Age | Commit message (Collapse) | Author |
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GLES3: Fix invalid value for GL_TEXTURE_MAG_FILTER parameter
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`GL_LINEAR_MIPMAP_LINEAR` can be used for `GL_TEXTURE_MIN_FILTER`,
but not for `GL_TEXTURE_MAG_FILTER`.
Cf. https://www.khronos.org/opengl/wiki/GLAPI/glTexParameter
Fixes #35436.
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Make sure we know when deleting an emitting object
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We used a lock signals in the signal_map while emitting, because it was
not allowed to disconnect them while being emitted.
We used that lock to check if we where deleting an object during signal
emission.
Now that we allow to disconnect signals while they are being emitted, if
an object first disconnects, then gets deleted we can't know that a
signal was being emitted during the destructor.
This commit adds a new `_emitting` boolean member to Object to be set
while emitting and checked in the destructor, while removing the old
signal lock which is now unused.
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Improve dictionary description
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Incorrect joystick id was returned on an inactive ARVR controller
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Update CHANGELOG.md for Godot 3.2
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Finish up docs for materials
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Fixes leak when importing zip in AssetLib
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Use a loading placeholder for project icons in the project manager
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Now that projects are loaded asynchronously, some projects in the
list may be displayed before their icon is done loading. This is
especially common on slower hardware.
In such cases, this makes the project manager display a loading
placeholder instead of the default project icon.
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Remove unused #if 0'ed code
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Allow greater values for DynamicFont size property
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Fix MultiplayerAPI crash when peer implementation misbehave.
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See https://github.com/godotengine/godot/issues/22581#issuecomment-576836691.
Not using `or_greater` as there *is* a max size value that the current
implementation can accept. If using e.g. size 6000 with
FiraSans-Regular.ttf, errors are printed due to failing asserts on a
glyph size that should be within 4096x4096 px.
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Also fix WebSocketMultiplayer::get_available_packet_count() return value
when peer is not configured to use the multiplayer API.
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Add dummy preprocessor for the C# script class parser
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As our script class parser is error prone, we should not impede the build from continuing because of a parsing error.
This should be reverted in the future once we switch to Roslyn.
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No attempts are made at conditional compilation. The main if branch is always assumed to be true.
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Make script made via plugin creation obey syntax settings
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ericrybick/35367-signals-dock-size-jumps-when-selecting-nodes
Clip text in NodeDock toolbuttons to prevent dock size changes
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Fixes #35367
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Fix asset library video play overlay not being centered on the thumbnail
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Bullet: Prevent potential division by zero
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Fixes leak in Find in Files utility
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Fixes #33715.
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ericrybick/33106-importing-textureAtlas-cuts-out-the-sprites
Fix AtlasPacker ignoring semi-transparent pixels
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Fixes #33106
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I improved dictionary description to ad some real life examples and expand on it a little bit so person who never seen dictionary can understand it better seeing them for a first time here.
I also added note about the way to compare dictionaries as it can catch people of guard because common assumption is that it works the same as comparing Arrays when it does not.
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This reverts commit 69f7263cd8990b39e4c1cc678b2d0f57686b07b7.
Follow-up to #35359.
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TextureRegionEditor: Corrected typo
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Clip text in EditorPath button to avoid dock size changes
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Mono/C#: Fix error when parsing nested generics
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Also fixed the editor not including the parse error message in the error.
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Forbid recursive connections in visual shader
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Revert "Exposes capture methods to AudioServer + documentation" #30468
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Reverts the following commits:
- c81ec6f26d40b70283958a4ef3e216fb32cbaf14:
"Exposes capture methods to AudioServer, variable renames for
consistency, added documentation."
- 47c558b98abf842910c780294314326662410cdf:
"Expose audio callbacks as signals."
- dabaa11b3c451e9b8f2cca7e563bd9ec51edb169:
"Fix to make sure the capture buffers are deallocated at shutdown.
Silences warnings."
Some documentation improvements were kept for pre-existing methods.
See rationale for reverting these changes in #30468.
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Fix editor drawing snapping lines for wrong edge/corner when resizing elements with smart snapping enabled
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