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2021-03-08i18n: Sync translations with WeblateRémi Verschelde
(cherry picked from commit f1f472439ed8043ab6b625c42ff2682476e56b5d)
2021-03-08Update AUTHORS and DONORS listRémi Verschelde
New contributor added to AUTHORS: @Ev1lbl0w Thanks to all contributors and donors for making Godot possible!
2021-03-08Merge pull request #46795 from angad-k/use_collision_mask_in_vehicle_raycastRémi Verschelde
use collision mask in vehicle raycast
2021-03-08Merge pull request #46796 from Faless/js/4.x_pwa_simpleRémi Verschelde
[HTML5] Add PWA support to the editor page.
2021-03-08[HTML5] Add PWA support to the editor page.Fabio Alessandrelli
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.
2021-03-08[HTML5] Catch audio worklet errors on disconnect.Fabio Alessandrelli
Which could happen if the worklet was not fully loaded, or the audio context had already aborted.
2021-03-08use collision mask in vehicle raycastAngad Kambli
2021-03-08Merge pull request #46792 from akien-mga/linux-fix-detect_prime-steamRémi Verschelde
Linux: Fix PRIME detection on Steam
2021-03-08Merge pull request #46771 from socket220/masterRémi Verschelde
pop-up usability enhancement for support-level button
2021-03-08Linux: Fix PRIME detection on SteamRémi Verschelde
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>
2021-03-08Merge pull request #46174 from xill47/mono-appdomain-unhandled-exception-eventRémi Verschelde
Added mono_unhandled_exception call to unhandled_exception hook
2021-03-08Added mono_unhandled_exception call to unhandled_exception hookIlya Kuznetsov
2021-03-08Merge pull request #46787 from nemerle/fix_animation_track_editor_opt_confirmRémi Verschelde
Fix incorrectly connected optimize_dialog/confirmed signal in AnimationTrackEditor
2021-03-08fix incorrectly connected optimize_dialog signalnemerle
2021-03-08Merge pull request #46776 from jmb462/fix-label-visible_characters_bad_precisionRémi Verschelde
fix Label visible_characters bad precision (Fix #46775)
2021-03-08Merge pull request #46782 from bruvzg/fix_def_theme_sizeRémi Verschelde
Improve bitmap font scaling. Fix default theme font size.
2021-03-08Merge pull request #43459 from MaxMutantMayer/hashing_context_unit_testsFabio Alessandrelli
Add unit tests for HashingContext
2021-03-08Improve bitmap font scaling. Fix default theme font size.bruvzg
2021-03-08Merge pull request #46642 from BastiaanOlij/sdfgi_rename_and_cleanupRémi Verschelde
Renamed SDGIShader to SDFGIShader and moved a bunch of things to private
2021-03-07fix Label visible_characters bad precisionjmb462
2021-03-07Merge pull request #46774 from akien-mga/scons-respect-pathRémi Verschelde
SCons: Fix parsing PATH when constructing base environment
2021-03-07SCons: Fix parsing PATH when constructing base environmentRémi Verschelde
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`.
2021-03-07Merge pull request #46769 from Calinou/assetlib-widen-pagination-buttonsRémi Verschelde
Make the pagination buttons wider in the asset library browser
2021-03-07mod: pop-up usability enhancement for support buttongatalskii
Now after choosing support level pop-up doesn't hide after each click
2021-03-07Add unit tests for HashingContextMaximilian Mayer
2021-03-07Make the pagination buttons wider in the asset library browserHugo Locurcio
This makes the page number buttons easier to click.
2021-03-07Merge pull request #46572 from ↵Rémi Verschelde
jmb462/fix-selection-error-after-commenting-or-indenting Fix selection error after commenting or indenting text (Fix #46477 issue)
2021-03-07Merge pull request #46627 from ↵Rémi Verschelde
jmb462/fix-incorrect-autoindentation-in-multiline-brackets Fix incorrect auto-indentation in multiline brackets (fix #46384)
2021-03-07Merge pull request #46760 from qarmin/fix_memory_leak_vulkanRémi Verschelde
Fix memory leak in VulkanContext
2021-03-07Fix memory leak in VulkanContextRafał Mikrut
2021-03-07Merge pull request #46643 from YeldhamDev/hide_all_the_thingsRémi Verschelde
Hide more options of disabled properties
2021-03-07Merge pull request #46386 from KoBeWi/projekt_settingzRémi Verschelde
Clarify ProjectSettings.save for exported projects
2021-03-07Allow to save override.cfg with ProjectSettingskobewi
2021-03-07Merge pull request #46713 from neikeq/csharp-source-generators-initRémi Verschelde
Add C# source generator for ScriptPathAttribute
2021-03-07Merge pull request #46704 from Duddino/masterRémi Verschelde
Checking if there is a collider when calling `SoftBody::remove_collision_exception_with`
2021-03-07Merge pull request #46739 from KoBeWi/hungry_spinbox_eats_cursorRémi Verschelde
Release mouse when SpinBox leaves scene tree
2021-03-07Merge pull request #46742 from bruvzg/thread_id_fixRémi Verschelde
Improve thread IDs to avoid collisions with threads not created by the Godot API.
2021-03-07Improve thread IDs to avoid collisions with threads not created by the Godot ↵bruvzg
API.
2021-03-06Release mouse when SpinBox leaves scene treekobewi
2021-03-06Add C# source generator for a new ScriptPath attributeIgnacio Etcheverry
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.
2021-03-06Merge pull request #46641 from KoBeWi/unsaved_foreverRémi Verschelde
Don't save unchanged script upon closing
2021-03-06Don't save unchanged script upon closingkobewi
2021-03-06Merge pull request #46728 from Faless/js/4.x_fetch_worldRémi Verschelde
[HTML5] Replace XMLHttpRequest(s) with Fetch.
2021-03-06Merge pull request #46727 from RandomShaper/fix_nfs_crashRémi Verschelde
Fix crash on cleanup of EditorFileServer
2021-03-06Fix crash on cleanup of EditorFileServerPedro J. Estébanez
2021-03-06Added some checks to prevent accessing a null colliderDuddino
Previously godot would try to access `CollisionObjectBullet::bt_collision_object` even if it was null. Fixes #46651
2021-03-06[HTML5] Replace XMLHttpRequest with Fetch.Fabio Alessandrelli
This has some advantages: - Streaming/chunked response support. - Broader headers support.
2021-03-06Merge pull request #46686 from akien-mga/doc-irc-rocketchatRémi Verschelde
Link to Godot Contributors Chat instead of IRC
2021-03-05Merge pull request #46709 from Ev1lbl0w/bugfix-negative_vramRémi Verschelde
Fix negative VRAM values
2021-03-05Fix negative VRAM valuesEv1lbl0w