Age | Commit message (Collapse) | Author |
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Ensure indentation works properly in rich text
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Prevent VehicleBody contact damping from exceeding the baseline value…
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Fix updating of collision shape when the transform is set
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Fix scoped enum value reference, breaks GCC 5
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Add docstring for Object.set_deferred
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Area2D: Fix argument type of body_* signals
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Fix PoolVector resize and subarray.
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Introduced in #29376 and recent compilers are fine with it, but GCC 5
complains.
Fixes #30044.
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Those signals receive either a PhysicsBody2D or a TileMap object,
and what the emitting method checks internally is only that the
object is a Node. In theory any Node could go through these signals
if they talk directly to the PhysicsServer2D.
Also updated docs.
Fixes #27076.
Might need further (compat breaking) improvement as this API is a
bit confusing, cf. #24739.
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Fix some keyboards not working with Android
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Fixed script and visibility icons's highlight height in tree
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Set to enum variables, only correct values
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Check if autoload nodes are != NULL before deleting them
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This fixes #27854
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Properly set emitting when particles restart
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Fix undo references for conversion to CPUParticles
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TextEdit: Correct typo that broke custom selected font color
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The 'undo' reference should be the node to free when the undo history
is lost, i.e. the original (GPU) Particles node. Similarly, the 'do'
reference should point to the CPUParticles (result of the 'do' call).
Fixes #29742.
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Change several font_selected_color to font_color_selected; the actual name of the override
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Add NULL check in SSL connect_to_stream
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The first used to accept negative values, the second would crash if out
of bound.
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Display invalid value keys in AnimationTrackEdit
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Saving/deleting editor layouts dialog with layout list
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Center script line when double clicked on error in debugger
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Fix expression node crashes
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Godot 2.1 and 3.0 had this feature but it was lost in the rewrite
of the animation editor in 3.1.
Drop unused KeyValid icon, since all valid keys now have a custom
type icon.
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TileSet: Don't error out on tile_ getters with wrong shape id
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Partial revert of 02319dceb2e17184eb765c67719a306f56dafc1b,
previous code handled this cases without errors and the TileSet and
TileSetEditorPlugin are written with the expectation that those will
not error out.
This is a bit wonky and these classes should likely be refactored,
but until then it's best to keep things as they were.
Fixes #29962.
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SCons: Default to builtin libpng/freetype on Linux
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The rationale for keeping those shared by default is that they're typical
dependencies found on any Linux system, and it saves compilation time and
binary size to link their dynamically.
But since official builds default to all-builtin, and Debian/Ubuntu still
don't have libpng16 (which we now require) readily available on all their
supported releases, it's simpler to bundle all the things.
This does not change the fact that those dependencies *can* be unbundled
on Linux, it's only the default option changing.
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Add option to toggle console window
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Curve: Prevent forcing 1.0 min value to 0.99
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The setters are called when the property is first initialized, and before
that its default min and max are 0.0 and 1.0 respectively.
If you configured min_value to 1.0 and max_value to e.g. 3.0, since the
min_value setter can be called before that of max_value (which thus still
defaults to 1.0), the min will be set to 0.99.
Same conflict could happen with a configured max_value of 0 if its setter
is called before that of a valid, negative min value.
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Particles: Fix uninitialized angular velocity, fix inconsistency in linear velocity between CPU and GPU Particles
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Improve the `Engine.get_version_info()` documentation
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Right now it would take garbage values when loading scenes,
which could end up written to the scene file.
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This documents some keys that were missing and improves formatting.
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Fixes #17004
Currently the keydown and keyup messages are handled with method like this:
if ((source & InputDevice.SOURCE_JOYSTICK) == InputDevice.SOURCE_JOYSTICK
|| (source & InputDevice.SOURCE_DPAD) == InputDevice.SOURCE_DPAD
|| (source & InputDevice.SOURCE_GAMEPAD) == InputDevice.SOURCE_GAMEPAD) {
// joystick input
}
else
{
// keyboard input
}
The constant for SOURCE_DPAD is 513
10 0000 0001
and the constant for SOURCE_KEYBOARD is 257
1 0000 0001
However, rather confusingly, for many keyboards the source sent by android is 769
11 0000 0001
Thus the keyboard is passing the check as being a DPAD and being processed as a joystick rather than keyboard. This PR handles the specific case of 769, allowing input from physical keyboards.
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Fix some editor crashes
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