Age | Commit message (Collapse) | Author |
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This also makes borders always display in the editor theme,
even if the editor scale is below 100%. Otherwise, "focus" outlines
would vanish when using an editor scale below 100%,
which harms usability.
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Make Path3D handles visible and consistent with 2D.
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Resolves godotengine/godot-proposals#1246.
It is difficult to tell the difference between the handles for adjusting
curves and the points themselves when looking at a Path gizmo.
This re-uses the icons used for Path2D.
Unlike Path2D, this does not use a different icon for smooth vs sharp
points, as using a potentially different material for each point would
prevent batching the points in add_handles (and adding them out-of-order
messes up other logic based on handle indices).
This includes a public API change to allow specifying a texture for a
handle material. This allows spatial gizmo plugins to customize the way
a handle is rendered, if desired, but does not break existing behavior
(as providing no texture uses the default).
The path handle icons were resized as well. 16x16 is the standard icon
size. These icons were 10x10 rather than 16x16, and appeared rather
small in the editor.
To resize, I:
- Opened the original in Inkscape
- Resized the document to 16x16
- Opened the transform dialog
- Scaled by 160% proportionally
- Used Align/Distribute to center on the page
- Saved the document
- Cleaned with `svgcleaner --multipass`
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Docs: MeshDataTool: showcase tool in code example
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Add icons for the 'CanvasGroup' and 'CodeEdit' nodes
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Document InstancePlaceholder.create_instance not being thread-safe.
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Restore screenshot button.
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Removing unneeded FuncRef code in C#
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Keep cursor relative position after move lines up/down in text editor
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Refactor variant built-in methods yet again.
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* Using C-style function pointers now, InternalMethod is gone.
* This ensures much better performance in typed code.
* Renamed builtin_funcs to utility_funcs, to avoid naming confusion
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Minor clamp and float fixes
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Expose LineEdit scroll offset to scripts
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[HTML5] Port inline JS code to libraries, AudioWorklet support.
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Create Variant built-in functions.
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-Moved Expression to use this, removed its own.
-Eventually GDScript/VisualScript/GDNative need to be moved to this.
-Given the JSON functions were hacked-in, removed them and created a new JSONParser class
-Made sure these functions appear properly in documentation, since they will be removed from GDScript
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Rewrote AudioDriverJavaScript to support multiple processor nodes.
The old (and deprecated) ScriptProcessorNode when threads are not
available, and the new AudioWorklet API when threads are enabled.
The new implementation uses two ring buffers and a shared state to
communicated with the AudioWorklet thread.
The audio.worklet.js JavaScript file is always added to the export
template, but only really used (and downloaded) in the thread build.
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Checking for half_image_size[ x & y ] to be non-negative.
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This make sure that (1x1) , (1 x X) and (X , 1) pixel images using sub-sampling will get correct half_image_size i.e NON-NEGATIVE.
fix : https://github.com/godotengine/godot/issues/42363
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doc: Add template to document Variant operators, fixups to #43419
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[iOS] [4.0] iOS Plugins
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Remove Attempted to free invalid ID error
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- Escape the method names as e.g. `operator <` is invalid XML.
- Add a hack to merge all String % operator definitions for each Variant type
as a single one with `Variant` argument type.
- Add support for the new qualifiers in makerst.py.
- Drop unused `doc_merge.py`, seems to date back to when we had all the
documentation in a single `classes.xml`.
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Plugins can use 'binary_name.a' or 'binary_name.release.a' and 'binary_name.debug.a' for plugin library.
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Added plugin configuration.
Export options now use plugins that could be enabled/disabled.
Plugin changes are observed at runtime.
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Moved previously builtin modules 'GameCenter', 'AppStore', 'iCloud' to separate modules to be represented as plugin.
Modified 'ARKit' and 'Camera' to not be builtin into engine and work as plugin.
Changed platform code so it's not affected by the move.
Modified Xcode project file to remove parameters that doesn't make any effect.
Added basic '.gdip' plugin config file.
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KoBeWi/add_an_array_to_another_array_but_with_a_method
Add append_array() method to Array class
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Fix completion for built-in load() function
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Register methods for drawing 3D editor overlays
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Updated gd_glue.cpp to work in the variant refactoring (Mono enabled)
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The API is implemented in javascript, and generates C functions that can
be called from godot.
This allows much cleaner code replacing all `EM_ASM` calls in our C++
code with plain C function calls.
This also gets rid of few hacks and comes with few optimizations (e.g.
custom cursor shapes should be much faster now).
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Clarify that code in `assert()` should avoid side effects
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Without this change the engine dont compile with the mono module enabled.
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Improve/fix packed data API
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[Docs] Add C# example for EditorPlugin::forward_canvas_draw_over_viewport
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