Age | Commit message (Collapse) | Author |
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ZuBsPaCe/gdscript-unused-private-class-variable-fix
GDScript: Fix for UNUSED_PRIVATE_CLASS_VARIABLE
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Otherwise private member variables will always lead to UNUSED_PRIVATE_CLASS_VARIABLE.
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Fix sending zero-length spawn variant
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PackedByteArray when deriving from a single PackedByteArray
state variant.
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Capitalize properties in the remote inspector
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Checks in analyzer and compiler for GDScript naming conflicts
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Tweak tooltip style (slightly less dark/unified margins)
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Update the AndroidManifest to enable access to Oculus OpenXR runtime
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Add support for adding plugin views behind the main view on Android
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Doesn't change the default behavior, but allows plugins to add their
view behind the main view, which gives more control over what happens
with inputs and can be useful along with transparent rendering.
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Add offset for TextureProgress progress texture
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Implement more advanced features for DAP
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Fix docs after GDVIRTUAL pull request
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Remove cartesian2polar and polar2cartesian
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Add Vector2.from_angle() method
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Fix ConstIterator to allow `for` range loops on Packed*Array
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TabContainer Fix drawing current tab when it's disabled
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Fix incorrect checking of uniform set to prevent error spam (2)
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Clean physics direct body state usage in 2D and 3D physics
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Change delta type to double in Physics_body_2/3D
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Expose soft body pin methods to GDScript
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This makes property casing consistent with the editor.
If property capitalization is disabled in the Editor Settings,
the remote inspector will also disable capitalization.
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Change platform detection by allowing select layers by type (wall or …
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Respect client "supportsVariableType" capability
Implement "breakpointLocations" request
Implement "restart" request
Implement "evaluate" request
Fix error messages not being shown, and improved wrong path message
Removed thread option and behavior
Implemented detailed inspection of complex variables
Fix "const"ness of functions
Added a configurable timeout for requests
Implement Godot custom data request/event
Implement syncing of breakpoints
Added support for debugging native platforms
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Calinou/web-editor-improve-download-project-source-zip-name
Improve the generated ZIP archive name when using Download Project Source
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Rename `String::is_rel_path` to `String::is_relative_path`
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Clear connection data from/to empty after used
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Revert " Improve collision generation usability in the new 3D scene import workflow."
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workflow."
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Improve collision generation usability in the new 3D scene import workflow.
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EditorPropertyText, pass changing variable false.
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When the `EditorPropertyText` change is triggered, it pass the `changing` as true, while there is an early return that blocks such event to be emitted when the Editor is updating.
This commit aligns the early return with the passes parameter.
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Try other resolved IPs if one fails to connect
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[Net] Rename RPC "puppet" to "auth", drop "master".
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The strings no longer needs to be in order.
The last parameter (channel), still requires all the other parameters to
be present.
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This commit completely removes the RPC_MODE_MASTER ("master" keyword),
and renames the RPC_MODE_PUPPET to RPC_MODE_AUTHORITY ("auth" keyword).
This commit also renames the "Node.[get|set]_network_master" methods to
"Node.[get|set]_network_authority".
This commit also renames the RPC_MODE_REMOTE constant to RPC_MODE_ANY.
RPC_MODE_MASTER in Godot 3.x meant that a given RPC would be callable by
any puppet peer on the master, while RPC_MODE_PUPPET meant that it would
be callable by the master on any puppet.
Beside proving to be very confusing to the user (referring to where it
could be called instead of who can call it) the RPC_MODE_MASTER is quite
useless. It is almost the same as RPC_MODE_REMOTE (anyone can call) with
the exception that the network master cannot. While this could be useful
to check in some case, in such a function you would anyway need to check
in code who is the caller via get_rpc_sender_id(), so adding the check
there for those rare cases does not warrants a dedicated mode.
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[Net] MultiplayerReplicator state sync.
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