Age | Commit message (Collapse) | Author |
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Collisions and nav debug are conditionally compiled depending on DEBUG_ENABLED
is_editor_hint() and is_node_being_edited() are compiled only with TOOLS_ENABLED
Every affected method is implemented in the header in case its macro is not present (the getters just returning false and the setters having an empty body) so the compiler can inline and finally no-op-out them as likely as possible.
is_node_being_edited() already showed a similar optimization effort and has been adapted to this change.
Furthermore, and as a consequence, -debugcol and -debugnav will not work on non-debug (strict release) builds.
This can bring a little bit of runtime performance on release and non-tooled builds (less code, so less cycles to spend and maybe more cache friendly).
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Fix failing to compile shader on Adreno GPU
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Viewport: Fix undefined behaviour found by llvm sanitizer.
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Input: Update Gamepad mappings.
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When godot was running as the project manager, it tried to call a method on a null pointer (get_tree()->get_edited_scene_root()).
This is undefined behaviour and caused a crash when compiled with sanitizing enabled.
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Initialize hat values for mapping and revert X360 mappings. [3.0]
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Honor the Tween's final values
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Fix polar decomposition in 2D.
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sergey-push/8145-Mouse_Position_is_unknown_until_first_mouse_event
8145 - Mouse Position is unknown until first mouse event on X11
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Several enhancements for the tile map editor
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Add missing binding for DUPLICATE_USE_INSTANCING
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Update classes.xml to master version, add a small feature to doc_status
[ci skip]
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When performing polar decomposition in 2D as B = R.S, where R is rotation (with determinant +1) and S is scaling, use the convention that reflections are absorbed into S through a reflection around y axis.
In 3D, this is done by using a reflection along all three axes, but since the dimensionality is even in 2D, one axis needs to be chosen.
Fixes Matrix32::get_rotation and Matrix32::get_scale (which weren't properly fixed in #7445).
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WebGL 2 export per WebAssembly or asm.js
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- X11 update input->pos on EnterNotify
- X11 & Win call first-time events processing before main initialization
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Allow sorting tile palette by name
Allow hiding tile ids in tile palette
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Include uniform (Shift down) mode in only-one-Node2D dragging
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Input: Remove usage of platform dependent event IDs.
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Update build.gradle.template for jcenter
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in only-one-Node2D dragging
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All the warnings are factored out of the platform-specific files and moved to
SConstruct. Will have to check that it does not introduce regressions on some
platforms/compilers.
(cherry picked from commit 31107daa1a41fe9ab3c7c1868479e78e16848333)
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The ID property for InputEvents is set by `SceneTree` when sending the event down the tree.
So there's no need for the platform specific code to set this value when it will later be overriden anyway...
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Updating project repository,
added jcenter() since Android Studio uses it by default.
https://www.jfrog.com/knowledge-base/why-should-i-use-jcenter-over-maven-central/
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(cherry picked from commit 4b7d1d8c15747a552b7dff52b0eeda4d3e7cec4e)
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Input: Update mouse position on mouse-button events.
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Input: Refactor JOY_* constants.
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Use atan2 rather than acos in Vector3.angle_to.
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Cache DynamicFont resource for Android
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Fix wrong app name for Android export
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Make inline blocks in GDScript more (or less) pythonic
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Explicitly documented that Transform.basis is not necessarily an orth…
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Improved 2D snapping behavior
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Implement warped mouse panning for 2D & 3D editors
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Suppress error messages when using ConfigFile::get_value and a default is given
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added Timer is_time_left()
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Update ENet to use Godot sockets.
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Credits to jo_ for the joke and hcorion for finding the typo:
<hcorion> Hi all, I was busy translating godot to Pirate, and I noticed a
spelling error, on line 1035 in platform/uwp/export/export.cpp it mis-spells
certificate as certficate missing the extra i
<jo_> hcorion: Nice catch.
<jo_> If you make a PR, please call it 'i-patch for Pirate."
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Massive diff due to the tools/editor -> editor move.
The real changes are the difference between those two:
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From https://github.com/lucasdemarchi/codespell
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