Age | Commit message (Collapse) | Author |
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Converted sensor acceleration units to m/s² on iOS and UWP
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This is beacuse on Android these values are already in m/s^2 while on
iOS and UWP they are in g. This just makes the behaviour consistent on
all platforms.
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Check AnimationNode to update properties
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Further changes in GDNative API
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- Added new_copy to all types, since trivial copy won't work for all
types.
- Added functions to convert from String to char array types, which is
not provided by the methods bound in Variant.
- Added operator index to String.
- Added missing cstring version of some Variant functions. They existed
in the header but didn't have the implementation and were missing from
the gdnative_api.json file.
- Added support for static calls on Variant types.
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Fix Cylinder shape collision with margins when using GJK-EPA
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Fix capsule-cylinder collision in godot physics
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Disable debug collision shapes in the editor
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Enable `doNotStrip` when doing development/debugging within Android Studio
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Allow Navigation to be more flexible
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Test specific axes before falling back to GJK-EPA algorithm to get more
accurate separation axes for common cases, the same way it's done for
cylinder-cylinder collision.
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If the editor was started with --debug-collisions, 3d shapes were
displayed twice, both with the gizmo and debug shapes. Some shapes could
also persist after being removed due to the usage of queue_free() to
destroy the debug shapes.
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Vulkan: Fix crash when opening a ShaderMaterial with code saved as an external .shader file
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Expand bone name possibilities.
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Document different unit of measurements for sensor data on iOS and Android
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Allow nullptr with zero length in FileAccess get_buffer
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fix #47071
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[Net] Make debugger peer less CPU intensive.
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Make sure that RemoteDebuggerPeer wait at least 100us between polls
(effectively forcing a min tick of 100 microseconds).
This greatly improve performances (the call to poll was useless since
during low traffic, writes would always be available, and during high
traffic, reads would always be available, effectively making it a
busy-waiting loop). We could further improve this, by separating the two
polls, and adjust the min tick based on load, but this is most likely
more than enough already without sacrificing too much on high loads.
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HarfBuzz: Update to version 2.8.0
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Fix bug causing `project.godot` to be ignored when `project.binary` is missing
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In the case of falling back to GJK-EPA algorithm to generate cylinder
contact points, margins were never taken into account.
This fixes the depenetration phase for kinematic bodies and allows
consistent floor detection for cylinder shapes.
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Make GraphNode handle children with EXPAND flag
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Add static method support to core Variant types
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* Properly exposed, including validated and variant call
* Bound static functions in String and Color
* Did not add support for scripting languages, will have to be added manually.
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miniupnpc: Update to version 2.2.2
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(cherry picked from commit 94a0fc47f7b4e90f8973f9adbfd3312579ed2825)
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Move SpriteFrames to its own file in the resources folder
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m4gr3d/simplify_godot_plugin_methods_registration_master
Improve Godot Android plugin methods registration
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plugin methods.
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Improve documentation for AtlasTexture
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Document the valid input range for `acos()` and `atan()`
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Fix AnimationTree editor crash when renaming node
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[Net] Fix miniupnpc when no interface is specified
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This is a tricky one, it used to work, but it was wrong, because in such
a scenario instead of passing NULL as required by the API, it would pass
a buffer containing the `\0` terminator.
This stopped working on a specific miniupnpc version, when they fixed
some network endianess issue on Windows, to which we made a workaround,
which in turn would probably result in failures when the interface is
specified.
This commit address the issue properly, by checking the specified
interface string size, and correctly passing NULL instead of the empty
string when necessary.
Also reverts the commit that introduced the bogus workaround:
e85330231c729a88d5a478de2bbe4a61e5edeae3
One of those PR when the explaination is much longer then code changes
:).
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Check if _edit_set_position and _edit_set_rect was used outside an editor
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C#: Fix disconnecting event signals twice
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