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2021-10-06GDScript: Make all warnings enabled in test generationGeorge Marques
The test generation doesn't initialize the language (since it's already initialized in main), but it still needs the warning enabled so it matches the actual tests.
2021-10-05Merge pull request #51437 from timothyqiu/selection-box-sepRémi Verschelde
2021-10-05Merge pull request #53425 from Chaosus/shader_fixRémi Verschelde
2021-10-05Merge pull request #52963 from Pineapple/WIN32_LEAN_AND_MEAN_masterRémi Verschelde
2021-10-05Fix shader crash when passing array.length to functionsYuri Roubinsky
and similar cases
2021-10-05Merge pull request #53051 from kleonc/animated-sprites-centered-renderingRémi Verschelde
2021-10-05Merge pull request #53225 from aaronfranke/c-localeRémi Verschelde
2021-10-05Merge pull request #53420 from nekomatata/fix-tilemap-moving-platformRémi Verschelde
2021-10-05Merge pull request #53417 from vnen/gdscript-check-parser-ref-on-preloadRémi Verschelde
2021-10-05Merge pull request #53405 from winterpixelgames/PR-more-error-logging-releaseRémi Verschelde
2021-10-05Merge pull request #53412 from Chaosus/shader_fix_uniform_arraysYuri Roubinsky
2021-10-04Merge pull request #53365 from danger-dan/wakeup_fixCamille Mohr-Daurat
Use wakeup() function to wake sleeping bodies on impulse, force and velocities. Fix for PR #52967
2021-10-05Changed from directly waking bodies to using the wakeup() functions in ↵Daniel
direct body state changes (forces, impulses and veloicities). this 'bug' was introduced in PR #52967 added wakeup to 2d direct body
2021-10-04GDScript: Use path cache when checking preloaded scriptsGeorge Marques
The path itself might not always be set in some cases, especially when the script is just created and is already in the resource cache. Using get_path() in this case gets the correct resource path. This also adds a null check for safety in case the path is incorrect or missing, to avoid a crash in the engine.
2021-10-04revert 0d7409a so additional error information prints in release buildsJordan Schidlowsky
2021-10-04Merge pull request #53409 from pycbouh/theme-connections-connections-connectionsRémi Verschelde
2021-10-04Fix syntax parsing error of uniform arrays declaration in shaderYuri Roubinsky
2021-10-04Merge pull request #53406 from KoBeWi/are_you_a_process_or_an_idleRémi Verschelde
2021-10-04Fix physics glitch with TileMap moving platformsPouleyKetchoupp
Added a parameter in test_body_motion to exclude attached objects from collision, used to avoid collision with all TileMap tiles with moving platform motion instead of just the one tile the character touches. Same changes made in 3D for consistency, and handling potential similar cases.
2021-10-04Correctly bind optional arguments when emitting Theme changesYuri Sizov
2021-10-04Merge pull request #53280 from nekomatata/test-body-motion-parametersRémi Verschelde
2021-10-04Fix some leftover references to idle_framekobewi
2021-10-04Merge pull request #51413 from KoBeWi/🚗Rémi Verschelde
2021-10-04Merge pull request #53394 from TwistedTwigleg/Godot4_SkeletonIK_RegressionFixRémi Verschelde
2021-10-04Merge pull request #52914 from vnen/gdscript-assign-member-with-opRémi Verschelde
2021-10-04Merge pull request #53399 from V-Sekai/extension-game-convertRémi Verschelde
2021-10-04Script interface improvements for test body motionPouleyKetchoupp
-Physics servers test body motion use a class to hold parameters instead of multiple arguments to make it more readable and flexible since there are many options -Improved documentation for test body motion and kinematic collision -Removed read-only properties for body motion results (not handled in scripts, so they should be get_ methods only instead)
2021-10-04Merge pull request #53398 from nekomatata/soft-body-index-checkRémi Verschelde
Fix remaining crashes with pinned vertices in GodotPhysics Soft Body
2021-10-04Merge pull request #53378 from clayjohn/hide_render_priorityRémi Verschelde
Hide render_priority except when using SpatialMaterials
2021-10-04GDScript: Fix member assignment with operationGeorge Marques
It was wrongly updating the assigned value with the result of the operation.
2021-10-04Enable GLTFDocumentExtensionConvertImporterMesh only in games.K. S. Ernest (iFire) Lee
2021-10-04Merge pull request #53330 from jmb462/fix-bad-caret-position-after-ctrl-xRémi Verschelde
Fix caret position and viewport centering after deleting line (Ctrl-X)
2021-10-04Merge pull request #49485 from Chaosus/shader_uniform_arraysYuri Roubinsky
2021-10-04Hide render_priority except when using SpatialMaterialsclayjohn
2021-10-04Fix crashes with pinned vertices in GodotPhysics Soft BodyPouleyKetchoupp
2021-10-04Merge pull request #53396 from pycbouh/theme-improve-change-propagationRémi Verschelde
Make `Theme` report property list changes less often
2021-10-04Merge pull request #53354 from reduz/remove-clipped-cameraRémi Verschelde
2021-10-04Merge pull request #53303 from akien-mga/53295-gdscript-completion-quote-styleRémi Verschelde
2021-10-04Merge pull request #53338 from briansemrau/gdscript-handle-for-with-null-listRémi Verschelde
2021-10-04Merge pull request #53366 from KoBeWi/your_argument_is_null_and_voidRémi Verschelde
2021-10-04Fix caret position and viewport centering after deleting line (Ctrl-X)jmb462
2021-10-04Merge pull request #53392 from YeldhamDev/tabs_offset_fixRémi Verschelde
2021-10-04Make Theme report property list changes less oftenYuri Sizov
2021-10-04Fixed SkeletonIK not rotating correctly when solvingTwistedTwigleg
2021-10-04GDScript completion: Handle quote style ad-hoc to remove editor dependencyRémi Verschelde
`core` and `scene` shouldn't depend on `editor`, so they can't query this style setting in `get_argument_options`. But we can handle it after the fact in GDScript's completion code. Also cleans up a couple extra unused invalid includes in `core`.
2021-10-04Merge pull request #53341 from pycbouh/gui-editor-scale-encapsulationRémi Verschelde
2021-10-04Merge pull request #52802 from V-Sekai/gltf-extensionsRémi Verschelde
2021-10-04Remove ClippedCamera3Dreduz
* Usage was always confusing for users * The ability to generate a pyramid shape was moved to Camera3D * SpringArm3D now casts using the camera pyramid shape if no shape is supplied.
2021-10-04Fix `Tabs` offset overreaching when scrolling fastMichael Alexsander
2021-10-04Remove EDSCALE dependency from /scene/guiYuri Sizov