Age | Commit message (Collapse) | Author |
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[Web] Add the "serve" and "run" scons targets.
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Keep rendering context window size in sync when resizing
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Fix macOS .NET export.
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You can now run the test HTTP server by calling:
scons p=web serve
If you also wish to run the browser, call instead:
scons p=web run
The default listen port is 8060, but can be overriden via the env
variable GODOT_WEB_TEST_PORT which must be a valid integer.
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It was failing due to generated files being referenced in
.NET projects but the files are missing because they are
generated by `godot --generate-mono-glue` or
`build_assemblies.py`.
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Improve Popup / Window behavior in the edited scene tree.
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Rename `set`/`get_indexed`'s "property" to "property_path"
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Fix _unnamed_arg so that arguments defined by GDExtension show up in the editor docs.
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[Web] Fix file locked issue when exporting to Web.
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GDScript: fix highlighting '.' after global class name
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Also touches up the Documentation slightly.
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The Godot API (gdnative_interface.h) allows methods to be registered on
extension classes with
`classdb_register_extension_class_method`
a `GDNativeExtensionClassMethodInfo` can be provided to this function
along with a `get_argument_info_func` which according to the comment
indicates that argument names should be definable here.
Unfortunately, setting the name field in the `GDNativePropertyInfo`
struct has no effect on the editor documentation, which continues to
display "_unnamed_arg" for each argument.
I discovered that `get_argument_info` is responsible for this as it
always overrides the `info.name`. I've added an if condition that will
only override the name when it is empty. I've tested this with my
GDExtension module and I can confirm that with this commit, the argument
name shows up in the builtin docs. eg. in Lookup Symbol.
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Fix source sort not saving in TileMap editor
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Actually set the execinfo flag on non-glibc systems
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Fix MIDI note-on events being converted to note-off events
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[Web] Add auto-formatting to HTML files.
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Rename Camera2D's `smoothing` to `position_smoothing`
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Added fallback to vkCreateRenderPass
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[WebSocket] Refactor websocket module.
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VK_KHR_CREATE_RENDERPASS_2_EXTENSION_NAME isn't supported
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On X11 we rely on ConfigureNotify event to update rendering context
window size, but we don't get such event when resizing
programmatically, only when done "manually" by resizing the window
etc.
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Resize project dialog only when necessary
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Fix select word under caret using caret col instead of line
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Update documentation with note about MIDI velocity interpretation
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Fix incorrect offset for vec3 datatypes in `_fill_std140_ubo_empty`
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Restrict MSAA attachment usage to the strictly needed set
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Polish rendering driver refactor further (take 2)
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Uses html-eslint for HTML file and eslint-plugin-html for inline
JavaScript.
Use HTML5 (not XHTML), remove CDATA and trailing slashes for self
closing tags.
Add format checks to CI.
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Otherwise this can fail as the size may not fit
into current limits. This is problematic at least
on X11.
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For Camera2D:
`smoothing_enabled` -> `position_smoothing_enabled`
`set_enable_follow_smoothing` -> `set_position_smoothing_enabled`
`is_follow_smoothing_enabled` -> `is_position_smoothing_enabled`
`smoothing_speed` -> `position_smoothing_speed`
`set_follow_smoothing` -> `set_position_smoothing_speed`
`get_follow_smoothing` -> `get_position_smoothing_speed`
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Add animation slices for individual animations
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Fix error emitting when opening some textures in the inspector
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Rename remaining "*_enable" to "*_enabled"
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Add ability to rename groups in the GroupsEditor
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Add Editor Setting for default name when connecting signal to self
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TokageItLab/Change-bonemapper-background-silhouette
Change bone mapper background model silhouette
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This commit is a huge refactor of the websocket module.
The module is really old, and some design choices had to be
re-evaluated.
The WebSocketClient and WebSocketServer classes are now gone, and
WebSocketPeer can act as either client or server.
The WebSocketMultiplayerPeer class is no longer abstract, and implements
the Multiplayer API on top of the lower level WebSocketPeer.
WebSocketPeer is now a "raw" peer, like StreamPeerTCP and StreamPeerTLS,
so it emits no signal, and just needs polling to update its internal
state.
To use it as a client, simply call WebSocketPeer.coonect_to_url, then
frequently poll the peer until STATE_OPEN is reached and then you can
write or read from it, or STATE_CLOSED and then you can check the
disconnect code and reason).
To implement a server instead, a TCPServer must be created, and the
accepted connections needs to be provided to
WebSocketPeer.accept_stream (which will perform the HTTP handshake).
A full example of a WebSocketServer using TLS will be provided in the
demo repository.
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Fetch video adapter driver name and version from OS
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Fix some bugs about search in code editor
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