Age | Commit message (Collapse) | Author |
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(cherry picked from commit f1f472439ed8043ab6b625c42ff2682476e56b5d)
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New contributor added to AUTHORS:
@Ev1lbl0w
Thanks to all contributors and donors for making Godot possible!
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use collision mask in vehicle raycast
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[HTML5] Add PWA support to the editor page.
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This allows to install it as an app, and provide offline support (after
the first run).
Practically, this boils down to adding a JSON file as a manifest, an
offline page to be displayed when the cached files are not avaialble,
and a JS file to cache resources and return them.
The reason for the "first run requirements" is that some browsers, will
emit an "install" by just visiting the page (to see if the JS code is
compatibile), and we do not want to force casual visitors to just
download the 10 MiB+ compressed editor WebAssembly file without pressing
the start button.
Special thanks to Hugo Locurcio (Calinou) for the initial work.
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Which could happen if the worklet was not fully loaded, or the audio
context had already aborted.
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Linux: Fix PRIME detection on Steam
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pop-up usability enhancement for support-level button
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To avoid trying to do PRIME detection on fake `libGL.so` as used by e.g.
Renderdoc or Primus, we skip detection if there's a `libGL.so` in
`LD_LIBRARY_PATH`... and our luck is that Steam defines it and includes
system paths too, thus the actual system `libGL`... 🤦
So if we detect Steam, we skip this check.
Co-authored-by: Hein-Pieter van Braam-Stewart <hp@tmm.cx>
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Added mono_unhandled_exception call to unhandled_exception hook
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Fix incorrectly connected optimize_dialog/confirmed signal in AnimationTrackEditor
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fix Label visible_characters bad precision (Fix #46775)
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Improve bitmap font scaling. Fix default theme font size.
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Add unit tests for HashingContext
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Renamed SDGIShader to SDFGIShader and moved a bunch of things to private
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SCons: Fix parsing PATH when constructing base environment
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We constructed the SCons environment without taking any (shell) environment
variables into account, and then appended a few, but too late. This would
cause variables like `env[CXX]` not to be properly expanded to respect a
non-standard `PATH`.
With this fix, setting:
```
PATH=$GODOT_SDK/bin:$PATH
```
will now properly use `$GODOT_SDK/bin/gcc` if available over `/usr/bin/gcc`.
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Make the pagination buttons wider in the asset library browser
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Now after choosing support level pop-up doesn't hide after each click
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This makes the page number buttons easier to click.
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jmb462/fix-selection-error-after-commenting-or-indenting
Fix selection error after commenting or indenting text (Fix #46477 issue)
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jmb462/fix-incorrect-autoindentation-in-multiline-brackets
Fix incorrect auto-indentation in multiline brackets (fix #46384)
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Fix memory leak in VulkanContext
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Hide more options of disabled properties
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Clarify ProjectSettings.save for exported projects
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Add C# source generator for ScriptPathAttribute
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Checking if there is a collider when calling `SoftBody::remove_collision_exception_with`
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Release mouse when SpinBox leaves scene tree
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Improve thread IDs to avoid collisions with threads not created by the Godot API.
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API.
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This source generator adds a newly introduced attribute,
`ScriptPath` to all classes that:
- Are top-level classes (not inner/nested).
- Have the `partial` modifier.
- Inherit `Godot.Object`.
- The class name matches the file name.
A build error is thrown if the generator finds a class that meets these
conditions but is not declared `partial`, unless the class is annotated
with the `DisableGodotGenerators` attribute.
We also generate an `AssemblyHasScripts` assembly attribute which Godot
uses to get all the script classes in the assembly, eliminating the need
for Godot to search them. We can also avoid searching in assemblies that
don't have this attribute. This will be good for performance in the
future once we support multiple assemblies with Godot script classes.
This is an example of what the generated code looks like:
```
using Godot;
namespace Foo {
[ScriptPathAttribute("res://Player.cs")]
// Multiple partial declarations are allowed
[ScriptPathAttribute("res://Foo/Player.cs")]
partial class Player {}
}
[assembly:AssemblyHasScripts(new System.Type[] { typeof(Foo.Player) })]
```
The new attributes replace script metadata which we were generating by
determining the namespace of script classes with a very simple parser.
This fixes several issues with the old approach related to parser
errors and conditional compilation.
It also makes the task part of the MSBuild project build, rather than
a separate step executed by the Godot editor.
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Don't save unchanged script upon closing
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[HTML5] Replace XMLHttpRequest(s) with Fetch.
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Fix crash on cleanup of EditorFileServer
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Previously godot would try to access
`CollisionObjectBullet::bt_collision_object` even if it was null.
Fixes #46651
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This has some advantages:
- Streaming/chunked response support.
- Broader headers support.
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Link to Godot Contributors Chat instead of IRC
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Fix negative VRAM values
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