Age | Commit message (Collapse) | Author |
|
Webassembly is client-only for obvious reasons.
Other platforms support both client and server using libwebsockets.
|
|
License is LGPLv2.1 + static linking exception, version is 2.4.1
|
|
Display set_nodelay to GDScript
|
|
Viewport doc improvements
|
|
AudioEffectReverb: max predelay_feedback to 0.98
|
|
ProjectSettings: Disallow adding properties without name.
|
|
Expose a few GraphEdit methods to script languages
|
|
Add interface for plugins to enable/disable other plugins
|
|
|
|
|
|
|
|
|
|
[macOS] Strip executable after separating debug symbols.
|
|
Pass enabled arg
Rename set_nodelay to set_no_delay
Add description to the method
Change description
|
|
|
|
|
|
This works together with the new Blender to Godot exporter.
|
|
Allow focus on disabled buttons
|
|
Expose audio streams get_length()
|
|
Remote debugger send the real instance of WeakRef referenced to
|
|
3DEditor: fix multiple node selection crash the editor
|
|
TemplateManager: hold shift to open link in browser
|
|
Implement OS::get_processor_count() for Windows
|
|
Fix Copy/Paste problems on X11
|
|
Fix wrong return type of xform functions
|
|
|
|
On the road again!
|
|
Congratulations to everyone in the Godot community for the tremendous work
done on this release since 18 months, with hundreds of contributors pushing
almost 7500 commits with more than 3000 PRs and closing over 2000 issues
(and fixing even more than that, as many work-in-progress bugs were fixed
before an issue could be filled).
Godot 3.0 is definitely our biggest and boldest release so far, and we want
to thank the whole community for their unswerving support during this long
wait.
From there on, there is a lot of work to do to strengthen the foundations
that we built with 3.0, fixing the bugs that the many refactorings probably
introduced, optimizing new features and enhancing the usability again...
The 3.x era should be a fruitful one for Godot, and we hope that you will
continue using it to create awesome 2D and 3D games and increase the
notoriety of your favourite engine in the game development industry.
And now, let's all start waiting for 3.1...
|
|
The target of the TARGETS type should be XA_ATOM and not XA_TARGETS when
requested. Since we are sending a number of ATOMS the size should be set
to the integer size and not the char size.
The size field of the atoms is also the number of atoms and not the size
of the array. This caused some clients to wrongly interpret the data and
read garbage in the X11 packet.
I also add the more modern representation for UTF-8 and clarify the
error message if a client attempts to request a type we don't know
about.
This fixes #10431
|
|
Current this is hardcoded as '1' for any platform except Unix. The
little is_wow64() dance is required to get correct output on a 32bit
compiled godot running on 64bit Windows according to MSDN.
This code should be UWP safe but I have no way to test that so it's not
implemented for UWP yet.
|
|
This behavior better matches other gui toolkits. A selected disabled
button still can't be interacted with but it can now be selected. This
seems to be what QT and GTK do also.
This fixes #16131
|
|
ProjectManager: prevent installing project template in non-empty dir
|
|
|
|
Fix remove_dll_directory crash when cookie is null
|
|
Update ProjectSettings description to correct usage
|
|
Use the appropriate Variant hash and compare functions for Dictionaries
|
|
Mono: Fix build errors with tools=no and target=release
|
|
Fix inverted RIGHT/LEFT and TOP/BOTTOM Camera2d drag margins
|
|
Mono: Fix method_bind fields being generated as instance members
|
|
|
|
works fine). Fix #16095.
|
|
|
|
Dictionaires did not use the VariantHasher and VariantComparator making
them unsafe for use with NaN values as keys. This PR uses the
appropriate Variant implementations for these functions.
var d = {}
d[Vector2(NAN, NAN)] = 0
d[Vector2(NAN, NAN)] = 0
print(d.size())
will now output '1' and not '2'
This fixes #16031
|
|
I'm not sure about this fix. This seems to also fixes the weird
selection bug where when selecting node 1 to 3 it focuses on
2nd node.
|
|
Fix macOS build after #16092
|
|
|
|
Make separate debug symbols opt-in
|
|
This adds a separate_debug_symbols option to the x11, windows, and osx
targets. This will default to adding normal debugging symbols to the
artifacts and only splits them when separate_debug_symbols=yes on the
Scons command line.
|
|
|
|
Looks like we are using cutting edge methods which are not even
if the current stable 2.87.
|