Age | Commit message (Collapse) | Author |
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Add a property hint to StyleBoxFlat `shadow_size` for editor usability
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Replace AutoKey icon with a more universally understood "record" button
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See discussion in
https://github.com/godotengine/godot-proposals/issues/169.
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Surrounds boolean false with code tag in doc
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This adds a visible range to the slider so it can be dragged more easily.
This closes #42309.
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i18n: Rename pt_PT to pt
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Move note about using ResourceLoader in the File documentation
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We originally used `pt_PT` (i.e. Portuguese (Portugal)) to distinguish with
the Brazilian Portuguese variant `pt_BR`, as both are significantly different
and need separate translation files.
But Portugal's Portuguese (or "European Portuguese") is close to the variant
spoken and written in other Portuguese-speaking countries such as Angola and
Mozambique, so it makes sense for users of these countries to also have access
to the European Portuguese translation (at least until translators decide that
adding e.g. `pt_AO` and `pt_MZ` variants would make sense, taking into account
the translation effort that this duplication implies).
Godot's locale matching checks first for the full locale (e.g. `pt_AO`), and
if no translation is found, it checks for the non-regional language code
(`pt`), so this change enables translations for Portuguese speakers outside
Portugal and Brazil.
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(cherry picked from commit 510d87e468d19836c9946830ffd3a6edcfaebf04)
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Fixes ParallaxLayer offset when camera zoom is ignored
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Strip edges on node rename in SceneTreeDock
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Create user-dir, if non-existant, so it can be opened with Godot
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Improvement for the Copy button in the Output Log
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Improve documentation related to printing error/warning messages
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Add documentation for shelf filters
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Make LSP ignore $/cancelRequest msgs
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Reference the Color constants cheatsheet in the class reference
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MessageQueue: Change default queue size to 4096 KB
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Remove unnecessary empty line from Dictionaries
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1024 KB was low enough that many users seem to hit it, which can lead to the
editor freezing.
The proper fixed as described in #35653 would be to implement a page allocator
to prevent this overflow, but as a stop-gap measure, we can increase the
default value to a more lenient 4096 KB which should be high enough for the
vast majority of use cases.
The default size can be brought down again if/when #35653 is properly fixed,
and if it's actually relevant from a memory point of view.
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Basis RotationQuat should be public.
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Reference the BaseButton class explicitly in button class documentations
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Users are sometimes confused as to the `pressed` property not being
visible in the Button class documentation. This is because `pressed`
is defined in BaseButton.
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Fix C# string.IsAbsPath()
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Check for null in InputMap::_find_event
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Improve documentation about VideoPlayer video formats
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This closes https://github.com/godotengine/godot-docs/issues/4021.
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Ignore thread models when compiling with NO_THREAD
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The thread model option for physics (2D) and rendering (single-unsafe,
single-safe, multithread), was causing crashes/locks when set as
multithreaded and exported for a platform that does not support threads
(namely HTML5).
This commit ensures that when threads support is not available, that
option is ignored, and the equivalent of "single-unsafe" is always used
instead.
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Resize the tile shapes when a vertex is outside of the tilesheet
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Fix changing icons' colors when switch dark and light theme
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Expose local RenderingDevice creation to RenderingServer
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[HTML5] Synchronous main, better persistence, handlers fixes, optional full screen.
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The engine now expects to emscripten FS to be setup and sync-ed before
main is called. This is exposed via `Module["initFS"]` which also allows
to setup multiple persistence paths (internal use only for now).
Additionally, FS syncing is done **once** for every loop if at least one
file in a persistent path was open for writing and closed, and if the FS
is not syncing already.
This should potentially fix issues reported by users where "autosave"
would not work on the web (never calling `syncfs` because of too many
writes).
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Crated helper class in native/utils.js.
Simplify code in OS/DisplayServer.
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Fix popup menu item selected when opening the menu
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CPUParticles emission shape values update dynamically
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Add description for ScriptEditor.open_script_create_dialog()
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Add overridable init method for the Godot fragment instance.
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