Age | Commit message (Collapse) | Author |
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Three canvas resize policies:
- `None`: Godot window settings are ignored.
- `Project`: Godot handles the canvas like a native app (resizing it
when setting the window size).
- `Adaptive`: Canvas size will always adapt to browser window size.
Use `None` if you want to control the canvas size with custom JavaScript
code.
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Reorganize Project Settings
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-Advanced Settings toggle also hides advanced properties when disabled
-Simplified Advanced Bar (errors were just plain redundant)
-Reorganized rendering quality settings.
-Reorganized miscelaneous settings for clean up.
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Add ClassDB tests to look for core API deps on editor API
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Remove Merge From Scene
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gongpha/jr-_-avoid-get_tree-when-flying-colorpicker-master
Avoid signal methods in ColorPicker to access the tree when it isn't in the tree
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SCons: Make freetype module a mandatory editor dependency
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add null check in MeshInstance::_mesh_changed()
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Fixes #28650.
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Fix test_body_motion recovery and rest info
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Follow up on bootsplash handling on Android
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Fixes function bindings
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Fixed Invalid function bindings #46135
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theme api.
In addition, add support for scaling and applying filter to the splash screen on Android.
One limitation of the api being used is that the splash screen aspect ratio is not maintained when it's scaled up.
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Fix internal resource detecting when pasting nodes
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Linux: Fix fallback logic when udev fails creating a context
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Override `ANDROID_NDK_ROOT` based on the project ndk version.
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Thanks to Noshyaar for pointing out the bug.
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Fix a pop on play() in AudioStreamPlayer2D and 3D
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Fixed GDScriptLanguageProtocol::notify_client - have 3 arguments, but only 2 are binded
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This helps resolve issues where the project ndk version differs from the one pointed by the `ANDROID_NDK_ROOT` environment variable (if it exists).
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This change makes test_body_motion more reliable when the kinematic body
recovers from being stuck.
- When recovery occurs, the rest information is generated, in order to
make sure collision results from test_move, move_and_collide and
move_and_slide are consistent and return a collision in case of overlap.
- The new calculation for recovery vector makes sure the recovery is
never more than the overlap depth between shapes.
This can help with cases where the kinematic body overlaps with several
shapes.
Recovery is made iteratively, without forcing a full overlap at each
step. This helps with getting proper rest information when recovery
occurs.
- One Way Collision:
When attempting motion, contact direction is checked against motion
before skipping in order to solve cases where kinematic bodies can sink
into one-way collision shapes.
Rest info now sets max contact depth in order to properly handle one-way
collision.
- Low speed motion is now handled in the rest info, by never setting
min_allowed_depth lower than motion length.
Separation is always applied with full margin, otherwise contact is lost
when low speed motion occurs right after higher speed motion.
- Similar changes are applied to 3D in order to make 2D and 3D
consistent.
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Add missing `ndkVersion` to the library gradle build config.
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Revert AGP to version 4.0.1
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https://issuetracker.google.com/issues/171235570 in version 4.1.x
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Don't clobber original library symbols
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Android: Bump NDK version to 21.4.7075529
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This is what GitHub Actions now provide and they removed the previous 21.3.6528147.
A bit annoying to have our hand forced this way but it's still 21.x so should be good
to upgrade.
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Improve verbose logging for the Android export process
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It appears that we can get a fun circle dependency on a shared object on
some system configurations causing issues with our 'fake' function
pointer names. This can lead to a crash.
The new wrapper generator renames all the symbols so this can't happen
anymore. See https://github.com/hpvb/dynload-wrapper/commit/704135e
This closes #46140
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process.
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CPUParticles3D crash fix
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add check to see if p_order is in range for CPUParticles3D::set_draw_order'
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adding animation_finished signal and fix frame_changed signal not firing
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Fixes #40301.
Fixes #45947.
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Dynamically load libudev.so.1 on Linux
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[HTML5] Implement OS.get_processor_count(), 4.0 fixes
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fix set_joint_i_to_name to use the provided argument
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This makes it possibly to run Linux binaries compiled with udev support on
Linux systems which do not provide udev (typically systemd-less distros).
If udev is missing, we fall back to parsing `/dev/input` like when compiled
without udev support (`udev=no`).
Also adding some verbose debug statements to know which method we're using
when debugging Linux joypad issues.
The libudev so wrappers were generated on Mageia 8 with libudev 246.9 using
https://github.com/hpvb/dynload-wrapper:
```
./generate-wrapper.py --include /usr/include/libudev.h --sys-include '<libudev.h>' \
--soname libudev.so.1 --init-name libudev --omit-prefix gnu_ \
--output-header libudev-so_wrap.h --output-implementation libudev-so_wrap.c
```
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CI: Remove file_format.sh changes hard to reproduce on Windows
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Fixes #45371.
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More memory is needed, and a Workaround to avoid undefined symbol due to
dead code elimination.
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