Age | Commit message (Collapse) | Author |
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This makes the project icon display immediately as a favicon when
opening the page, without having to wait for the project to finish
loading.
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Clip text in EditorPath button to avoid dock size changes
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Mono/C#: Fix error when parsing nested generics
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Also fixed the editor not including the parse error message in the error.
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Forbid recursive connections in visual shader
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Revert "Exposes capture methods to AudioServer + documentation" #30468
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Reverts the following commits:
- c81ec6f26d40b70283958a4ef3e216fb32cbaf14:
"Exposes capture methods to AudioServer, variable renames for
consistency, added documentation."
- 47c558b98abf842910c780294314326662410cdf:
"Expose audio callbacks as signals."
- dabaa11b3c451e9b8f2cca7e563bd9ec51edb169:
"Fix to make sure the capture buffers are deallocated at shutdown.
Silences warnings."
Some documentation improvements were kept for pre-existing methods.
See rationale for reverting these changes in #30468.
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Fix editor drawing snapping lines for wrong edge/corner when resizing elements with smart snapping enabled
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makerst: Use code markup for default values/overrides
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Fixes godotengine/godot-docs#3071.
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elements with smart snapping enabled
fixes #32342
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Fixes leak when calling PCKPacker::pck_start multiple times
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Fixes XMLParser leak when open multiple times
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Destroys FreeType library on load error
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Prevent negative zero shown in SpotLight gizmo
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Fix subclass finding in extend statement for sub-sub classes
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SceneTree: Abort change_scene if we're quitting
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Mention that KinematicCollisions use global coords
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Fix ClassDB API portability with some android and editor classes
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Only create the editor theme once
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Improve Description of GraphNode
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Otherwise we can have a segmentation fault if we try to call
`add_child` on an already freed node.
Fixes #35323.
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This prevents the editor theme from being created twice.
This speeds up the project editor and editor startup
significantly; startup is now 1.3 times faster on average
(tested on a debug build). RAM usage was also lowered by 7.5 MB
on average.
This partially addresses #35321.
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It mostly fixes issues I have listed in https://github.com/godotengine/godot-docs/issues/3065 where GraphNode description was rather lacking clarity. It was near impossible how to use the them or how to create new slots etc.
I improved it quite a bit if anyone has idea how to reword original "A tuple of input and output slots is defined for each GUI element included in the GraphNode." I would love to hear it. I am unsure how to word it in more understandable way.
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- `EditorNavigationMeshGenerator` was being registered as part of the Core API,
even after d3f48f88bb84d22b7805ce971ac86cf1953a29fd. We must make sure to
set Editor as the current ClassDB API type before creating an instance.
- The `VisualScriptEngineSingleton.constant` property has a property hint string
that's different between tools and non-tools builds. This commit makes the
hint string to no longer be set in `_bind_methods`, and to instead set it in
`_validate_property`. This way it's ignored when calculating the API hash.
- `JavaClassWrapper` is now registered in ClassDB on all platforms,
using a dummy implementation on platforms other than Android.
This fixes API portability between Android and other platforms.
- Updated `--class-db-json` command to ignore non-virtual methods that start
with an underscore (see: 4be87c6016a5893cbde897924e540df4c988cee5).
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GLES3: Slight optimization to irradiance compute
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Clears completion_class in shaders (may cause troubles if not).
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PacketPeer use heap buffer for var encoding.
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Reduce complexity of irradiance map generation
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Used to allocate in stack (via alloca) which causes crashes when trying
to encode big variables.
The buffer grows as needed up to `encode_buffer_max_size` (which is
8MiB by default) and always in power of 2.
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All the calculations leading up to `mipLevel` are only relevant for
Panorama mode. Similarly, the `source_resolution` uniform is only
needed for that mode.
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Fixes AnimationTreePlayer editor UI on HiDPI
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Fixes #35289.
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AssetLibrary layout fix
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Alsa MIDI input thread gets properly reinitialized on open_midi_input.
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Fix AnimationTree Editor by using CONNECT_DEFERRED on LineEdit
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Clamp the editor scale to 1 when resetting zoom in the 2D editor
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fix audio buses layout editor save
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* The minimum editor size
* The position of buttons and status text
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