Age | Commit message (Collapse) | Author |
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supports: LinuxBSD, Windows, macOS, iOS, Android, UWP
Co-authored-by: bruvzg
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Fix sorting of uniform items in the material properties
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Update checked based on the variant type of the value
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Fix crash open opening Add Metadata dialog
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Free preview sun and environement on editor close
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Fix MOUSE_MODE_CAPTURED not working correctly with popups
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Use embedding viewport instead of parent viewport to determine popup rect
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Fix empty text in the add button when editing nodes with items
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Move some static methods to `Animation` from `Variant` for refactoring `Animation` and `Tween`
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Add class descriptions for Texture2DArray, CubemapArray and ImageTextureLayered, plus overhaul TextureLayered
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Improve volumetric fog and FogVolume documentation
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Fix/restore BackBufferCopy
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Allow negative `speed_scale` in AnimatedSprite2D & 3D
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[macOS] Remove tabs for "Quit" menu item.
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Remove unused `abort_scan` variable
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Co-authored-by: Chia-Hsiang Cheng <garychia@users.noreply.github.com>
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Previously, they would only be freed if they were in the editor node tree.
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Fix XR rendering in 'opengl3' driver and expose true size via the Viewport node
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In `EditorProperty::update_revert_and_pin_status`, if `checkable` is `true`, update `checked` based on the variant type of the value, and rename the function as `EditorProperty::update_editor_property_status`.
**Known problems:**
1. Unable to check Checkbox for properties of type `Object` when it is unchecked. This is probably because during value store/fetch, the `nullptr` (variant type is `Variant::OBJECT`) eventually becomes `Variant()` (variant type is `Variant::NIL`).
2. For theme overrides, click the revert icon will uncheck the Checkbox. This is probably because `EditorPropertyRevert::get_property_revert_value` returns `Variant()`.
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[macOS] Fix redraw lag at the edge of the resizing window.
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Check TreeItem for nullptr before accessing.
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Rindbee/fix-property-link-not-work-in-MultiNodeEdit
Set the changed field to empty (meaning all) if the link button is pressed
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Fix GDScript preload fails in standalone build unless files are present in directory
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Fix theme methods usage in docs
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Fix invalid C# in crypto docs
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Fix redraw timing in `AnimationBlendTreeEditor`
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Extract shared scene data into a separate class
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Use variadic template in `vformat()` (allow more than 5 arguments)
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Test, refactor and fix a bug in Basis.get_axis_angle
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C#: Move signal documentation to the event
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directory
Fixes #56343.
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Move signal documentation from the delegate to the event and also
deprecate the event if the signal is deprecated.
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- Fix usages of `get_icon` that was renamed
`get_theme_icon`.
- Replace `new Control().get_font*` with
`ThemeDB.fallback_font*`.
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Fix NuGet fallback folder packages
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- Creates a `Godot.Offline.Config` file to configurate NuGet with
Godot's fallback folder. This is easier because now we can assume we can
override the entire file since user config will likely be in the default
`NuGet.Config` file or an additional `*.config` file.
- Ensure the NuGet fallback folder is created at the same time it is
added to the NuGet configuration so future builds don't fail.
- Add `GodotSharp` and `GodotSharpEditor` packages to the fallback folder.
- Add `.nupkg.metadata` file to packages in fallback folder.
- Refer to `Godot.SourceGenerators` using the specific non-floating version
since floating versions don't seem to work with fallbackPackageFolders.
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At long last!
We're now pretty much feature complete (with a few exceptions which might
still make their way to future betas) and ready to move on to the consolidation
and bugfixing beta phase.
The API is more or less settled for 4.0, though we still reserve the right to
do changes if we see that it's really for the better - but from here on we'll
do our best to ensure that early adopters of 4.0 beta have an easy upgrade path
to future beta and eventually stable releases.
A million of thanks to all contributors who worked so hard on shaping Godot 4.0
over the past 3 years! Git counts nearly a thousand of you authoring close to
11,000 unique commits (excluding merge commits). You're all breathtaking! <3
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Clarify text in project conversion dialogs
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