Age | Commit message (Collapse) | Author |
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This makes built-ins easier to distinguish from keywords at a
quick glance.
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Mention C# gotchas in Object's dynamic call/set/connect methods
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Resize various dialogs
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Improve quick open performance and behaviour
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Document VehicleBody3D and VehicleWheel3D limitations
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Fix cancel/OK button order on macOS
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touilleMan/correct-Reference-is_reference-api.json
Correct is_reference attribute in api.json for Reference class
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touilleMan/correct-RichTextLabel.custom_effects-property-type
Correct RichTextLabel.custom_effects property type metadata
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Android: fix display server always alerting no Vulkan support
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touilleMan/missing-has_default_value-signals-api_json
Add missing has_default_value field for signals in api.json
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Fix some incorrect conversions which lead to crash in shaders
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Optimize the default iOS splash images
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Properly pass safe margin on initialization.
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[macOS] Fix window size on macOS Big Sur, use top-left corner as resize origin.
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This closes #34015.
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Disable file logging for the project manager
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Fixed visual shader editor not clearing colour regions
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UDPServer uses single socket, abstract clients.
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PO loader: Fix unclosed files and error messages
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Show gdscript warning in LSP without duplication.
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SCons: Do not enable werror=yes by default
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These classes have dozens of open bugs and missing features
which may not be fixed anytime soon.
It's probably better to document it upfront at this point.
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Fixes jitter.
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resource depency dialogs).
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Avoid overflow when calculating visible_cells
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UDPServer now uses a single socket which is shared with the
PacketPeerUDP it creates and has a new `poll` function to read incoming
packets on that socket and delivers them to the appropriate peer.
PacketPeerUDP created this way never reads from the socket, but are
allowed to write on it using sendto.
This is needed because Windows (unlike Linux/BSD) does not support
packet routing when multiple sockets are bound on the same address/port.
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as menu height), use top-left corner as resize origin instead of bottom-left.
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- Cache possible files and icons at popup
- Sort files with heapsort instead of selection sort
- Always scroll back to top (selection) upon refresh
- Scoring function: fix second case and remove expensive similarity computation for insignificant results.
- Only show a max amount of files (currently set at 300)
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Trying to get `f->get_path()` after deleting `f` was not super clever :)
Fixes #40324.
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My initial attempt changed this in the gdscript code, which resulted in
a duplicate warning name in the builtin editor. We should just append
the warning name in the LSP instead.
This uses parens to match what is shown in the builtin editor.
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This reverts commit de3ad3b30ecb8de1aa112df7d61630102f077b5b.
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Due to `user://` returning the current working directory when no
project is open, this caused logs to be written to `$HOME`
most of the time.
This closes #40305.
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Globally install Python libraries in GitHub Actions
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There are too many users who compile Godot from source and are not familiar
with the buildsystem or C/C++ compilation warnings, and thus report any kind
of yet-unfixed warning as a (often duplicate) bug.
Compiler warnings change at every compiler version and are different for each
compiler, so it's difficult to ensure that the codebase would always be 100%
warning-free, especially in the future.
I already disabled it for stable releases in #37958, but having it on non
stable commits could also become an annoyance in the future when trying to
bisect issues with a new compiler version which emits warnings unknown at
the time of commit.
TL;DR: Contributors, use `dev=yes` or `werror=yes`. CI does and won't let you
create new warnings ;)
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Extract remaining tabs from the ProjectSettingsEditor
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- Moved Localization and InputMap editor code to separate files.
- Removed empty method _item_checked from project_settings_editor.
- Reordered some code for better readability.
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Otherwise it uses ~/.local/bin which GitHub doesn't include in PATH
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Add C# XML documentation to core C# math types
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Syntax highlighter refactor
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Display error popup instead of crashing if Vulkan init failed.
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