Age | Commit message (Collapse) | Author |
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This adds `custom_modules_recursive` which allows to detect and collect
all nested C++ modules which may reside in any directory specified by
`custom_modules` option.
The detection logic is made to be more strict because `SCSub` may be
used for organizing hierarchical builds within a module itself, so the
existence of `register_types.h` and `config.py` is checked as well
(these are all required for a C++ module to be compiled by Godot).
For performance reasons, built-in modules are not checked recursively,
and there's no benefit of doing so in the first place.
It's now possible to specify a directory path pointing to a *single*
module, as it may contain nested modules which are detected recursively.
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Rename button group property to button_group
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Minor improvements to the Polygon 2D UV editor
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Klowner/fixes/41885-android-export-month-timestamp
Fix android apk contents having mtime 1 month in future
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minizip documentation describes tm_mon as expecting the number of months
since January - [0, 11], but the month returned by OS.get_date() is in
the range of [1, 12].
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Shows ColorRect in Color constants autocompletion
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C#: Re-work solution build output panel
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- Removed item list that displayed multiple build
configurations launched. Now we only display
the last build that was launched.
- Display build output next to the issues list.
Its visibility can be toggled off/on.
This build output is obtained from the MSBuild
process rather than the MSBuild logger. As such
it displays some MSBuild fatal errors that
previously couldn't be displayed.
- Added a context menu to the issues list with
the option to copy the issue text.
- Replaced the 'Build Project' button in the panel
with a popup menu with the options:
- Build Solution
- Rebuild Solution
- Clean Solution
- The bottom panel button was renamed from 'Mono'
to 'MSBuild' and now display an error/warning icon
if the last build had issues.
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Fix invalid method names
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CI: Refactor Android workflow, use pre-installed SDK and NDK
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No need to waste time downloading all this when it's readily available :)
Also use the official action to setup Java 8.
Also build both architectures (armv7 and arm64v8) and generate the APK,
so we can upload it.
Remove now unused and outdated `misc/ci/android-tools-linux.sh`.
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Add `border_width` to `ReferenceRect`
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Add name and base type to Variant::InternalMethod (on debug)
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fix(editor): Create new icon for TileMap Rectangle
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Favor project.binary over project.godot
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Update freetype to 2.10.4
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This is useful to showing error messages when a pointer to an
InternalMethod is the only information available.
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CI: Set debug_symbols=no for template builds
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ref: #42972
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This keeps their size small and allows to compare size changes on templates
in PRs, as the template size is what is most relevant to users.
For editor builds we keep debug symbols so they can be used to debug crashes.
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Cross-reference `ColorRect` and `ReferenceRect` in the class reference
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Revert "fix(editor): TileMap Fill Rectangle icon"
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Shader globals bugfixes
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Fix custom property editor to correctly show Basis
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fix(editor): TileMap Fill Rectangle icon
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The default color was blue which is the active color, changed it to be gray by default.
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Fix textureSize & texelFetch shader compilation errors
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Remove printing of windowpos/screenpos inside MenuButton::pressed
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- shader globals editor displays properties correctly
- fixed some errors how globals were transferred
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CI: Don't upload linux-sanitizers artifacts
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It's 1.5 GB, that's maybe a bit overkill.
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Remove unused `#define` from the tonemap shader
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Fix handling of scope for local GDScript variables
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Array/Dictionary Nodes no more reduced to array/dictionary variant
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It was a leftover from an earlier version of the debanding PR
which used a simpler (but less effective) algorithm.
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Add initialization for the language before GDScript debug tests
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[macOS] Suppress momentum scrolling after key press.
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[4.0] [iOS] InAppStore fixes
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This ensures that the tests will use a full environment with correct
settings so global classes and autoloads can be properly found.
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They use the same underlying `CanvasItem.draw_rect()` API.
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