Age | Commit message (Collapse) | Author | |
---|---|---|---|
2020-12-08 | Add PluginScript support for global class naming/icon path | Emmanuel Leblond | |
2020-12-07 | Merge pull request #44093 from nekomatata/gdscript-base-class-init | Rémi Verschelde | |
Fix base script not initialized properly in some cases | |||
2020-12-07 | Merge pull request #43981 from bruvzg/ctl_font_spacing | Rémi Verschelde | |
[Complex Text Layouts] Adds missing Font::SPACING_* to the controls, align glyphs to pixel grid. | |||
2020-12-07 | Merge pull request #44117 from bruvzg/mem_fonts | Rémi Verschelde | |
Load dynamic fonts to memory on all platforms, to avoid locked files. | |||
2020-12-07 | Load dynamic fonts to memory on all platforms, to avoid locked files. | bruvzg | |
2020-12-07 | Merge pull request #44153 from dsnopek/fix-javascript-build | Rémi Verschelde | |
Fix dummy rasterizer so that javascript can build again | |||
2020-12-07 | [Complex Text Layouts] Performance optimizations. | bruvzg | |
2020-12-06 | Fix dummy rasterizer so that javascript can build again | David Snopek | |
2020-12-06 | [Complex Text Layouts] Fix missing ItemList item text buffer init in ↵ | bruvzg | |
`add_icon_item`. | |||
2020-12-06 | [Complex Text Layouts] Fix bitmap font memory leak. | bruvzg | |
2020-12-06 | [Complex Text Layouts] Align glyph offsets and advances to the pixel grid. | bruvzg | |
2020-12-06 | [Complex Text Layouts] Adds missing Font::SPACING_* to the Label, LineEdit, ↵ | bruvzg | |
TextEdit, TextLine and TextParagraph. Fixes oversized editor control height (default editor spacing is negative) and control size changing when text is set. | |||
2020-12-06 | Fix base script not initialized properly in some cases | PouleyKetchoupp | |
Storing script references to pointer only in result.script_type could lead to losing the last reference, causing further conversions from Script* to Ref<Script> to fail. Now result.script_type_ref is always set first, and then cleared in the specific case of the script being the owner, to avoid cyclic reference issues. | |||
2020-12-06 | Merge pull request #44106 from neikeq/mono-invoke-no-params-boxing | Rémi Verschelde | |
Don't box params on Native->C# calls with Variant params | |||
2020-12-06 | Merge pull request #44129 from Calinou/tweak-material-height-hints | Rémi Verschelde | |
Tweak BaseMaterial3D heightmap property hints | |||
2020-12-06 | Don't box params on Native->C# calls with Variant params | Ignacio Etcheverry | |
Godot uses Variant parameters for calls to script methods. Up until now we were boxing such parameters when marshalling them for invokation, even if they were value types. Now Godot allocates the marshalled parameters on the stack, reducing the GC allocations resulted from boxing. | |||
2020-12-06 | Merge pull request #44132 from aaronfranke/no-connect-compat | Rémi Verschelde | |
Remove connect *_compat methods | |||
2020-12-05 | Remove connect *_compat methods | Aaron Franke | |
2020-12-05 | Tweak BaseMaterial3D heightmap property hints | Hugo Locurcio | |
- Allow finer adjustments of the heightmap scale. - Allow increasing the heightmap level detail (at the cost of performance). | |||
2020-12-05 | Merge pull request #44122 from Nickswoboda/min-snap-step | Rémi Verschelde | |
Change minimum snap step of Tile Set to 1 | |||
2020-12-05 | Merge pull request #44116 from Scony/add-bake-finished-signal | Rémi Verschelde | |
Add missing 'bake_finished' signal | |||
2020-12-05 | Change minimum snap step of Tile Set to 1 | Nick Swoboda | |
2020-12-05 | Merge pull request #44091 from madmiraal/rename-cubemesh-boxmesh | Rémi Verschelde | |
Rename CubeMesh to BoxMesh | |||
2020-12-05 | Merge pull request #44109 from neikeq/fix-await-to-signal-many-at-once | Rémi Verschelde | |
C#: Fix multiple awaits to same signal result in connect error | |||
2020-12-05 | Merge pull request #44108 from neikeq/editor-fix-unhandled-exception-rethrown | Rémi Verschelde | |
Fix unhandled exception re-thrown in the editor | |||
2020-12-05 | Merge pull request #44107 from neikeq/fix-slow-build-log-update | Rémi Verschelde | |
C#: Fix very slow build log update in the editor | |||
2020-12-05 | Merge pull request #36382 from aaronfranke/unhide-the-hidden | Rémi Verschelde | |
Unhide hidden members by renaming them and rebind Mesh enums | |||
2020-12-05 | Rename CubeMesh BoxMesh | Marcel Admiraal | |
2020-12-05 | Add missing 'bake_finished' signal | Pawel Lampe | |
2020-12-05 | Merge pull request #44114 from Chaosus/sdf_free_rid | Rémi Verschelde | |
Frees CanvasShaderSDF reference (prevents warning at startup) | |||
2020-12-05 | Frees CanvasShaderSDF reference (prevents warning at startup) | Yuri Roubinsky | |
2020-12-04 | Rename EditorNode3DGizmoPlugin "get_name" to "get_gizmo_name" | Aaron Franke | |
2020-12-04 | Rename RD texture "type" to "texture_type" | Aaron Franke | |
"type" isn't very descriptive for exposed code, and this variable is exposed via RD_SETGET. | |||
2020-12-04 | Rename RD uniform "type" to "uniform_type" | Aaron Franke | |
"type" isn't very descriptive for exposed code, and this variable is exposed via RD_SETGET. | |||
2020-12-04 | Rebind Mesh/ArrayMesh enums | Aaron Franke | |
2020-12-04 | Rename Particles/ParticlesMaterial "Flags" enum to "ParticleFlags" | Aaron Franke | |
"Flags" was a bit too ambiguous, and in 3D it hid GeometryInstance.Flags | |||
2020-12-04 | Rename LightOccluder2D light_mask to occluder_light_mask | Aaron Franke | |
2020-12-04 | Rename PathFollow2D rotate bool | Aaron Franke | |
2020-12-04 | Rename XR get_type and get_name | Aaron Franke | |
Now called get_tracker_type and get_tracker_name | |||
2020-12-05 | Merge pull request #44080 from akien-mga/doc-sync | Rémi Verschelde | |
doc: Sync classref with current source | |||
2020-12-05 | C#: Fix very slow build log update in the editor | Ignacio Etcheverry | |
2020-12-05 | Fix unhandled exception re-thrown in the editor | Ignacio Etcheverry | |
2020-12-05 | C#: Fix multiple awaits to same signal result in connect error | Ignacio Etcheverry | |
Multiple calls to the same `await ToSignal` were resulting in "signal already connected to slot" error because the custom callable comparer was wrong. Comparing only the signal awaiter handle is the correct way (it's unique for the target). | |||
2020-12-04 | Merge pull request #44094 from reduz/reorganize-rasterizer-scene | Juan Linietsky | |
RenderingServer reorganization | |||
2020-12-04 | RenderingServer reorganization | reduz | |
2020-12-04 | doc: Sync classref with current source | Rémi Verschelde | |
And fixups: - Add missing bindings in RenderingServer - Remove duplicate ArrayMesh enum bindings (they're in Mesh already) - Remove redundant _unhandled_key_input binding in Control (it's in Node already) | |||
2020-12-04 | Merge pull request #44095 from akien-mga/ci-windows-cache-3gb | Rémi Verschelde | |
CI: Shrink Windows cache to 3GB, we run out of disk space | |||
2020-12-04 | CI: Shrink Windows cache to 3GB, we run out of disk space | Rémi Verschelde | |
2020-12-04 | Merge pull request #44087 from akien-mga/osx-export-fix-path | Rémi Verschelde | |
OSX: Fix tmp .app folder name after #44060 | |||
2020-12-04 | Merge pull request #44084 from vnen/float-is-real | Rémi Verschelde | |
Rename TYPE_REAL to TYPE_FLOAT |