Age | Commit message (Collapse) | Author |
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This also changes the TileSet editor's minimum zoom to match
other 2D editors.
This closes #34346.
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Clarifying how float(String from) parses partially invalid strings
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Update the description of this method to be in line with [code]int int(String from)[/code] in regards to how it deals with a completely invalid parameter and a partially invalid parameter.
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Allow to change the home indicator behaviour on iOS
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New contributors added to AUTHORS:
@allkhor, @Eoin-ONeill-Yokai, @timothyqiu, @madmiraal, @zaksnet
Update sponsors on splash screen.
Thanks to all contributors and donors for making Godot possible!
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On iOS devices without a physical home button iOS
shows a home indicator instead. This is often in the
way of the UI or the game.
Added a project setting to disable hidden home indicator.
The default value is to hide the home indicator
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Also apply clang-format.
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Don't allow to use too big or too small shift count
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Provide default Tween values for transition and easing types
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Make more editor strings translatable
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Fixes long popup menu scroll behavior
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Expose Mesh get_aabb
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norton-corbett/hotfix/tileset-editor-point-grabbing
Fix TileSet Editor polygon point grabbing
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Don't search in unassigned shortcut labels in the editor shortcuts
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[Mono] Fix string Find methods having reversed case sensitivity
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Fix OptionButton's arrow margin in editor theme
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Make Button and co. take internal margins into account when clipping text
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Fixed HTTPClient.xml:115 and 121 variant declaration
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Fixed an issue with recording audio.
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Prior to this fix, AudioEffectRecordInstance::init() was called before recording_active is set to true in AudioEffectRecord::set_recording_active(). This was setting is_recording to false in AudioEffectRecordInstance, because is_recording updates to the value of recording_active in AudioEffectRecordInstance::_io_thread_process(). To fix this issue, AudioEffectRecordInstance::init() is now called after recording_active is set to true.
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This also fades out shortcut labels for unassigned shortcuts,
which makes for easier visual grepping.
This closes #33299.
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Fix GDScript autocompletion with "as" or typed variables
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Code formatting for the Mono module
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Fixes crash after remove_line in RichTextLabel
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Added missed enum constant VisualShaderNodeTexture::SOURCE_PORT
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`ItemFrame` always have a line.
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See https://github.com/godotengine/godot/pull/23658#issuecomment-562706669
The method was implemented back when Dictionary.get(key, default) did not
exist, but now that it does we do not need a custom method in CharFXTransform.
It's a new feature in 3.2, so does not break compat with 3.1.x.
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Flip cull mode when rendering flipped Light2D and LightOccluder2D
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Add a default POINT_SIZE
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TRANS_LINEAR and EASE_IN_OUT are chosen as defaults for
interpolation and follow methods.
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Fixes #31818, fixes #33434
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No space for casting, add spaces inside braces, 4 space indentation, remove trailing indentation, remove BOM.
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Fixes #32993
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Fixes being unable to use the Quat(Vector3) constructor
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Add note in 'load()' docs that the path must be absolute
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Fix for #34186: "Center Selection" in 2D editor introduces graphic bias.
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Disable GDScript warning for unused class variable by default
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SCons: Add 'split_libmodules' option to workaround linker issue
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The new 'split_libmodules=yes' option is useful to work around linker
command line size limitations when linking a huge number of objects.
We're currently over 64k chars when linking libmodules.a on Windows
with MinGW, which triggers issues as seen in #30892.
Even on Linux, we can also reach linker command line size limitations
by adding more custom modules.
We force this option to True for MinGW on Windows, which fixes #30892.
Additional changes to lib splitting:
- Fix linking of the split module libs with interdependent symbols,
hacking our way into LINKCOM and SHLINKCOM to set the `--start-group`
and `--end-group` flags.
- Fix Python 3 compatibility in `methods.split_lib()`.
- Drop seemingly obsolete condition for 'msys' on 'posix'.
- Drop the unnecessary 'split_drivers' as the drivers lib is no longer
too big since we moved all thirdparty builds to modules.
Co-authored-by: Hein-Pieter van Braam-Stewart <hp@tmm.cx>
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