Age | Commit message (Collapse) | Author |
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Previously, when running the project manager, we would try to load the API assemblies from the project and fail because we were not editing any project. This would make us try to copy the prebuilt API assemblies to the project. Since there is no project, it would try to copy them to the executable location. This would fail if Godot doesn't have permissions to write to that location.
This commit fixes that by instead trying to load the prebuilt API assemblies in the first place, if running the project manager.
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Unhandled exception policy and fix external editors on Windows
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By default, an unhandled exception will cause the application to be terminated; but the project setting `mono/unhandled_exception_policy` was added to change this behaviour.
The editor is hard-coded to never terminate because of unhandled exceptions, as that would make writing editor plugins a painful task, and we cannot kill the editor because of a mistake in a thirdparty plugin.
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Make possible to edit multiple keys in an animation again
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Add 'Move to view' and make 'Align to view' only align
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Added String.count method
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Update some dead links in the codebase
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Increased max view distance in spatial editor plugin
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Fix some code found by Coverity Scan and PVS Studio
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Increased from 10000 to 1000000. I also removed two related magic numbers.
Closes #30766.
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Project manager improvements
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Move "Open Screenshot" from the "Editor" menu to the editor settings
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Fix contact shadows appearing when shading casting is off
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Disable high-quality voxel cone tracing by default
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Documents the need for input_pickable in _input_event
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Make `make_header.py` functional when run from any location
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Fix type mismatch in iOS interface orientation checks
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Not sure why this error popped up when I enabled C++11 on the codebase,
but I guess this should fix it.
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**Important:** This does not mean *yet* that C++11 features should be used
in contributions to Godot's codebase.
For now this change is done solely for feature branches working on Vulkan
support and GDScript typed instruction sets for Godot 4.0, which will both
use C++11 features and are based on the master branch.
The plan is to start porting the codebase to C++11 after Godot 3.2 is
released, following upcoming guidelines on the subset of new features that
should be used, and when/how to use them.
We will advertise clearly when C++11 contributions are open, especially
once we start a coordinated effort to port Godot's massive codebase. In the
meantime, please bear with us and good ol' C++03. :)
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SCons: Fix uses of [].append instead of env.add_source_files()
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Update CollisionObject2D.xml
Added member tags to missing docs
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Also added support for SCons project-absolute paths (starting with #) and
warning about duplicates in add_source_files(), and fixed
default_controller_mappings.gen.cpp being included twice after first build
due to *.cpp globbing.
Part of #30270.
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Improve touchpad support in 2d editor viewport
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This removes the need to `cd` to `scene/resources/default_theme/`
to get the expected result.
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Emscripten: Do not define BINARYEN_TRAP_MODE='clamp'
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Fix GLES2 shadow transparency bug
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It is not supported in Emscripten's `latest-upstream` LLVM backend,
and doesn't seem necessary in the `latest` backend either.
It was initially added in #22857 to solve a compilation error with the latter.
Part of #30270.
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Revert "Expose "meta" to the Inspector"
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godotengine/revert-26205-spatialmaterial-use-packed-channels
Revert "Tweak SpatialMaterial's default metallic and roughness texture channels"
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GodotExplorer/revert-30657-optimize_dir_access_unix_get_next
Revert "Optimize DirAccessUnix::get_next() for some file systems"
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Add description for EditorSceneImporter, EditorPlugin.enable/disable and EditorInterface.select_file
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zstd: Update to upstream version 1.4.1
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Improve the Variant class documentation
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Make it a build error if a GetTypeInfo specialization cannot be resolved
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Mono: Fix editor API assembly not being updated
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If both the core and editor API assemblies are missing or out of sync, Godot will only update the former and then abort when trying to load them again because the latter was not updated. Godot will update it correctly the next time it's started, but this should not be needed and it should work the first time. This commit fixes that.
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