Age | Commit message (Collapse) | Author | |
---|---|---|---|
2021-08-19 | fixed camera2d's "current" property getting reset when switching scenes | ThreeRhinosInAnElephantCostume | |
2021-08-19 | Merge pull request #51703 from YeldhamDev/compal_tweaks | Rémi Verschelde | |
Minor tweaks/fixes for the Command Palette | |||
2021-08-18 | Merge pull request #51850 from RevoluPowered/ignore_cache_when_server_down | Rémi Verschelde | |
Fix github actions cache server being down failing builds | |||
2021-08-18 | Fix github actions cache server being down failing builds | Gordon MacPherson | |
2021-08-18 | Merge pull request #51859 from nekomatata/bullet-body-motion-fixes | Rémi Verschelde | |
Fixes in Bullet body_test_motion | |||
2021-08-18 | Merge pull request #51854 from akien-mga/scons-progress-fix-open-error | Rémi Verschelde | |
SCons: Fix potential error when pruning cache on CI | |||
2021-08-18 | SCons: Fix potential error when pruning cache on CI | Rémi Verschelde | |
This could cause spurious errors on CI when trying to prune the cache, as for some reason it tries to remove files/paths which do not exist. That points at a bug in the `cache_progress` logic but at least this workaround should prevent CI failures. | |||
2021-08-18 | Fixes in Bullet body_test_motion | PouleyKetchoupp | |
Synchronize fixes from the 3.x branch to keep Bullet code in sync for later, even if it's disabled for now. | |||
2021-08-18 | Merge pull request #51848 from aaronfranke/float-doc | Rémi Verschelde | |
Improve the docs for the float type | |||
2021-08-18 | Merge pull request #51843 from reduz/fixes-to-mobile-renderer-3 | Rémi Verschelde | |
More fixes to mobile renderer | |||
2021-08-18 | Merge pull request #50411 from Chaosus/vs_filter | Rémi Verschelde | |
Added port type content filter on port dragging in visual shader | |||
2021-08-18 | Improve the docs for the float type | Aaron Franke | |
2021-08-18 | Merge pull request #51627 from mhilbrunner/todo-for-neikeq | Rémi Verschelde | |
2021-08-18 | Added port type content filter on port dragging in visual shader | Yuri Roubinsky | |
2021-08-18 | Merge pull request #51846 from m4gr3d/delegate_restart_invokation_master | Rémi Verschelde | |
Delegate handling and implementation of the restart functionality to the Godot host | |||
2021-08-18 | Merge pull request #51845 from Paulb23/hide-textfiles | Rémi Verschelde | |
2021-08-18 | Merge pull request #51792 from Chaosus/removed_restart | Rémi Verschelde | |
2021-08-18 | Delegate handling and implementation of the restart functionality to the ↵ | Fredia Huya-Kouadio | |
Godot host. | |||
2021-08-18 | Hide TextFile from the API | Paulb23 | |
2021-08-18 | Fix visual shader keyword colour | Paulb23 | |
2021-08-18 | Minor tweaks/fixes for the Command Palette | Michael Alexsander | |
2021-08-18 | Merge pull request #51837 from pycbouh/particles-adjust-material-bit-size | Rémi Verschelde | |
2021-08-18 | More fixes to mobile renderer | reduz | |
* Specify all precision qualifiers * Makes renderer work on Adreno Vulkan | |||
2021-08-18 | Adjust the material key bit size for ParticlesMaterial | Yuri Sizov | |
2021-08-18 | Merge pull request #51534 from Faless/mp/4.x_replicator | Fabio Alessandrelli | |
[Net] MultiplayerReplicator with initial state. | |||
2021-08-18 | Merge pull request #51832 from Faless/js/4.x_ci-2.0.27 | Rémi Verschelde | |
[CI] Upgrade Emscripten to 2.0.27. | |||
2021-08-18 | [CI] Upgrade Emscripten to 2.0.27. | Fabio Alessandrelli | |
Update Godot Javascript FS library to manually depend on ERRNO_CODES. | |||
2021-08-18 | [Net] MultiplayerReplicator with initial state. | Fabio Alessandrelli | |
Move the former "spawnables" functions to a dedicated MultiplayerReplicator class. Support custom overrides in replicator. Spawn/despawn messages can now contain a state. The state can be automatically encoded/decoded by passing the desired object properties to `spawnable_config`. You can use script properties to optimize the state representation. 2 Callables can be also specified to completely override the default implementation for sending and receiving the spawn/despawn event. (9 bytes overhead, and there's room for improvement here). When using a custom implementation `spawn` and `despawn` can be called with any Object, `send_spawn`/`send_despawn` can receive any Variant as a state, and the path is not required. Two new functions, `spawn` and `despawn`, convey the implementation independent method for requesting a spawn/despawn of an Object, while `send_spawn` and `send_despawn` represent the more low-level send event for a Variant to be used by the custom implementations. | |||
2021-08-18 | Merge pull request #50752 from Phischermen/indeterminate_checkmark_api | Rémi Verschelde | |
Added icons and API for indeterminate checkmarks for the Tree class. | |||
2021-08-18 | Merge pull request #51787 from akien-mga/string-num-fix-default-decimals | Rémi Verschelde | |
String: Fix default decimals truncation in num and num_real | |||
2021-08-18 | Merge pull request #51820 from ↵ | Rémi Verschelde | |
TwistedTwigleg/skeleton_modifier_fabrik_2d_magnet_fix Fixed magnet vector not working correctly in SkeletonModification2DFABRIK | |||
2021-08-18 | Merge pull request #51807 from vnen/extension-fixes | Rémi Verschelde | |
Some fixes for the extension API | |||
2021-08-18 | Merge pull request #51827 from Calinou/visual-shader-fix-texture-uniform-icons | Rémi Verschelde | |
Fix missing and incorrectly named visual shader texture uniform icons | |||
2021-08-18 | Fix missing and incorrectly named visual shader texture uniform icons | Hugo Locurcio | |
2021-08-17 | Properly set up virtual calls for extensions | George Marques | |
2021-08-17 | Fixed magnet vector not working correctly in SkeletonModification2DFABRIK | TwistedTwigleg | |
2021-08-18 | Merge pull request #51798 from nekomatata/fix-skeleton-child-bones | Rémi Verschelde | |
2021-08-18 | Merge pull request #51812 from aaronfranke/test-variant-geom | Rémi Verschelde | |
Fixes to tests for Variant and Geometry3D | |||
2021-08-18 | String: Fix default decimals truncation in num and num_real | Rémi Verschelde | |
Fixes undefined behavior, and fixes the logic for negative powers of ten. Fixes #51764. Adds tests to validate the changes and prevent regressions. Adds docs for `String.num`. | |||
2021-08-17 | Fixes to tests for Variant and Geometry3D | Aaron Franke | |
2021-08-17 | A few fixes in the extension C API | George Marques | |
- Add MethodBind call (besides ptrcall), since vararg methods don't work with ptrcall. - Fix argument name in register constant function to the way it actually is used in the engine. - Change the integer constant type to GDNativeInt to keep it consistent. | |||
2021-08-17 | Initialize call error struct when calling extensions | George Marques | |
This allows users to not need to set it when the call is correct. | |||
2021-08-17 | Merge pull request #51768 from reduz/fixes-to-mobile-renderer-2 | Rémi Verschelde | |
Fixes to mobile renderer | |||
2021-08-17 | Merge pull request #51729 from yjh0502/ext-reload-master | Rémi Verschelde | |
Auto-reload scripts with external editor | |||
2021-08-17 | Merge pull request #51775 from timothyqiu/disable-undo-redo | Rémi Verschelde | |
Improve Undo/Redo menu items | |||
2021-08-17 | Fixes to mobile renderer | reduz | |
* Make sure shaders are named, to aid in debug in case of failure * SceneRenderRD was being wrongly initialized (virtual functions being called when derivative class not initialized). * Fixed some bugs resulting on the above being corrected. | |||
2021-08-17 | Merge pull request #51487 from nekomatata/fix-moving-platform-3d-snap | Camille Mohr-Daurat | |
Fix 3D character snap on moving platforms | |||
2021-08-17 | Fix Skeleton3D regression when bones are not sorted from root to leaves | PouleyKetchoupp | |
Tentative fix for missing bones when bones are not sorted as expected. For example, if the root comes last, all child bones are removed and the skeleton ends up with just the root. | |||
2021-08-17 | Merge pull request #51795 from BastiaanOlij/fix_create_device | Rémi Verschelde | |
Fix init code so it works properly on Vulkan 1.1 devices | |||
2021-08-17 | Fix 3D character snap on moving platforms | PouleyKetchoupp | |
Applying the platform velocity when leaving the platform floor should be done after snapping to keep things consistent, like it's done in 2D. |