating RIDs immediately but initialization to happen later on the proper thread (as rendering APIs generally requiere to call on the right thread). -RenderingServerWrapMT is no more, multithreading is done in RenderingServerDefault. -Some functions like texture or mesh creation, when renderer supports it, can register and return immediately (so no waiting for server API to flush, and saving staging and command buffer memory). -3D physics server changed to be made multithread friendly. -Added PhysicsServer3DWrapMT to use 3D physics server from multiple threads. -Disablet Bullet (too much effort to make multithread friendly, this needs to be fixed eventually).
2021-02-10Merge pull request #45771 from CherokeeLanguage/masterRémi Verschelde
Fix joystick axis mapping issues with NVIDIA shield. Probably others.
2021-02-10Update AUTHORS and DONORS listRémi Verschelde
New contributors added to AUTHORS: @lyuma, @nathanfranke, @pycbouh
2021-02-10Merge pull request #31747 from KoBeWi/scene_stalkingRémi Verschelde
Detect external modification of scenes
2021-02-10Merge pull request #45811 from reduz/sdfgi-improve-feedbackJuan Linietsky
Improve SDFGI indirect light feedback loop
2021-02-10Merge pull request #45861 from nekomatata/physics-3d-contact-points-debugRémi Verschelde
Fix contact points debug for 3D Physics
2021-02-09Fix contact points debug for 3D PhysicsPouleyKetchoupp
Setting each point's position was missing for 3D. Now enabling collision render debug will display contact points for 3D physics, the same way it does for 2D physics. Note: Multimesh rendering seems not to work in this scenario on master, but it's working fine on 3.2.
2021-02-09Accomodate blend shape ranges of -1 to +1Kayomn