Age | Commit message (Collapse) | Author |
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`get_global_class_name` for `GDScriptLanguage` is slow because
it forces to parse an entire script each time. This patch ensures
that the icon is actually fetched from the EditorData where they
are loaded beforehand.
This change also makes the behavior consistent with the existing
`get_object_icon` method in EditorNode.
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Tween.xml word order fix
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Fix error label clicking in status bar for shader editor
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C#: Fix completion request with case insensitive resource path
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Sometimes Visual Studio documents have the root path all in upper case.
Since Godot doesn't support loading resource files with a case insensitive path,
this makes script resource loading to fail when the Godot editor gets code
completion requests from Visual Studio.
This fix allows the resource path part of the path to be case insensitive. It
still doesn't support cases where the rest of the path is also case insensitive.
For that we would need a proper API for comparing paths. However, this fix
should be enough for our current cases.
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Change the word order of '...the where...' into '...where the...'.
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Clarify what a string being empty means
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Should close https://github.com/godotengine/godot-docs/issues/2432
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Enable finer grained control when creating polygon with UV Editor
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Modifies polygon auto-completion based on UV editor scale, in order
to enable finer grained control for the user. Enables selection of
points closer than the current threshold of 8 pixels.
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Draw horizontal lines and labels in the editor performance monitors
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Crypto enhancements, AESContext, RSA public key, signature, verification.
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Follow up cleanup for the godotpayment project module
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Fix MinGW build (use uninitialized `ofs` variable introduced in 39701).
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[Windows] Fix mouse cursor not shown after multiple mode changes.
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changes, ensure mouse_mode is set before `cursor_set_shape` is called to restore cursor.
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Remove GodotPayment android plugin
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Avoid errors when the editor camera is inside the focused object
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[macOS] Fix mouse cursor not shown after multiple mode changes.
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Prevent the gizmo distance from being zero by MAX-ing it with CMP_EPSILON
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Fix crashes with invalid shapes in BulletPhysicsDirectSpaceState queries
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CGDisplayShowCursor.
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This is now available in a separate repository
at https://github.com/godotengine/godot-google-play-billing
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(cherry picked from commit 000db65d40ede5b8cab1ce91f604c359e66f10bb)
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Fix Joint2D disable collision description.
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Fix "Fully Axis-Locked" Freelook Navigation Scheme
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Document how Vector2, Vector3 and Color behave in a boolean context
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This partially addresses
https://github.com/godotengine/godot-proposals/issues/1014.
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Enable Bullet DEBUG on debug builds.
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No longer scroll vertically when scrollbars are unavailable
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Check for motion in cast_motion() before doing Bullet convexSweepTest().
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Fix creation of duplicate faces in CSG merge faces.
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Also ensure that default closest_safe and closest_unsafe values are
defined in cast_motion() and before cast_motion() is called.
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See #39731.
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that need to split faces when avoiding creating degenerate faces
while merging CSG faces.
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Project Settings 'restart' message put focus on editor rather than project itself
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Move Haiku platform port to external repository
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Update bool documentation to be more clear
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Remove unused ToolButton editor icon
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Left-over from 31b7f02a29cdf4f1c30cfc37962f43f67380b9ad.
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The Haiku port now resides at:
https://github.com/godotengine/godot-haiku-platform
While we're happy to support as many Free and Open Source platforms as we can,
we need to put the main focus on the platforms that we can reasonably maintain,
and for Haiku we have been lacking maintainers ever since the port was first
merged in 2015.
The Haiku code has not been compiling and much less working at least since the
release of Godot 3.0, and while some attempts have been made at fixing things,
it's still not functional today in the `3.2` branch (and much less in `master`,
understandably).
Having it in an external repository should hopefully enable Haiku contributors
to fix issues in their own time, and possibly tag versions compatible with
past Godot releases once they are ready.
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Fix overwrite of manual changes in export_presets.cfg when export dialog is opened
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opened
Ensures that behavior when export_presets.cfg file is edited manually
while editor is running remains identical to before commit 44094b0.
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