Age | Commit message (Collapse) | Author |
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Fix placeholders position in `LineEdit` when editing inside the Editor
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Check invalid node name
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Editing the `Text` property through the editor causes a wrong
placement of the placeholder, as it calls `LineEdit::clear_internal`,
which was wrongly reseting the cached placeholder width.
Fix #18184.
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Fix MSVC check when building with mono
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Fix editor detecting msbuild with a msvc 'tools only' install
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Fixes locks and groups on 2d editor
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Editor: update favorite dirs when dir got deleted
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bzztbomb/fix/stack_underflow_when_debuggin_in_release
Fix a crash when trying to run Godot debugger on a release build.
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Implement universal translation of touch to mouse (3.1)
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Fix Find in Files
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fix API string path
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Fix enums without class name not opening docs page
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Adds keywords to autocomplete predictions.
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Changed Sprite Frame buttons for icons
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The GDScriptLanguage::enter_function is wrapped in #ifdef DEBUG but the exit_function is not, resulting in a stack underflow error.
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- FileAccess was accessed null (remains of GDScript port)
- `_current_file` wasn't going up correctly in case a scanned directory had no subdirectories
- Paths stored in `_files_to_scan` were not full paths
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hide tab changed debug print
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Handle missing arg pointer in Variant::get_call_error_text
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Fix Coverity reports of uninitialized scalar variable
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Added multi group editor dialog, issue 13997
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Adds z-index properties to TileSets.
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fix for segfault when using CallBasic in visual script on release build
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Created a new function named get_element in GridContainer. This funct…
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Prevent PulseAudio driver to lock its mutex for too long
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If at the time of the _GLOBAL_DEF call a setting itself was unknown,
the function would always return the supplied default value instead of
checking for overrides. This commit changes that, lookup now always
happens which correctly takes overrides into account.
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This reverts commit 00c689d625d0243577c225612aa86aa6a85274c4.
Reason: "Missing template" is just one possible explanation for
`err` being != OK here, it does not make sense to hardcode it in
the generic error message (and break translations doing so).
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Fixed deleting an animation marked to autoplay in the editor affecting the creation of one with the same name
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Fixing input strength and the impossibility to erase action events
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Was missed in #18391.
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Keep alpha when changing h, s or v Color property in GDScript
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fix clang6 assignment error
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Fixes 2d editor panning not working
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Fix GridContainer's children visibility breaking the layout
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Various coverity scan fixes, WS FreeBSD fixes
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Fixes logically dead code (Coverity)
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Adds keywords to the autocomplete prediction in GDScript so
they are not replaced by irrelevant predictions.
Fixes: #5972
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I had a situation coming from godot-python where the caller of
Variant::get_call_error_text() passed null for `p_argptrs`. In
addition to fixing that in the caller, seems like good practice to
defend against that situation in the callee to prevent a crash.
So this patch just substitutes some semi-useful text for the source
type name and keeps going so the user's actual error gets emitted.
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Now generating mouse events from touch is optional (on by default) and it's performed by `InputDefault` instead of having each OS abstraction doing it. (*)
The translation algorithm waits for a touch index to be pressed and tracks it translating its events to mouse events until it is raised, while ignoring other pointers.
Furthermore, to avoid an stuck "touch mouse", since not all platforms may report touches raised when the window is unfocused, it checks if touches are still down by the time it's focused again and if so it resets the state of the emulated mouse.
*: In the case of Windows, since it already provides touch-to-mouse translation by itself, "echo" mouse events are filtered out to have it working like the rest.
On X11 a little hack has been needed to avoid a case of a spurious mouse motion event that is generated during touch interaction.
Plus: Improve/fix tracking of current mouse position.
** Summary of changes to settings: **
- `display/window/handheld/emulate_touchscreen` becomes `input/pointing_devices/emulate_touch_from_mouse`
- New setting: `input/pointing_devices/emulate_mouse_from_touch`
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Adds support for CMD+Left and CMD+Right on MacOS
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Replaces CTRL with CMD in TileMapEditor for MacOS.
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