Age | Commit message (Collapse) | Author |
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[Net] Fix crash when receiving RPC on node without a script.
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Fix unicode invalid skip error in AssetLib
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Handle Z_BUF_ERROR in decompress_dynamic
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Fix doc description of HTTPClient::request
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Fix creating a new function in visual scripts
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Improve the Export All button display in the export dialog
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- Update the disabled status when changing an export path.
- Display a tooltip that states why the button is disabled.
- Update the Export All dialog message to have a more friendly tone.
- Suffix button texts with "...", as they display another dialog
when clicked.
This closes #33293.
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[macOS, Mono] Automatically enable JIT entitlements for the Mono exports.
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Redo how instance bindings work
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Implement Range Iterators
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Make makerst.py create folders automatically, print a message when done
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Fix use after free in Free desktop screensaver::inhibit()
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Fixes #50032
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This PR implements range iterators in the base containers (Vector, Map, List, Pair Set).
Given several of these data structures will be replaced by more efficient versions, having a common iterator API will make this simpler.
Iterating can be done as follows (examples):
```C++
//Vector<String>
for(const String& I: vector) {
}
//List<String>
for(const String& I: list) {
}
//Map<String,int>
for(const KeyValue<String,int>&I : map) {
print_line("key: "+I.key+" value: "+itos(I.value));
}
//if intending to write the elements, reference can be used
//Map<String,int>
for(KeyValue<String,int>& I: map) {
I.value = 25;
//this will fail because key is always const
//I.key = "hello"
}
```
The containers are (for now) not STL compatible, since this would mean changing how they work internally (STL uses a special head/tail allocation for end(), while Godot Map/Set/List do not).
The idea is to change the Godot versions to be more compatible with STL, but this will happen after conversion to new iterators have taken place.
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* The harcoded 8 slots are no more and impose limits in the new extension system.
* New system is limitless, although it will impose small performance hit with a mutex.
* Use a token to request the instance binding.
**Warning**: Mono will most likely break as a result of this, will need to be modified to use the new system.
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Implement didClose notification in LSP
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SCons: Show elapsed time after build or cleaning process
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This pull request adds a missing method description to `PopupMenu`.
This completes the documentation for `PopupMenu` and enhances usability by doing so.
Update doc/classes/PopupMenu.xml
Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
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Fix material invalidation on reimport.
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Fix node list with Add Node Here
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* IF a texture was reimported (calling replace as an example), it would invalidate all materials using it, causing plenty of errors.
* Added the possibility to get a notification when a uniform set is erased.
* With this notification, materials can be queued for update properly.
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Add cache to ColorPicker for color presets
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Fix a connection bug in visual shaders
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Fix threaded update for textures
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Tweak the GradientTexture property hint to follow CurveTexture
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* Previews and other stuff now works again.
* Not the best solution, will have to be improved in the future usinc async queues where supported.
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This prevents loading from the project metadata more than once,
significantly saving performance with nodes that have color pickers.
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This prevents setting too large values and crashing the editor.
Very low values are also no longer allowed since they are generally
not detailed enough to represent complex gradients, leading to confusion.
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[HTML5] Fix JavaScript string parsing with new interface.
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Fix Command Queue Crash
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Calinou/occluderinstance3d-add-node-configuration-warnings
Add node configuration warnings to OccluderInstance3D
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* No longer allow sending an object (texture) to the server as material parameter
* Keep a parameter cache locally in ShaderMaterial
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Strings are UTF-8 encoded and should be parsed as such, while it was
being parsed as a C string before.
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Add a root Node3D automatically if absent when adding preview sun and sky
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Use the Unicode multiplication symbol for the viewport size display
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Add AcceptDialog::remove_button method
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