Age | Commit message (Collapse) | Author |
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Fixes small typos and grammar correction
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Update viewport after Polygon2D deselected
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Fix Create Plugin after GD Annotation Changes
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Bump mbedtls to version 2.16.10.
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C#: Fix StringName leak warnings after generating bindings
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C#: Fix ScriptPathAttribute generator with none or nested namespaces
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`Main::cleanup()` prints warnings if it finds `StringName`s still alive.
We need the `BindingsGenerator` to be destructed before calling cleanup.
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The following two bugs were fixed:
- For classes without namespace we were still generating `namespace {`
without a namespace identifier, causing a syntax error.
- For classes with nested namespaces we were generating only the innermost
part of the namespace was being generated, e.g.: for `Foo.Bar` we were
generating `namespace Bar {` instead of `namespace Foo.Bar {`.
This wasn't causing any build error, but because of the wrong namespace
Godot wasn't able to find the class associated with the script.
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Non functional to non-functional in platform/android/java/nativeSrcsConfigs/README.md
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Fix Tree focus border disappears when Border Size is set to 0
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Fix visibility toggle for baked GridMaps
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SkeletonIK changes and bug fixes
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[HTML5] Drag and drop zip in project manager.
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With a very nice hack, a new hidden configuration option that delays
dropped files removal at exit.
This still leaks while the project manager is running, but will clear
memory as soon as it exits or load something.
(reminder, dropped files are reguarly removed after the signal is
emitted specifically to avoid leaks, but I prefer hacking the HTML5
config then the project manager).
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[HTML5] Experimental (opt-in) virtual keyboard support.
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unsignedFoo/46188/fix-get-unix-from-datetime-empty-dict
[46188] fix: get unix from datetime when empty dict
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Add size and dictionary check in Control::_edit_set_state() to fix crash
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GDNative: Fix symbols visibility for GCC
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Fix crash when trying to export zero files.
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Added as an export option "Experimental Virtual Keyboard".
There is no zoom, so text/line edit must be in the top part of the
screen, or it will get hidden by the virtual keyboard.
UTF8/Latin-1 only (I think regular UTF-8 should work out of the box in
4.0 but I can't test it).
It uses an hidden textarea or input, based on the multiline variable,
and only gets activated if the device has a touchscreen.
This could cause problems on devices with both touchscreen and a real
keyboard (although input should still work in general with some minor
focus issues). I'm thinking of a system to detect the first physical
keystroke and disable it in case, but it might do more harm then good,
so it must be well thought.
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Avoid spamming "IME is unsupported" when the DisplayServer report it as
such.
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Fixes crash that happened while exporting if zero files were selected
and adds more error handling to EditorExportPlatform class.
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Support for duplication of nested instanced scenes
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SCons: Use default env["ENV"] and prepend PATH to it
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Cleanup storage RendererRD
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superclass
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forward_clustered
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Renaming RendererSceneRenderForward to ...ForwardClustered
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so we can introduce RendererSceneRenderForwardMobile
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Remove Navigation2D/3D nodes
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See discussion in #46814. Now going with the safe option again (like in 3.2)
as it turns out that we can't rely on user environments on Windows, since each
shell has a different set of env variables (especially the ones necessary to
use MSVC).
SCons does its own magic when we don't pass it an `ENV` dictionary, so we
should preserve it and only add things in a second step.
Fixes this warning when compiling with MSVC using git-bash.exe:
```
Missing environment variable: WindowsSdkDir
```
Possibly fixes build issues when having both MinGW and MSVC installed and an
older SCons version.
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[HTML5] Properly set canvas size during setup.
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It used to be updated before the first iteration, causing the
window/viewport size values to be incorrect during the initialization
phase (e.g. during the first `_ready` notification).
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Fix crashes when manipulating nodes in editor
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Relaxes node name sanitization in gltf documents.
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Add color interpolation bar on each channel in ColorPicker
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