Age | Commit message (Collapse) | Author |
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Fixed visual shader editor not clearing colour regions
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UDPServer uses single socket, abstract clients.
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PO loader: Fix unclosed files and error messages
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Show gdscript warning in LSP without duplication.
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SCons: Do not enable werror=yes by default
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Avoid overflow when calculating visible_cells
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UDPServer now uses a single socket which is shared with the
PacketPeerUDP it creates and has a new `poll` function to read incoming
packets on that socket and delivers them to the appropriate peer.
PacketPeerUDP created this way never reads from the socket, but are
allowed to write on it using sendto.
This is needed because Windows (unlike Linux/BSD) does not support
packet routing when multiple sockets are bound on the same address/port.
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Trying to get `f->get_path()` after deleting `f` was not super clever :)
Fixes #40324.
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My initial attempt changed this in the gdscript code, which resulted in
a duplicate warning name in the builtin editor. We should just append
the warning name in the LSP instead.
This uses parens to match what is shown in the builtin editor.
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This reverts commit de3ad3b30ecb8de1aa112df7d61630102f077b5b.
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Globally install Python libraries in GitHub Actions
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There are too many users who compile Godot from source and are not familiar
with the buildsystem or C/C++ compilation warnings, and thus report any kind
of yet-unfixed warning as a (often duplicate) bug.
Compiler warnings change at every compiler version and are different for each
compiler, so it's difficult to ensure that the codebase would always be 100%
warning-free, especially in the future.
I already disabled it for stable releases in #37958, but having it on non
stable commits could also become an annoyance in the future when trying to
bisect issues with a new compiler version which emits warnings unknown at
the time of commit.
TL;DR: Contributors, use `dev=yes` or `werror=yes`. CI does and won't let you
create new warnings ;)
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Extract remaining tabs from the ProjectSettingsEditor
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- Moved Localization and InputMap editor code to separate files.
- Removed empty method _item_checked from project_settings_editor.
- Reordered some code for better readability.
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Otherwise it uses ~/.local/bin which GitHub doesn't include in PATH
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Add C# XML documentation to core C# math types
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Syntax highlighter refactor
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Display error popup instead of crashing if Vulkan init failed.
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Use GitHub Actions for file formatting and style checks
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Fix overlappingObjects vector crash
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There were a lot of SVG files changed by file_format.sh
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use clear_overlaps() instead of clearing overlappingObjects directly
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uninitialized device and instance.
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[macOS, Mono] Fix "Wdeprecated-declarations" build error.
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change minimum horizontal size from 200 to 240
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Set isScratchedSpaceOverrideModificator to false when removing a RigidBodyBullet from a space.
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Prefer the highlight version of the "GuiTabIcon" icon for buttons, and make their width/height equal
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Fix overriding compression related settings
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Disable "misleading indentation" warning on GCC
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Improve the ENet channels documentation in NetworkedMultiplayerENet
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This closes https://github.com/godotengine/godot-docs/issues/3598.
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Add GitHub Actions to eventually replace AppVeyor
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This was based on quarmin's initial configuration, we had compile issues with AppVeyor being super slow and GitHub actions will take less time and also manage a full rebuild in 30 minutes.
This adds cache handling and will work with MSVC and scons 4.0, it will build for every PR submitted to the Godot Engine, and also for the branches specified. I have tested the caching and it seems to be working.
I left the 'publish artefacts' disabled until we can request more storage from Microsoft, 5 GB is far to low for us and we would eat this limit very fast. (it is tested and works fine)
Co-authored-by: Rafał Mikrut <mikrutrafal54@gmail.com>
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RigidBodyBullet from a space.
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RevoluPowered/revert-fix-camera-2d-incorrect-preview-bounds
Revert "Merge pull request #38341 from verdog/camera-bounds-fix"
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This reverts commit 08bbb3f161bfb4860d7574fa77b947872d344e7e.
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- Extacted all syntax highlighting code from text edit
- Removed enable syntax highlighting from text edit
- Added line_edited_from signal to text_edit
- Renamed get/set_syntax_highlighting to get/set_syntax_highlighter
- Added EditorSyntaxHighligher
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their width/height equal
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