Age | Commit message (Collapse) | Author |
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This is still a bit hacky and eventually we should rework the way we handle
optional dependencies (especially with regard to builtin/system libs), but
it's a simple first step.
Fixes #39219.
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Add performance hints to the DirectionalLight shadow mode property hint
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Improved warning shown when autoload cannot be added.
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Clarify usage of AnimationPlayer with AnimationTree and fill empty doc descriptions
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When using the default setting (layer 1 set only) nothing is stored in the tscn file for a Light2D, hence it relies on the value in the constructor.
The problem is the constructed value is 1 in Light2D, and -1 in RasterizerCanvas::Light. -1 results in all bits being set so all occluders are shown, rather than just those in layer 1.
This PR changes Rasterizer::Canvas constructor to set to 1. An alternative is to have -1 as the value for layer 1 throughout.
(cherry picked from commit bf54fa5a62a980f5c4339137f9e2c6147642962c)
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Fix inconsistent error messages with Android custom export templates
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descriptions
Add clarification to docs to explain that when an `AnimationPlayer`
object is paired with an `AnimationTree`, several properties and
methods exposed by the `AnimationPlayer` class may not work as expected.
The issues occur because an `AnimationTree` runs independently, and
uses its member `AnimationPlayer* player` primarily for its
`Map<StringName, AnimationData> animation_set`.
Added descriptions for `root_motion_track` and `get_root_motion_transform`.
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Update OSX joypad GUID to SDL uid conversion.
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This also clarifies some parts in the DirectionalLight documentation.
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Co-authored-by: John Wakley <johncwakley@users.noreply.github.com>
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Fix building mono release templates
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Add dinput nullptr checks.
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Activate emscripten with no-embedded option.
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Do not probe joypads if DirectInput cannot be initialized.
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Fix ProjectSettings.save_custom documentation
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Correct Bullet's default Area angular damp value.
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Split `Geometry` singleton into `Geometry2D` and `Geometry3D`
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SCons: Allow to read `custom_modules` option via a file
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The `custom_modules` option was only read via the command line
by fetching `ARGUMENTS` dictionary directly.
Instead, the option's value can now be read via any existing
configuration files (`custom.py`) as well as command line, while also
updating the environment.
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GitHub: Remove feature request placeholder template
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We now have a proper link to godotengine/godot-proposals thanks to
#39019 and #39132, so that hacky 'Don't open issues here' template
is no longer needed.
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SCons: Prefer `Exit()` method over `sys.exit()`
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Fix GitHub issue template config not working
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Travis CI: Use the Xcode 11.5 image for macOS builds
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It was in the wrong folder
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Sconscript provides it's own `Exit()` method which is currently
an alias for `sys.exit()` internally, with the only difference that if
no exit code is specified, it defaults to 0.
This encourages the usage of SCons-implemented methods like
`Glob()` over `glob.glob()`, which may overcome limitations of the
built-in Python features in the future.
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SCons: use `OrderedDict` to ensure insertion order of modules
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The insertion order for dictionaries is only a language feature for
Python 3.6/3.7+ implementations, and not prior to that.
This ensures that the engine won't be rebuilt if the order of detected
modules changes in any way, as the `OrderedDict` should guarantee
inerstion order.
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Add missing consumePurchase plugin method for GodotPayment
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Remove "erasing" print from Directory.remove (Windows)
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Use translated docs in PropertySelector
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Fixes #39106
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And do the dedent and stripping for both translated and
non-translated strings for consistency, and so that we
don't need to do it at the call site.
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Tweak the DirectInput initialization failure message
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This closes #36662.
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Validate that `Use Custom Build` is enabled when `Plugins` are selected
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makerst: Print status messages to make the CI output clearer
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This also removes an unused method.
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Remove `GodotPayment` from the default build template
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Fix unsigned integer bug in LocalVector::erase
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`erase()` calls `find()` to get the index of the element to remove, if
any.
https://github.com/godotengine/godot/blob/c2151e18135817c9f926a5a00341016ac77301d4/core/local_vector.h#L77-L81
`find()` returns a signed integer. In particular, it returns -1 if
no element is found. Since `erase()` converts this to an unsigned type, the
wrong element may be erroneously removed from the vector.
Other ways to fix this would involve changing function signatures, so
this seemed to be the least disruptive change.
Fixes #38884
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