Age | Commit message (Collapse) | Author |
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Logger: Don't print error twice on `ERR_PRINT`
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Replace local web server setup for web editor with a Python-based solution
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Rename Projection `matrix` to `columns`
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Add searching by event in Editor Settings shortcuts and Project Settings input map.
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Disconnect TileSet from source editor if no sources
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World3D.direct_space_state add multithreaded warning
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Describe the left mouse button constant as the primary button
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Enhancements to VS solution generation
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Properly assign texture RID when creating ImageTexture3D
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[Docs] Synchronize and update Window and Display Server documentation.
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LSP: Fix GDScript doc comments
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Fix crash when executing `RenderingServer.mesh_surface_get_format_offset`
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Implementing override functionality for XR
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Undo #51969, generate_mipmaps runs on caller thread.
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Improve dictionary printing to avoid confusion with arrays
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Split script navigation state and edit state
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Automatically use execinfo for crash handler on *BSD and musl-based Linux
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Clean up .blend importer to fix unreachable code paths
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Remove reference in OS to date and time functions
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Support chaining AtlasTextures inside other AtlasTextures
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Add rotation smoothing to Camera2D
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This adds support for building solutions with dev_mode and/or float=64 enabled.
Additionally, it adds solution generation to the Windows CI to catch future regressions.
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Jantho1990/bugfix/update-control-focus-signal-documentation-master
Control docs: update messaging for focus to be less keyboard-specific
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- Add leading and trailing spaces within dictionaries, as the `{}`
characters are hard to distinguish from `[]` on some fonts.
This is especially helpful with empty arrays and dictionaries.
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Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
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This makes it easier to set up, as you always have Python installed
when building Godot. On the other hand, you don't always have Node.js
+ npm installed (and you may not want to spend time running `npm install`).
Co-authored-by: Fabio Alessandrelli <fabio.alessandrelli@gmail.com>
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Also fix broken `ERR_PRINT_ED` macro and simplify comments.
For the record these macros aren't used yet, they're intended to be used
where needed to surface messages in the toaster when useful to end users,
but we haven't done that codebase review yet.
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Since they moved to Time
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Camera2D has follow smoothing to interpolate towards a target position, but no rotation smoothing to align with the target rotation.
This adds rotation smoothing directly into the Camera2D API by having two new properties:
- `rotation_smoothing_enabled`
- `rotation_smoothing_speed`
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Connects AtlasTexture to its `atlas`'s "changed" signal, allowing it to detect property changes to `atlas` and update accordingly, when the project is running and in the editor, as well.
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https://github.com/godotengine/godot-cpp/pull/867
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Vulkan: Initialize VK_EXT_debug_utils only for dev build or verbose mode
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Rename remaining "Spatial" in Plugins to "Node3D"
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Allow multiple words in Docs Help Search filter
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Update several ProjectSettings docs
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Improve AtlasTexture's Documentation
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schme/66165-fix-shader-list-not-marking-shaders-as-saved
Fix Shader Editor not marking files saved
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For EditorNode3DGizmo:
- `get_spatial_node` -> `get_node_3d`
- `set_spatial_node` -> `set_node_3d`
For EditorPlugin:
- `add_spatial_gizmo_plugin` -> `add_node_3d_gizmo_plugin`
- `remove_spatial_gizmo_plugin` -> `remove_node_3d_gizmo_plugin`
Also renames some internal methods for consistency (`forward_3d_draw_over_viewport` & `forward_3d_force_draw_over_viewport` ...). Basically, Spatial has been completely eradicated.
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This is how most search filters behave.
Refactors the search's match_classes phase to reduce code duplication.
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End users would get spammed with messages of varying verbosity due to the
mess that thirdparty layers/extensions and drivers seem to leave in their
wake, making the Windows registry a bottomless pit of broken layer JSON.
I'm all for helping end users clean up mess in their registry / system paths
for Vulkan ICDs, layers and extensions, but the way this is done by
VK_EXT_debug_utils is just horrible - and the way for them to fix it (manual
edit of system files) is also not a good thing to recommend.
Closes countless issues where users think Godot is broken because it reports
weird errors.
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