Age | Commit message (Collapse) | Author |
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Short diff, long explaination:
This will hopefully clarify whether or not issues are about the dubgger
like the case of the never ending thread about MacOS "Remote debugger
fails", which started as a real issue, and ended up being referenced for
every strange OSX issue where the window was not visible or the engine
crashed without appearing on screen.
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New NetSocket interface with common BSD/Win implementation
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TextEdit update cache.size on ENTER_TREE
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Fix default script name in ScriptCreateDialog
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Unified BSD and Winsock sockets into a single implementation of a
generic NetSocket interface.
This is some ground work for few network improvements:
- Reuse as much code as possible between Posix and Windows.
- Provide a single point of implementation for exotic sdks (consoles).
- Provide platform agnostic StreamPeerTCP and PacketPeerUDP in core.
- Implement connect for UDP allowing for DTLS implementation.
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Fixed the remove_line function in richtextlabel. It was totally broken
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Resurrect integrated error display for the Debugger.
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When resizing an X11 window wait for the WM to process our request
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Add a scale mode to the 2D editor
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Fix cubic spline interpolation in glTF importer
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Now PacketPeerUDP.get_available_packet_count() return -1 if the socket
is in error state.
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It would default either to '.gd' when created from the script editor,
or to 'res:///NodeName.gd' (three '/') when created from the scene tree dock.
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Make `_sort_list_on_update` true before opening files, fixes 14400
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Fix 2D selection
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Update X11 global mouse position at startup
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Fixed calling start() after remove_all() on tween not working
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Fix project and editor data paths not being opened correctly on macOS
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Change return value of Tree.create_item() from Object to TreeItem
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Allow transparent colors in TextureProgress tint properties
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Standardize documentation for the pool arrays' invert methods
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Particles: Reset default velocity to 0, allow negative values
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Drop deprecated compatibility methods from AnimatedSprite
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Make core/ includes absolute, remove subfolders from include path
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This allows more consistency in the manner we include core headers,
where previously there would be a mix of absolute, relative and
include path-dependent includes.
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C#/Mono fixes and enhancements
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When a Reference managed instance is garbage collected and its finalizer is called, it could happen that the native instance is referenced once again before the finalizer can unreference and memdelete it. The workaround is to create a new managed instance when this happens (at least for now).
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Fixes #13355
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Fixes #21139
- Surround the generated file modules/mono/glue/cs_compressed.gen.h with ifdef TOOLS_ENABLED
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- We no longer generate RID and NodePath C# classes. Both will be maintained manually.
- We no longer generate C# declarations and runtime registration of internal calls for the following classes: RID, NodePath, String, GD, SignalAwaiter and Godot.Object (partial base).
- We no longer auto-generate the base members of Godot.Object. They will be maintained manually as a partial class.
This makes it easier to maintain these C# classes and their internal calls, as well as the bindings generator which no longer generates C# classes that don't derive from Godot Object, and it no longer generates the Godot.Object base members (which where unreadable in the bindings generator code).
- Added missing 'RID(Object from)' constructor to the RID C# class.
- Replaced MONO_GLUE_DISABLED constant macro with MONO_GLUE_ENABLED.
- Add sources in module/mono/glue even if glue is disabled, but surround glue files with ifdef MONO_GLUE_ENABLED.
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This closes #21904.
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Replace last occurrences of PropertyEditor and drop its code
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Replaced by EditorInspector.
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Updates the following plugins:
- ConnectionsDialog
- ScriptEditorDebugger
- ItemListEditorPlugin
Also drop now unnecessary compatibility methods.
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Fixed calling start() emmediately after remove_all() on tween not wroking
Fixes #19901
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Update window title when switching scenes
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Revert "Fix selection of spatial nodes after selecting a non-spatial one."
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New contributors added to AUTHORS:
@aaronfranke, @capnm, @elasota
Thanks to all contributors and donors for making Godot possible!
[ci skip]
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[Mono] Various style changes and naming standardization
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