Age | Commit message (Collapse) | Author |
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SCons: Fix potential error when pruning cache on CI
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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.
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Improve the docs for the float type
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More fixes to mobile renderer
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Added port type content filter on port dragging in visual shader
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Delegate handling and implementation of the restart functionality to the Godot host
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Godot host.
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* Specify all precision qualifiers
* Makes renderer work on Adreno Vulkan
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[Net] MultiplayerReplicator with initial state.
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[CI] Upgrade Emscripten to 2.0.27.
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Update Godot Javascript FS library to manually depend on ERRNO_CODES.
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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.
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Added icons and API for indeterminate checkmarks for the Tree class.
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String: Fix default decimals truncation in num and num_real
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TwistedTwigleg/skeleton_modifier_fabrik_2d_magnet_fix
Fixed magnet vector not working correctly in SkeletonModification2DFABRIK
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Some fixes for the extension API
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Fix missing and incorrectly named visual shader texture uniform icons
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Fixes to tests for Variant and Geometry3D
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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`.
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- 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.
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This allows users to not need to set it when the call is correct.
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Fixes to mobile renderer
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Auto-reload scripts with external editor
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Improve Undo/Redo menu items
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* 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.
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Fix 3D character snap on moving platforms
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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.
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Fix init code so it works properly on Vulkan 1.1 devices
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Applying the platform velocity when leaving the platform floor should be
done after snapping to keep things consistent, like it's done in 2D.
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Way less cruft. :)
Co-authored-by: Ignacio Roldán Etcheverry <neikeq@users.noreply.github.com>
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Thanks to neikeq for the initial work.
Co-authored-by: Ignacio Roldán Etcheverry <neikeq@users.noreply.github.com>
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Fix renaming directories
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Fix incorrect double types passing to particles shader pipeline
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* Make Undo/Redo menu items disabled when clicking it does nothing.
* Context menu of `TextEdit`
* Context menu of `LineEdit`
* Editor's Scene menu
* Script editor's Edit menu and context menu (for Script and Text)
* Make editor undo/redo log messages translatable.
* Mark `UndoRedo`'s `has_{un,re}do()` methods as `const`.
* Expose `TextEdit`'s `has_{un,re}do()` to scripts since `{un,re}do()` are already available.
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