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paulloz/dotnet/fix-godot_variants-with-empty-type-field
C#: Populate `Type` field on `godot_variant` created in managed
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Rename `CanvasItem.update()` to `queue_redraw()`
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Fix GPUParticles2D ignoring AtlasTexture region
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`set_tooltip` -> `set_tooltip_text`
`get_tooltip` -> `get_tooltip_text`
For consistency:
`get_button_tooltip` -> `get_button_tooltip_text`
And the `tooltip` parameter in `add_button` was renamed to `tooltip_text`
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Properly handle theme changes in the Skeleton3DEditor
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Move GLTF camera and light conversion code into GLTFCamera and GLTFLight
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`SceneTreeDock` Allow/fix toggling unique name in owner for all selected nodes
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Calinou/material-tweak-default-alpha-scissor-threshold
Improve documentation for BaseMaterial3D's alpha scissor threshold
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Document 3D particle color properties requiring vertex color as albedo
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gongpha/update-animation-tree-editor-when-selected
Update all AnimationTree's editors when editing
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completes it
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Fix some editor theme regressions
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Let platforms override the sizing of Vulkan swapchain and window
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Attempts to set a Godot window to fullscreen prior to the window being
mapped would silently fail. This commit uses
_window_fullscreen_check to test if a window had been set to fullscreen
while unmapped, and if so, resets it to fullscreen once the window has
been successfully mapped.
Fixes #54065
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