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2022-09-25Fix out of sync when the script is edited externally via lspRindbee
Previously, external editing via lsp would modify the modified time of the script, which caused the internal display of the script to not be refreshed when refocusing the engine. Now saving the script externally via lsp will automatically refresh the internal display.
2022-09-25Merge pull request #63224 from Rindbee/update-GDScript-cacheRémi Verschelde
Load/update GDScript from disk on load if cache mode is CACHE_MODE_IGNORE
2022-09-25Merge pull request #66378 from nikitalita/patch-1Rémi Verschelde
Fix `tools=no` compile when `vsproj=yes`
2022-09-25Merge pull request #63109 from OverloadedOrama/fix-input-event-actionRémi Verschelde
Fix `InputEventAction`'s `is_match` method ignoring `exact_match` parameter
2022-09-25Merge pull request #65290 from requizm/fix/65081/cannot_set_escapeRémi Verschelde
Disabled "Escape" button when closing the shortcut window
2022-09-25Merge pull request #66306 from Razoric480/raz/null-stringRémi Verschelde
Prevent a crash in the LSP when a function's return datatype is not resolved
2022-09-25Merge pull request #66289 from Rindbee/fix-scene-exportRémi Verschelde
Fix sub-scene root nodes not getting the correct inheritance chain when exporting
2022-09-25Merge pull request #66288 from bruvzg/te_fix_colorRémi Verschelde
[TextEdit] Use error/selection font color for the current glyph only, instead of updating cached font color.
2022-09-25Merge pull request #66377 from bruvzg/macos_menu_cb_deferredRémi Verschelde
[macOS] Process menu callback after event processing step to avoid event queue corruption.
2022-09-25Merge pull request #66338 from asmaloney/some-include-cleanupsRémi Verschelde
Remove unused includes & move some includes to top of file
2022-09-25Merge pull request #65531 from Mickeon/project-converter-missing-entriesRémi Verschelde
Add a few missing entries in Project Converter
2022-09-24Don't add `editor_sources` to vs_project when `tools=no`nikitalita
`editor_sources` was being added to the vs_project when godot is compiled with `tools=no`, which caused the build to fail.
2022-09-24Merge pull request #66355 from Mickeon/fix-color-picker-always-color-changedRémi Verschelde
Fix ColorPicker always emitting color_changed on html submit
2022-09-24Merge pull request #66295 from bruvzg/win_fix_wm_char_keysymRémi Verschelde
[Windows] Fix WM_CHAR processing code using Unicode char instead of Virtual key.
2022-09-24Merge pull request #66315 from clayjohn/QuadMesh-sizeRémi Verschelde
Set QuadMesh default size back to 1
2022-09-24Merge pull request #66364 from aaronfranke/projectman-selfcontainedRémi Verschelde
Fix project manager not working in self-contained mode
2022-09-24[macOS] Process menu callback after event processing step to avoid event ↵bruvzg
queue corruption.
2022-09-24Fix project manager not working in self-contained modeAaron Franke
2022-09-24Fix ColorPicker always emitting color_changed on html submitMicky
The color change was always emitted when the the modal was closed, even if it was exactly the same as before.
2022-09-24Load/update GDScript from disk on load if cache mode is CACHE_MODE_IGNORERindbee
2022-09-23Remove unused includes & move some includes to top of fileAndy Maloney
2022-09-23Set QuadMesh default size back to 1clayjohn
2022-09-23Prevent null crash when datatype not resolvedFrancois Belair
2022-09-23Merge pull request #66303 from akien-mga/scons-cleanup-debug-definesRémi Verschelde
2022-09-23SCons: Cleanup `DEBUG`, `_DEBUG` and `NDEBUG` definesRémi Verschelde
- `_DEBUG` is MSVC specific so it didn't make much sense to define for Android and iOS builds. - iOS was the only platform to define `DEBUG`. We don't use it anywhere outside thirdparty code, which we usually don't intend to debug, so it seems better to be consistent with other platforms. - Consistently define `NDEBUG` to disable assert behavior in both `release` and `release_debug` targets. This used to be set for `release` for all platforms, and `release_debug` for Android and iOS only. - Due to the above, I removed the only use we made of `assert()` in Godot code, which was only implemented for Unix anyway, should have been `DEV_ENABLED`, and is in PoolAllocator which we don't actually use. - The denoise and recast modules keep defining `NDEBUG` even for the `debug` target as we don't want OIDN and Embree asserting all over the place.
2022-09-23Merge pull request #66297 from ↵Rémi Verschelde
akien-mga/scons-remove-fomit-frame-pointer-ftree-vectorize
2022-09-23SCons: Remove redundant `-fomit-frame-pointer` and `-ftree-vectorize`Rémi Verschelde
- `-fomit-frame-pointer` is included automatically by both GCC and Clang in `-O1` and above. - `-ftree-vectorize` is included automatically by GCC in `-O2` and beyond, and seems always enabled by Clang. Closes #66296. See that issue for a detailed investigation.
2022-09-23[Windows] Fix WM_CHAR processing code using Unicode char instead of Virtual key.bruvzg
2022-09-23Fix sub-scene root nodes not getting the correct inheritance chain when ↵Rindbee
exporting
2022-09-23[TextEdit] Use error/selection font color for the current glyph only, ↵bruvzg
instead of updating cached font color.
2022-09-23Merge pull request #65817 from bruvzg/typed_arrayRémi Verschelde
2022-09-23Merge pull request #66284 from clayjohn/particles-mem-bugRémi Verschelde
Properly initialize motion vectors offset when motion vectors are disabled
2022-09-23Merge pull request #65158 from nongvantinh/fixed-infinite-loopRémi Verschelde
Fixes engine runs into an infinite loop when searching using FindBar
2022-09-23Merge pull request #66177 from rburing/callable_callvRémi Verschelde
add `callv` method
2022-09-23Merge pull request #66254 from bruvzg/macos_titleRémi Verschelde
[macOS extend-to-title] Add scene/project name to the editor title, and fix window button placement.
2022-09-23Merge pull request #66260 from lawnjelly/fix_bvh_array_warningRémi Verschelde
Fix array-bounds warning in BVH
2022-09-23Merge pull request #66248 from akien-mga/warnings-gcc-Wmaybe-uninitializedRémi Verschelde
Fix various -Wmaybe-uninitialized warnings from GCC 12.2.1
2022-09-23Merge pull request #66250 from nongvantinh/fixed_invalid_root_nameRémi Verschelde
Fixed root name invalid at scene creation.
2022-09-23Merge pull request #66246 from Jummit/fix-dir-crashRémi Verschelde
Fix crash when listing files in nonexistent directory
2022-09-22Properly initialize motion vectors offset when motion vectors are disabled.clayjohn
This fixes an uninitialized memory bug that caused particles to fail in non-LTO builds
2022-09-22[GDExtension] Implement support for typed arrays.bruvzg
2022-09-22[macOS extend-to-title] Add scene/project name to the editor title, fix ↵bruvzg
incorrect window button position/order when system primary language is RTL.
2022-09-22Merge pull request #66253 from raulsntos/dotnet/assembly-may-be-nullIgnacio Roldán Etcheverry
C#: Guard against null assemblies
2022-09-22Merge pull request #66257 from raulsntos/dotnet/suppress-CA1711Ignacio Roldán Etcheverry
C#: Suppress EventHandler suffix diagnostic for signals
2022-09-22Fix array-bounds warning in BVHlawnjelly
Provides a workaround to prevent tripping a compiler warning.
2022-09-22C#: Suppress EventHandler suffix diagnostic for signalsRaul Santos
Suppress CA1711 for signal delegates because they are used in events so the naming follows the guidelines.
2022-09-22C#: Guard against null assembliesRaul Santos
A symbol's containing assembly will be null if the symbol is shared across multiple assemblies.
2022-09-22Fixed root name invalid at scene creation.Nong Van Tinh
2022-09-22Fix various -Wmaybe-uninitialized warnings from GCC 12.2.1Rémi Verschelde
Not sure why I didn't get those before, it may be due to upstream changes (12.2.1 is a moving target, it's basically 12.3-dev), or simply rebuilding Godot from scratch with different options.
2022-09-22Fix crash when listing files in nonexistent directoryJummit