Age | Commit message (Collapse) | Author |
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* Removed the pointers to PhysicalBone in the code, as they were unused.
* Forward ported the SkeletonIK bone scaling fix I made from Godot 3.2 to Godot 4.0.
* Fixed issue where the root bone in the IK chain would not rotate correctly.
* The issue turned out to be the update_chain function being called in solve. This would override the root bone transform incorrectly and that would cause it not to rotate after just a single solve. Removing the update_chain function fixes the issue and based on my testing there are no adverse effects.
* While the old fix on this PR (prior to a force push) required a hack fix, this new fix does not!
* Removed the update_chain function. This change doesn't appear to have any adverse effects in any of the projects I tested (including with animations, Skeleton3D or otherwise, from AnimationPlayer nodes!)
* Fixed issue where the scale of the Skeleton node would change the position of the target, causing it not to work with skeletons that have a global scale of anything but 1.
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Handle gone TabContainer popup nicely
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Optimize class icon loading
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Fix default editor/project Button styles after ToolButton removal
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Before this fix, all Buttons made with the default project theme
looked flat until hovered.
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(cherry picked from commit bd7192572697e919a8eb7cf6d8b44d699dae24c9)
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Fix overlapping hotkey designations
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`get_global_class_name` for `GDScriptLanguage` is slow because
it forces to parse an entire script each time. This patch ensures
that the icon is actually fetched from the EditorData where they
are loaded beforehand.
This change also makes the behavior consistent with the existing
`get_object_icon` method in EditorNode.
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Tween.xml word order fix
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Fix error label clicking in status bar for shader editor
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C#: Fix completion request with case insensitive resource path
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Sometimes Visual Studio documents have the root path all in upper case.
Since Godot doesn't support loading resource files with a case insensitive path,
this makes script resource loading to fail when the Godot editor gets code
completion requests from Visual Studio.
This fix allows the resource path part of the path to be case insensitive. It
still doesn't support cases where the rest of the path is also case insensitive.
For that we would need a proper API for comparing paths. However, this fix
should be enough for our current cases.
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Change the word order of '...the where...' into '...where the...'.
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Clarify what a string being empty means
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Should close https://github.com/godotengine/godot-docs/issues/2432
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Enable finer grained control when creating polygon with UV Editor
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Modifies polygon auto-completion based on UV editor scale, in order
to enable finer grained control for the user. Enables selection of
points closer than the current threshold of 8 pixels.
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Draw horizontal lines and labels in the editor performance monitors
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Crypto enhancements, AESContext, RSA public key, signature, verification.
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Follow up cleanup for the godotpayment project module
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Fix MinGW build (use uninitialized `ofs` variable introduced in 39701).
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[Windows] Fix mouse cursor not shown after multiple mode changes.
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changes, ensure mouse_mode is set before `cursor_set_shape` is called to restore cursor.
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Remove GodotPayment android plugin
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Avoid errors when the editor camera is inside the focused object
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[macOS] Fix mouse cursor not shown after multiple mode changes.
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Prevent the gizmo distance from being zero by MAX-ing it with CMP_EPSILON
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Fix crashes with invalid shapes in BulletPhysicsDirectSpaceState queries
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CGDisplayShowCursor.
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This is now available in a separate repository
at https://github.com/godotengine/godot-google-play-billing
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(cherry picked from commit 000db65d40ede5b8cab1ce91f604c359e66f10bb)
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Fix Joint2D disable collision description.
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Fix "Fully Axis-Locked" Freelook Navigation Scheme
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Document how Vector2, Vector3 and Color behave in a boolean context
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This partially addresses
https://github.com/godotengine/godot-proposals/issues/1014.
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Enable Bullet DEBUG on debug builds.
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No longer scroll vertically when scrollbars are unavailable
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Check for motion in cast_motion() before doing Bullet convexSweepTest().
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Fix creation of duplicate faces in CSG merge faces.
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Also ensure that default closest_safe and closest_unsafe values are
defined in cast_motion() and before cast_motion() is called.
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See #39731.
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that need to split faces when avoiding creating degenerate faces
while merging CSG faces.
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Project Settings 'restart' message put focus on editor rather than project itself
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