Age | Commit message (Collapse) | Author |
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Use HSplit to resize presets and options panel on Export window
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Make export valid when setting custom packages for iOS
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even no templates installed.
all others export work as this already.
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[macOS] Fix missing mouse move event speed.
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Fix error explanation in core_bind Thread::_start_func
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Docs: fix arg name of toggled signal in BaseButton
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Fix UndoRedo operations for the new features in the Polygon2D UV Editor
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arg was renamed in #15530 but the description wasn't updated
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probably many recent bugs using GraphEdit
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This reverts commits 1025e3ecea67b90232cfdc9590a7ee8887efdcc8
and 799ed2b98984414fd3b7b667c5e3e5d2e6d35a66.
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Fix properties being lost when reloading placeholder GDScript instance
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Fix showing AnimatedTexture frame_* properties in editor
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Consistency in resource format saver/loader de-registration
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Regression from cd0b82fd56bdba5a4f1a057fd2d50854c1f503ef, it must be hidden from docs
(PROPERTY_USAGE_INTERNAL) but not from the editor.
Supersedes and fixes #24880.
Co-authored-by: QbieShay <cislaghi.ilaria@gmail.com>
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Fix broken encrypted scripts during export
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Use temporary cache directory instead of editor settings directory
in order to resolve encrypted file access needed for encrypting scripts
on all platforms.
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Some used 'is_valid()' checks, others not. Validity is already checked in 'unref()',
and 'remove_resource_format_*()' has an ERR_FAIL condition on 'is_null()' already
(which shouldn't happen since we're only unregistering things that we previously
registered.
Also add missing GDCLASS statement in ResourceFormatLoaderVideoStreamGDNative,
missed in #20552 which was last amended before #19501 was merged.
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Remove vsgdnative loader on exit
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Fixes 2D bones selection
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During reloading in `GDScriptLanguage::reload_all_scripts` a placeholder instance that must remain so is replaced with a new placeholder instance. The state is then restored by calling `ScriptInstance::set` for each property. This does not work if the script is missing the properties due to build/parse failing.
The fix for such cases is to call `placeholder_set_fallback` instead of `set` on the script instance.
I took this chance to move the `build_failed` flag from `PlaceHolderScriptInstance` to `Script`. That improves the code a lot. I also renamed it to `placeholder_fallback_enabled` which is a much better name (`build_failed` could lead to misunderstandings).
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New contributors added to AUTHORS:
@clayjohn, @lupoDharkael, @supagu, @timoschwarzer, @Xrayez
Thanks to all contributors and donors for making Godot possible!
[ci skip]
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[Regression] Hides error_label of state machine on the first time.
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Added interface for GDNative Videodecoder.
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Fix a nested ysort invalid memory read again
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Travis: Use pip to install SCons on OSX
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Not sure why we switched from homebrew to scons-local anymore,
but pip should work just fine and is recommended by upstream.
Downloads of scons-local from SourceForge were quite iffy, so
this should help avoid CI errors due to not having downloaded
SCons successfully.
Setting Python's user binary PATH seems necessary on Travis/OSX
as per travis-ci/travis-ci#5030 (confirmed that 'scons' is not
in PATH without it).
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Fixes #24755
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AnimationNodeTransition name begins from 0
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Fix "Whole Words" and "Match Cases" checkbox behavior in "Find in Files"
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Update IME text only for focused input controls.
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Fix strip out spaces while generating serial number for node name
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Don't use -ffast-math or other unsafe math optimizations
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and added "state" string for default name not to confuse it as number
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Match case check box was used for whole words as well as match case.
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Godot supports many different compilers and for production releases we
have to support 3 currently: GCC8, Clang6, and MSVC2017. These compilers
all do slightly different things with -ffast-math and it is causing
issues now. See #24841, #24540, #10758, #10070. And probably other
complaints about physics differences between release and release_debug
builds.
I've done some performance comparisons on Linux x86_64. All tests are
ran 20 times.
Bunnymark: (higher is better)
(bunnies) min max stdev average
fast-math 7332 7597 71 7432
this pr 7379 7779 108 7621 (102%)
FPBench (gdscript port http://fpbench.org/) (lower is better)
(ms)
fast-math 15441 16127 192 15764
this pr 15671 16855 326 16001 (99%)
Float_add (adding floats in a tight loop) (lower is better)
(sec)
fast-math 5.49 5.78 0.07 5.65
this pr 5.65 5.90 0.06 5.76 (98%)
Float_div (dividing floats in a tight loop) (lower is better)
(sec)
fast-math 11.70 12.36 0.18 11.99
this pr 11.92 12.32 0.12 12.12 (99%)
Float_mul (multiplying floats in a tight loop) (lower is better)
(sec)
fast-math 11.72 12.17 0.12 11.93
this pr 12.01 12.62 0.17 12.26 (97%)
I have also looked at FPS numbers for tps-demo, 3d platformer, 2d
platformer, and sponza and could not find any measurable difference.
I believe that given the issues and oft-reported (physics) glitches on
release builds I believe that the couple of percent of tight-loop
floating point performance regression is well worth it.
This fixes #24540 and fixes #24841
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support.
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Make tooltips display for nested resources
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RandomPCG randf/randd functions typos fix
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