Age | Commit message (Collapse) | Author |
|
Optimize StringName usage
|
|
Fixes to forward mobile
|
|
|
|
Made default tooltips (non-custom ones) disappear on mouse enter.
|
|
* Added a new macro SNAME() that constructs and caches a local stringname.
* Subsequent usages use the cached version.
* Since these use a global static variable, a second refcounter of static usages need to be kept for cleanup time.
* Replaced all theme usages by this new macro.
* Replace all signal emission usages by this new macro.
* Replace all call_deferred usages by this new macro.
This is part of ongoing work to optimize GUI and the editor.
|
|
|
|
Fix crash in EditorSpinSlider
|
|
Prevents function generation in visual shader if no connections to output are provided
|
|
Fix "IDHandler.get_prop is not a function" error when calling some methods on WebRTCDataChannel
|
|
on WebRTCDataChannel
|
|
|
|
[HTML5] Add 2 controllers to the godot database.
|
|
Sony PlayStation DualShock 4 (054c:05c4 first gen).
Unofficial Switch controller.
|
|
|
|
Fix duplicate selection in SceneTree
|
|
Tweak editor select mode drag threshold for better usability
|
|
* It seems both cell_selected and multi_selected were being triggered,
* This caused inspector updating twice.
* cell_selected connection and callback were removed.
This may be a bug in Godot 3.x too, recommend checking.
|
|
Create many types of popups on demand
|
|
* LineEdit popups created on demand.
* TextEdit popups created on demand.
* SpinSlider popups created on demand.
* ResourcePicker popups created on demand.
Improves editor responsiveness.
|
|
pycbouh/editor-theme-eagerly-grab-focus-on-popup-and-never-let-go
Fix focus behavior in the Add Item Type dialog of the Theme editor
|
|
|
|
WebSocketServer: Expose the resource name the client used
|
|
Fix control picker in the Theme editor
|
|
Modernize display_server_... headers and make style consistent (use override keyword)
|
|
This information is exposed to the websocket server through the
client_connected-signal.
example.com/chat?id=10 gives the resource name "/chat?id=10"
|
|
Enable range coder compression by default in NetworkedMultiplayerENet
|
|
From empirical testing, this seems to provide the best compression
compared to other compression algorithms when used in the
Multiplayer Bomber demo.
Other algorithms may provide better compression ratios for more
complex games, but some compression is probably better than
no compression.
Zstandard was also not very efficient in my testing, so I added
a note in the documentation.
|
|
|
|
|
|
MultiplayerAPI is_network_server Fails Silently
|
|
Add shape_idx to CollisionObject2D mouse_entered signal
|
|
- Use a smaller drag threshold (8 pixels instead of 10 pixels).
- Scale the 2D editor drag threshold with the zoom to make it
work the same regardless of the current zoom level.
|
|
* use valid format for framebuffer: VK_FORMAT_A2B10G10R10_UNORM_PACK32
* Unfortunately cant be used for compute.
* Mobile will need to do refprobe, sky, mipmapblurring using raster.
|
|
Support for 3D sync to physics
|
|
Move sync to physics to StaticBody2D
|
|
Same implementation as in 2D.
|
|
Now static body is used for moving platforms through kinematic motion
property, so sync to physics needs to be in StaticBody2D instead of
CharacterBody2D.
Constant kinematic motion is also supported in combination with sync to
physics for smoother movements.
|
|
Improve UI for creating and editing plugins.
|
|
Add ability to set object instance binding on creation
|
|
Added ability to load Android build sources from file.
|
|
* Required by binding generators
* Makes it easier to create the bindings on construction.
|
|
|
|
Added a shader warning about unused local variable
|
|
|
|
Non-threads build are broken anyway.
|
|
Use 32bit instead of 64bit 3D render buffer on mobile renderer
|
|
* If not present, the dialog asks to load build sources from a file.
* The export templates check now also verifies that build sources are installed and skips the template check.
This makes Android development easier.
|
|
Added Node name to print() of all Nodes by making to_string() in Object virtual, so it can be overriden in C++.
|
|
The XR API changed a bit, and it's not just a rename, though probably an
easy update for someone who is qualified :).
|
|
Do not change scene on save when debugging
|