Age | Commit message (Collapse) | Author |
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Regenerate GL loader code with GLAD 2
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Fix alpha hash by correcting typos and doing calculations in object space
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C#: Remove "?" from CEscape and CUnescape
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Add GPUParticles to the OpenGL3 renderer.
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Use raster versions of copy effects for 2D operations when using the mobile renderer
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Implement is_animated and casts_shadows
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Fix crash of `queue_free()` when main loop is not SceneTree
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This includes collision (2D SDF, Box, Sphere, Heightmap),
attraction (Box, Sphere), and all sorting modes.
This does not include 3D SDF collisions, trails, or
manual emission.
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Cache OS_LinuxBSD::get_system_dir
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Update document-links in classref
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`SceneTree` Fix storing removed nodes to be skipped by the group calls
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Add EditorInterface.get_selected_paths()
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Scale light shadow bias by soft_shadow_scale to reduce shadow acne
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Remove redefinition of `notification` method in `XRInterfaceExtension`
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[Bitmap font] Always set valid fixed size, even if it's not set in the `fnt` file.
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Fix a gap with scrolling down in Tree with arrow keys (#57636)
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Add documentation for DirectionalLight2D
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Added missing descriptions for GeometryInstance3D
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Remove "?" from String.c_escape()
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Strip ERR_FAIL from `Node.remove_from_group()`
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Remove redundant non-trivial Variant types initializations
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Fix periods in editor strings and messages
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Exposes the selected paths in the editor filesystem dock.
Implements this proposal : https://github.com/godotengine/godot-proposals/issues/2424
Also renamed the old `get_selected_path` to `get_selected_directory` to
better match the already existing get_current_path function.
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GLAD 1 creates unusable loaders for EGL, while the newly released GLAD 2
does not, so for consistency I thought that it would be a good idea to
uniform things beforehand. While it had some API changes some renames
were all that was needed and everything works like before, at least on
the Wayland branch.
I've kept the structure identical, although this new generator has quite
a few hefty features, such as a single header mode.
I've also added GLAD to `thirdparty/README.md`, but I haven't specified
that in the commit title because it's a very small "fix".
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file.
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Fix WebXR after changing Emscripten configuration noExitRuntime to false
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- Ensure all strings with ellipsis end with 3 periods instead of 2.
- Fix extraneous period in "Error calling from signal '...' to callable"
messages.
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Somehow I missed the failing CI report from trailing whitespace.
Fixed a couple typos found by codespell while at it, and misc
trailing semicolons in one of the files.
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Fix editor crash on audio preview
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Fix clicking in gradient editor
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Fix nested actions in EditorUndoRedoManager
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fix https://github.com/godotengine/godot/issues/64477
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Fixes https://github.com/godotengine/godot/issues/65953
Fixes https://github.com/godotengine/godot/issues/68291
Fixes https://github.com/godotengine/godot/issues/68561
Fixes https://github.com/godotengine/godot/issues/64915
Fixes https://github.com/godotengine/godot/issues/61848
Fixes https://github.com/godotengine/godot/issues/61268
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Add more info to WAV import errors
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Fix Windowfocus on resizing
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Drop physics mouseover as soon as the mouse moves over a Control
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[Editor] Better expose editor debugger plugins, use it in the multiplayer module.
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Print mismatched header contents and file size, which can provide more clues to users when debugging.
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Also refactor the editor plugin out of the ReplicationEditor.
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Now splitted into two classes:
- EditorDebuggerPlugin (RefCounted).
- EditorDebuggerSession (abstract).
This allows the EditorPlugin to be in control of the debugger plugin
lifecycle, be notified when sessions are created, and customize each of
them independently.
We should slowly transition the various profilers and captures in
ScriptEditorDebugger to their own plugins, and decouple
ScriptEditorDebugger from it's UI part (making it the "real"
EditorDebuggerSession potentially dropping the wrappers).
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- When double-clicking on the gradient we should open the colour picker and create a colour key.
- Instead, we were also evaluating the click further down producing the colour key to move around.
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- Crash was due to getting -1 values when clamping [0, -1].
- This was happening due to 'max' being zero.
- If 'max' is zero we should return zero, as it can never be any other
value.
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