Age | Commit message (Collapse) | Author |
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Provide the ability to override the command line arguments
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command line arguments
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Custom Skeleton3DEditorPlugin
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Fix assert message when no custom message is set
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Ignore invalid tablet driver name, when non are available.
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(4.0) Re-implement GodotPayment Android plugin using the Google Play Billing library
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Dynamic infinite 3D grid
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Fix: colorpicker margin bug fixed
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Update Mono C# warning to reflect latest list of platforms supported
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Simple fix for #38627. iOS (#20268) and HTML5 (#20270) removed from list of exceptions
for platforms supported in warning message.
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Perform a clean Gradle build if android plugins changed
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Fix parameters passing when emitting signal
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Stop ignoring hidden files and directories in the `assets` directory
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The issue was caused because we were using variables local to the `for` loop block.
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Fixes #38986
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Improve documentation of ProjectSettings::setup
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Subsequent PRs adding and fixing support for bundled PCKs
did not update the documentation /o\
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ThakeeNathees/dict-key-autocomplete-regression-fix
regression: dictionary key no autocomplete fix
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Fix JS audioContext parameters.
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Were not passed along correctly.
`latencyHint` is supposed to be in seconds, not milliseconds.
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Add `custom_modules` build option to compile external, user-defined C++ modules
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This patch adds ability to include external, user-defined C++ modules
to be compiled as part of Godot via `custom_modules` build option
which can be passed to `scons`.
```
scons platform=x11 tools=yes custom_modules="../project/modules"
```
Features:
- detects all available modules under `custom_modules` directory the
same way as it does for built-in modules (not recursive);
- works with both relative and absolute paths on the filesystem;
- multiple search paths can be specified as a comma-separated list.
Module custom documentation and editor icons collection and generation
process is adapted to work with absolute paths needed by such modules.
Also fixed doctool bug mixing absolute and relative paths respectively.
Implementation details:
- `env.module_list` is a dictionary now, which holds both module name as
key and either a relative or absolute path to a module as a value.
- `methods.detect_modules` is run twice: once for built-in modules, and
second for external modules, all combined later.
- `methods.detect_modules` was not doing what it says on the tin. It is
split into `detect_modules` which collects a list of available modules
and `write_modules` which generates `register_types` sources for each.
- whether a module is built-in or external is distinguished by relative
or absolute paths respectively. `custom_modules` scons converter
ensures that the path is absolute even if relative path is supplied,
including expanding user paths and symbolic links.
- treats the parent directory as if it was Godot's base directory, so
that there's no need to change include paths in cases where custom
modules are included as dependencies in other modules.
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It used APIs that were changed after the PR was last rebased.
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Improve the editor feature profiles UX
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OAHashMap crash fix and copy feature.
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Reverse mouse wheel in animation track editor
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Bring back and improve comments clarifying the new bug report template
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(would cause division by 0)
- Added possibility to copy an OAHashMap
- Added unit tests
This code is generously donated by IMVU.
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Fix resource preview in remote inspector
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Add configuration for GitHub issue templates
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This adds a few links on the issue creation page and disallows
creating blank issues (since all issues must follow the bug report
template).
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Proper surface reset when resuming app on Android
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Use long instead of int for object id in Android java wrapper
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Just re-creating the window instead of restarting the app entirely.
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Using int for 64-bit values might cause issues with objects not found
in ObjectDB when the id is truncated.
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Fix: #38998
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Fix Container sorting not working when overriding _sort_children in gdscript
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The specific case for object reference seems unnecessary, as `RES res = var`
already does the work. The case where REF is invalid is never hit in the case
of already freed objects.
The assignment `res = *r` was causing the resource to be always invalidated
on the 3.2 branch.
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Well, infinite for all intents and purposes.
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Fix editor ignoring 'single_window_mode' with no main scene
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Co-authored-by: Marios Staikopoulos <marios@staik.net>
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Add SCons option to not build C# solutions
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Previously the editor would ignore the 'single_window_mode' editor setting if
the edited project didn't have a main scene configured in the project settings.
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