Age | Commit message (Collapse) | Author |
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Fixes #32168.
Previously we were returning all key up and key down messages as unhandled to the OS. This was resulting in crashes on certain keypresses (left cursor), for undetermined reason.
This PR defaults all key up and keydown messages to be returned as handled by Godot, except those explicitly coded as exceptions (currently volume keys only).
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Fixed switching back to AnimationPlayerEditor with empty animation list
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Fix uninitialized arrays and dictionaries retaining value
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Leverage Android archive (AAR) file for Godot custom build
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Display the current zoom percentage in the 2D editor
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Improve the `Image.get_pixel()` and `Image.get_pixelv()` documentation
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Mention more caveats for custom mouse cursors in the documentation
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Fix const deceleration for inherited scripts above immediate parent
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Fix gles3 shader uniform vec3 error
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Fixed resource loading when editing built-in script from resource
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Add informational messages to various editors
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Produce an error when a class has the same name as a Singleton
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Computes UV coordinates of the canvas_item vertices of StyleBoxFlat
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Create shadow_vec for altering shadow computation
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Add Ability to Enable/Disable Shortcuts and Selection for LineEdit/TextEdit
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GDScript: add an optional message parameter to assert()
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FBX Importer - Maya material PBR path is read properly now
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RevoluPowered/feature/fix-blend-shape-disappearing
Fixed blend shapes disappearing in FBX Importer
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This reads materials properly from Maya and expands on existing functionality to make this work properly.
aiTextureType_SHININESS no longer used as not appropriate for PBR texture as it is legacy.
This fix will be also present in assimp soon.
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Co-authored-by: K. S. Ernest (iFire) Lee <ernest.lee@chibifire.com>
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Some formatting fixes in visual_shader_nodes.cpp
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Fix RichTextLabel Sanitization Runtime Error
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This makes it possible for the user to know precisely the current
zoom level. The zoom percentage can be clicked to reset it to 100%
(similar to Firefox).
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Fix HTML5 export after #30864
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Implement shader array support for varyings
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[Mono] Corrected rectangle intersection
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See #32147 and #32148.
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From issue #32089 -- I messed up the property hints by putting them
in the wrong location. Should be working as intended now.
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Before this patch, assert() only took the condition to assert on:
assert(item_data)
Now, it can optionally take a string that will be printed upon failure:
assert(item_data, item_name + " has no item data in ItemDatabase")
This makes it easier to immediately see what the issue is by being
able to write informative failure messages.
Thanks to @wiped1 for sharing their patch, upon which this is based.
Closes #17082
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immediate parent.
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Mono: Fix unable to create log file due to str_format bug
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Improve the `String::humanize_size()` method
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Mono: Fix PCK assembly paths when exporting from Windows
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Fix missing method for internal_MonoWindowsInstallRoot
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Fixes #27380
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This PR adds the ability to enable/disable shortcut keys and selection for LineEdit/TextEdit. It also updates the context menu when you disable/enable the shortcut keys or selection.
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Assembly paths were written to PCK files with backslash as path separator and PackedData only supports forward slash.
This would make exported games unable to find the assemblies.
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In 2.1 and 3.0, light_vec could be modified for altering shadow_computations.
But it broke shadows when rotating light. shadow_vec would do the same, but without breaking
shadows in rotated lights if not used.
Add inverse light transformation to shadow vec, so it's not affected when rotating lights;
Added usage define for shadow vec.
For shadow vec working properly when rotating a light, it's needed to multiply it by light_matrix normalized. Added usage define in order to don't do that if shadow_vec not used.
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If you somehow end up with a Singleton.gd that looks like this:
extends Node
class_name Singleton
func foo():
pass
You will get an error when using it in another file:
extends Node2D
func _init():
# Parser Error: Non-static function "foo" can only be called from an instance.
Singleton.foo()
This error is confusing. This patch ensures that an error on the class_name line will be produced:
Parse Error: The class "Singleton" conflicts with the AutoLoad singleton of the same name, and is therefore redundant. Remove the class_name declaration to fix this error.
Fixes #28187.
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- Use "B" insted of "Bytes" to be more compact
- Use suffixes that denote a binary prefix
- Make suffixes localizable
This removes the need for the custom
`EditorNetworkProfiler:_format_bandwidth()` method.
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sparkart/revert-30833-fix_inspector_clear_remote_node
Revert "Fix Clearing Inspector for Remote Node"
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