Age | Commit message (Collapse) | Author |
|
- Remove `VariantSpanDisposer`, no need to dispose of the Variant Spans
since we are now borrowing the Variants instead of copying them.
- Remove `VariantSpanExtensions.Cleared` that was only used so the
Span was initialized for `VariantSpanDisposer` to know what to dispose.
- Fix stackalloc Spans to use constant VarArgsSpanThreshold
and avoid bound checks.
|
|
Fix singleton scene cyclic loading
|
|
Android: Remove extra arch suffix now redundant with the default one
|
|
akien-mga/property-hint-array-type-resource-simplify
Add MAKE_RESOURCE_TYPE_HINT macro to simplify binding arrays of resources
|
|
Remove `Array.find_last()`
|
|
[TileMap] Fix alternative tile issues.
|
|
C#: Optimize Variant conversion callbacks
|
|
|
|
|
|
We would needlessly get file names like `*.arm64.armv8.o`.
|
|
Update embree to 3.13.5
|
|
Fix that the History Dock appears before other Docks in old projects
|
|
Improve editor property capitalization
|
|
[Editor] Add button to keep the debug server open.
|
|
Viewport cancels existing tooltip when window looses focus
|
|
|
|
* Captialize stop words when they are the last word.
* Add stop words logic in `extract.py`.
|
|
The setting is stored in the project editor metadata, and the server is
automatically started/stopped when the option change (only stopped if no
session is currently active).
The CLI option `--debug-server` now also forces the server to stay open
(without saving the state, unlike the menu option).
This commit also removes the "Keep debugger open" option in the script
editor "debug" menu. That option was really confusing, it used to hide
the bottom panel if and only if the debugger pane was selected, so if
you had your output log open instead (default when pressing play) it
would effectively do nothing. Having an option to save a click in such
a very specific case seems very overkill.
|
|
fixes #68197
when NOTIFICATION_WM_WINDOW_FOCUS_OUT is recieved by a viewport it will now call
_gui_cancel_tooltip() to avoid it hanging around after the mouse events stop
coming in
|
|
Ensure that mesh instance is properly freed when freeing Polygon2D
|
|
Fix inspector not showing name for `LabelSettings.font`
|
|
Fix wrong `AnimationTrackKeyEdit` update timing
|
|
Fix debugger can't inspect sub objects.
|
|
Fix GLAD-related build problems on Linux
|
|
C#: Load assemblies as collectible only in the Godot editor
|
|
|
|
|
|
|
|
These callbacks are used for marshaling by callables and generic Godot
collections.
C# generics don't support specialization the way C++ templates do.
I knew NativeAOT could optimize away many type checks when the types
are known at compile time, but I didn't trust the JIT would do as good
a job, so I initially went with cached function pointers.
Well, it turns out the JIT is also very good at optimizing in this
scenario, so I'm changing the methods to do the conversion directly,
rather than returning a function pointer for the conversion.
The methods were moved to `VariantUtils`, and were renamed from
`GetFromVariantCallback/GetToVariantCallback` to `ConvertTo/CreateFrom`.
The new implementation looks like it goes through many `if` checks
at runtime to find the right branch for the type, but in practice it
works pretty much like template specialization. The JIT only generates
code for the relevant branch. Together with inlining, the result is
very close or the same as doing the conversion manually:
```cs
godot_variant variant;
int foo = variant.Int;
int bar = VariantUtils.ConvertTo<int>(variant);
```
If the type is a generic Godot collection, the conversion still goes
through a function pointer call.
The new code happens to be much shorter as well, with the file going
from 1057 lines to 407.
Side note: `Variant.cs` was mistakenly created in the wrong folder,
so I moved it to the `Core` folder.
|
|
Newly introduced docks, that are not apparent in old projects should
be positioned after the ones in the project-config-file.
This way it seems to be less irritating.
|
|
- Use gl.h provided by GLAD in the OpenXR module
- Use non-EXT variants of some OpenGL defines
- Remove libGL-related code paths
|
|
|
|
C#: Add Projection documentation
|
|
- Add documentation to Projection type
- Reorder Projection members to be consistent with other C# types
|
|
Fix drawing of Mesh2D
|
|
GDScript: Properly respect `int` type hint for `@export_range`
|
|
Ensure class name is printed in STATIC_CALLED_ON_INSTANCE warning
|
|
Fixes #69104.
Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
|
|
The batch was being discarded if no instance buffer was present, but an instance buffer is only needed for MultiMesh and particles.
|
|
|
|
Fix custom visual shader nodes not being loaded at startup
|
|
Cleanup remaining EditorUndoRedoManager usages
|
|
Add history dock to default editor layout, and prevent signal connecting multiple times
|
|
|
|
|
|
C#: Implement BezierDerivative
|
|
Fixes and improvements to Search Results dock
|
|
Make `Node.print_orphan_nodes()` static
|
|
Fix for documentation not appearing in preview in editor inspector
|
|
Implement snappedi, snappedf, and Vector[2/3/4]i.snapped
|