Age | Commit message (Collapse) | Author | |
---|---|---|---|
2021-08-20 | Merge pull request #51910 from neikeq/csharp-callable-defval | Rémi Verschelde | |
C#: Fix bindings generator for Callable argument default value | |||
2021-08-20 | C#: Fix bindings generator for Callable argument default value | Ignacio Roldán Etcheverry | |
Previously there weren't any Callable arguments with a default value, but d4dd859991205e6cecfa9a0553b89db47c983d0b introduced one. | |||
2021-08-20 | Merge pull request #51905 from Calinou/doc-string-get-extension | Rémi Verschelde | |
Improve documentation for `String.get_extension()` | |||
2021-08-20 | Merge pull request #51903 from nekomatata/shapes-fix-warnings | Rémi Verschelde | |
Fix compilation warnings in Shape2DSW/Shape3DSW | |||
2021-08-20 | Merge pull request #51902 from vnen/variant-internal-constructor | Rémi Verschelde | |
Fix initialization of objects in VariantInternal | |||
2021-08-20 | Improve documentation for `String.get_extension()` | Hugo Locurcio | |
2021-08-19 | Fix compilation warnings in Shape2DSW/Shape3DSW | PouleyKetchoupp | |
2021-08-19 | Fix initialization of objects in VariantInternal | George Marques | |
2021-08-19 | Merge pull request #51881 from KoBeWi/zz__iinnddeexx | Rémi Verschelde | |
Fix z_index applied twice for TileMap layers | |||
2021-08-19 | Merge pull request #51583 from nekomatata/capsule-height-radius-setters | Rémi Verschelde | |
Fix capsule height/radius setters with linked properties | |||
2021-08-19 | Merge pull request #51890 from fabriceci/crash-animation-blend-tree | Rémi Verschelde | |
Fix 51889 that cause a crash when you click on an AnimationTree that contains an invalid node | |||
2021-08-19 | Fix capsule height/radius setters with linked properties | PouleyKetchoupp | |
Capsule height and radius setters can modify each other, rather than using clamping, to avoid cases where values are not set correctly when loading a scene (depending on the order of properties). Inspector undo/redo: Added the possibility to link properties together in the editor, so they can be undone together, for cases where a property can modify another one. Gizmo undo/redo: Capsule handles pass both radius and height values so they can be undone together. | |||
2021-08-19 | Merge pull request #51804 from ThreeRhinosInAnElephantCostume/fixundoredo | Rémi Verschelde | |
2021-08-19 | Merge pull request #51335 from JFonS/fix-omni-shadow-bias | JFonS | |
Improvements to SpotLight3D and OmniLight3D's shadows | |||
2021-08-19 | Merge pull request #51885 from akien-mga/html5-GODOT_VERSION_STATUS | Fabio Alessandrelli | |
HTML5: Handle `GODOT_VERSION_STATUS` env var in `@GODOT_VERSION@` | |||
2021-08-19 | Avoid a crash when an node of the AnimationTree is invalid | fabriceci | |
2021-08-19 | fixed popup_menu buttons getting triggered by lmb press instead of release. | ThreeRhinosInAnElephantCostume | |
2021-08-19 | Merge pull request #51876 from ThreeRhinosInAnElephantCostume/fixcameracurrent | Rémi Verschelde | |
Fixed Camera2d's "current" property getting reset when switching scenes | |||
2021-08-19 | fixed camera2d's "current" property getting reset when switching scenes | ThreeRhinosInAnElephantCostume | |
2021-08-19 | HTML5: Handle GODOT_VERSION_STATUS env var in @GODOT_VERSION@ | Rémi Verschelde | |
Follow-up to #51002. | |||
2021-08-19 | Improvements to SpotLight3D and OmniLight3D's shadows | jfons | |
OmniLight3D: * Fixed lack of precision in cube map mode by scaling the projection's znear. * Fixed aliasing issues by making the paraboloids use two square regions instead of two half squares. * Fixed shadowmap atlas bleeding by adding padding. * Fixed sihadow blur's inconsistent radius and unclamped sampling. SpotLight3D: * Fixed lack of precision by scaling the projection's znear. * Fixed normal biasing. Both: * Tweaked biasing to make sure it works out of the box in most situations. | |||
2021-08-19 | Fix z_index applied twice for TileMap layers | kobewi | |
2021-08-19 | Merge pull request #48560 from SaracenOne/collada_semantic_fix_4_0 | Rémi Verschelde | |
2021-08-19 | Merge pull request #51703 from YeldhamDev/compal_tweaks | Rémi Verschelde | |
Minor tweaks/fixes for the Command Palette | |||
2021-08-18 | Merge pull request #51850 from RevoluPowered/ignore_cache_when_server_down | Rémi Verschelde | |
Fix github actions cache server being down failing builds | |||
2021-08-18 | Fix github actions cache server being down failing builds | Gordon MacPherson | |
2021-08-18 | Merge pull request #51859 from nekomatata/bullet-body-motion-fixes | Rémi Verschelde | |
Fixes in Bullet body_test_motion | |||
2021-08-18 | Merge pull request #51854 from akien-mga/scons-progress-fix-open-error | Rémi Verschelde | |
SCons: Fix potential error when pruning cache on CI | |||
2021-08-18 | SCons: Fix potential error when pruning cache on CI | Rémi Verschelde | |
This could cause spurious errors on CI when trying to prune the cache, as for some reason it tries to remove files/paths which do not exist. That points at a bug in the `cache_progress` logic but at least this workaround should prevent CI failures. | |||
2021-08-18 | Fixes in Bullet body_test_motion | PouleyKetchoupp | |
Synchronize fixes from the 3.x branch to keep Bullet code in sync for later, even if it's disabled for now. | |||
2021-08-18 | Merge pull request #51848 from aaronfranke/float-doc | Rémi Verschelde | |
Improve the docs for the float type | |||
2021-08-18 | Merge pull request #51843 from reduz/fixes-to-mobile-renderer-3 | Rémi Verschelde | |
More fixes to mobile renderer | |||
2021-08-18 | Merge pull request #50411 from Chaosus/vs_filter | Rémi Verschelde | |
Added port type content filter on port dragging in visual shader | |||
2021-08-18 | Improve the docs for the float type | Aaron Franke | |
2021-08-18 | Merge pull request #51627 from mhilbrunner/todo-for-neikeq | Rémi Verschelde | |
2021-08-18 | Added port type content filter on port dragging in visual shader | Yuri Roubinsky | |
2021-08-18 | Merge pull request #51846 from m4gr3d/delegate_restart_invokation_master | Rémi Verschelde | |
Delegate handling and implementation of the restart functionality to the Godot host | |||
2021-08-18 | Merge pull request #51845 from Paulb23/hide-textfiles | Rémi Verschelde | |
2021-08-18 | Merge pull request #51792 from Chaosus/removed_restart | Rémi Verschelde | |
2021-08-18 | Delegate handling and implementation of the restart functionality to the ↵ | Fredia Huya-Kouadio | |
Godot host. | |||
2021-08-18 | Hide TextFile from the API | Paulb23 | |
2021-08-18 | Fix visual shader keyword colour | Paulb23 | |
2021-08-18 | Minor tweaks/fixes for the Command Palette | Michael Alexsander | |
2021-08-18 | Merge pull request #51837 from pycbouh/particles-adjust-material-bit-size | Rémi Verschelde | |
2021-08-18 | More fixes to mobile renderer | reduz | |
* Specify all precision qualifiers * Makes renderer work on Adreno Vulkan | |||
2021-08-18 | Adjust the material key bit size for ParticlesMaterial | Yuri Sizov | |
2021-08-18 | Merge pull request #51534 from Faless/mp/4.x_replicator | Fabio Alessandrelli | |
[Net] MultiplayerReplicator with initial state. | |||
2021-08-18 | Merge pull request #51832 from Faless/js/4.x_ci-2.0.27 | Rémi Verschelde | |
[CI] Upgrade Emscripten to 2.0.27. | |||
2021-08-18 | [CI] Upgrade Emscripten to 2.0.27. | Fabio Alessandrelli | |
Update Godot Javascript FS library to manually depend on ERRNO_CODES. | |||
2021-08-18 | [Net] MultiplayerReplicator with initial state. | Fabio Alessandrelli | |
Move the former "spawnables" functions to a dedicated MultiplayerReplicator class. Support custom overrides in replicator. Spawn/despawn messages can now contain a state. The state can be automatically encoded/decoded by passing the desired object properties to `spawnable_config`. You can use script properties to optimize the state representation. 2 Callables can be also specified to completely override the default implementation for sending and receiving the spawn/despawn event. (9 bytes overhead, and there's room for improvement here). When using a custom implementation `spawn` and `despawn` can be called with any Object, `send_spawn`/`send_despawn` can receive any Variant as a state, and the path is not required. Two new functions, `spawn` and `despawn`, convey the implementation independent method for requesting a spawn/despawn of an Object, while `send_spawn` and `send_despawn` represent the more low-level send event for a Variant to be used by the custom implementations. |