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2021-12-13Fix incorrect placement of default value editor in visual scriptsYuri Roubinsky
2021-12-13Merge pull request #55609 from rcorre/doc-scrollRémi Verschelde
2021-12-13Merge pull request #55898 from KoBeWi/nodes_from_faraway_landsRémi Verschelde
2021-12-13Allow to copy foreign nodeskobewi
2021-12-13Merge pull request #55890 from Vitika9/54100Rémi Verschelde
2021-12-13Merge pull request #55889 from Chaosus/fix_warning_duplicationRémi Verschelde
2021-12-13Added check for SceneTree being nullvitika9
2021-12-13Fix shadowed global identifier warning duplicationYuri Roubinsky
2021-12-13Merge pull request #52998 from AnilBK/node2d-renamesRémi Verschelde
Node2D member renames.
2021-12-12Merge pull request #55821 from Chaosus/shader_fix_semicolonRémi Verschelde
2021-12-12Merge pull request #55825 from zaevi/fix_PluginConfigDialog_UIRémi Verschelde
2021-12-12Merge pull request #55816 from RandomShaper/fix_revert_null_defaultsRémi Verschelde
2021-12-12Merge pull request #55814 from williamd67/GPULightMapper-correct-colorsRémi Verschelde
2021-12-12Merge pull request #55729 from ↵Rémi Verschelde
cdemirer/fix-script-editor-unexpected-scroll-upon-resize
2021-12-12Merge pull request #55836 from jabcross/asset-selectableRémi Verschelde
2021-12-12Merge pull request #55828 from Calinou/doc-physics-angular-velocity-masterHugo Locurcio
2021-12-12Merge pull request #55860 from rcorre/mesh_typoRémi Verschelde
2021-12-12Document how to autoscroll ScrollContainer.Ryan Roden-Corrent
It is not uncommon to want to scroll to the most recently added child of a ScrollContainer (e.g. a chat box or activity log). This is a little tricky, since `ensure_control_visible` will not work on a node on the same frame as you add it. Let's at least document that you need to wait until the next frame. Relates to https://github.com/godotengine/godot-proposals/issues/3629. Co-authored-by: Yuri Sizov <pycbouh@users.noreply.github.com>
2021-12-12Fix typo in create_outline error message.Ryan Roden-Corrent
2021-12-12Merge pull request #55852 from jmb462/fix-bad-tooltip-offsetRémi Verschelde
2021-12-12Fix bad mouse offset to show tooltips in Treejmb462
2021-12-11Allow selection in asset descriptionjabcross
Many assets include links in the description. This change enables selection for the links, and other information such as version numbers, to be copied/pasted.
2021-12-11Document RigidBody2D/3D and particles' angular velocity unitsHugo Locurcio
2021-12-11Fix `PluginConfigDialog` UI brokenZae
2021-12-11Restore shader parsing errors with lack of semicolon in a blockYuri Roubinsky
2021-12-11Stop asuming a default value of NIL means there's no defaultPedro J. Estébanez
2021-12-11GPULightMapper: convert colors of lights to linearWilliam Deurwaarder
To make baked colors of lights equal to dynamic colors of lights they have to be converted to linear as the colors of dynamic lights are converted to linear by RendererSceneRenderRD.
2021-12-11Merge pull request #55808 from ellenhp/fix_ogg_is_playingRémi Verschelde
Fix OGG streams never ending playback
2021-12-10Fix OGG streams never ending playbackEllen Poe
2021-12-11Fix unexpected scroll on resize + consistent return valuecdemirer
2021-12-10Merge pull request #55736 from nekomatata/physics-apply-forcesCamille Mohr-Daurat
Improve RigidDynamicBody force and torque API
2021-12-10Merge pull request #55773 from nekomatata/fix-raycast-ccdCamille Mohr-Daurat
Fix rigid body ray cast CCD in 2D and 3D Godot Physics
2021-12-10Fix rigid body ray cast CCD in 2D and 3D Godot PhysicsPouleyKetchoupp
For 2D: Raycast CCD now works the same as in 3D, it changes the body's velocity to place it at the impact position instead of generating a contact point that causes a wrong push back. For both 2D and 3D: The raycast CCD process reads and modifies body velocities, so it needs to be moved to pre_solve() instead of setup() to be processed linearly on the main thread, otherwise multithreading can cause some CCD results to be randomly lost when multiple collisions occur.
2021-12-11Merge pull request #55801 from RaphaelAzev/issue-55746Rémi Verschelde
2021-12-10Improve RigidDynamicBody force and torque APIPouleyKetchoupp
Makes the API for forces and impulses more flexible, easier to understand and harmonized between 2D and 3D. Rigid bodies now have 3 sets of methods for forces and impulses: -apply_impulse() for impulses (one-shot and time independent) -apply_force() for forces (time dependent) applied for the current step -add_constant_force() for forces that keeps being applied each step Also updated the documentation to clarify the different methods and parameters in rigid body nodes, body direct state and physics servers.
2021-12-10Added check to get_all_locales to avoid adding duplicate locales to arrayraphaelazev
2021-12-10Merge pull request #55804 from godotengine/revert-49473-fix-auto-reload-scriptsRémi Verschelde
2021-12-10Revert "Fix auto reload scripts on external change"Rémi Verschelde
2021-12-10Merge pull request #55702 from nekomatata/physics-solver-settingsRémi Verschelde
2021-12-10Merge pull request #55792 from aaronfranke/miscRémi Verschelde
2021-12-10Misc build system fixesAaron Franke
2021-12-10Merge pull request #55519 from ↵Rémi Verschelde
Calinou/editor-spin-slider-float-draw-filled-slider
2021-12-10Merge pull request #55797 from KoBeWi/internal_shenanigansRémi Verschelde
2021-12-10Merge pull request #55770 from Calinou/shader-rename-hint-anisoRémi Verschelde
2021-12-10Merge pull request #40547 from KoBeWi/directory_inspectoryRémi Verschelde
2021-12-10Fix wrong internal children usage in BoxContainerkobewi
2021-12-10Rename `hint_aniso` to `hint_anisotropy` in the shader languageHugo Locurcio
The word "anisotropy" is used in full form in BaseMaterial3D's anisotropy-related properties.
2021-12-10Improve Directory content navigationTomasz Chabora
2021-12-10Merge pull request #51235 from AnilBK/awkward-funcsRémi Verschelde
2021-12-10Merge pull request #55723 from rydergaming/get-colliding-body-vehiclewheelRémi Verschelde
VehicleWheel can now return the surface it's colliding with.