Age | Commit message (Collapse) | Author |
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correct RMB options for instanced inherited scene
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fix missing DEFVAL
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Do not allow multiple data connections to the same data input slot, f…
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Fix Android debug/run
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Add missing max. number of samples (MSAA) check
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ThemeEditor: fix broken dialog
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Fix mutating project.godot
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Documentation update for KinematicBody.move()
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Add macOS main menu (3.0)
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Improved macOS window resizing behaviour (3.0)
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When scene is inherited and later instanced as a part of another
scene, only options related to instancing will be visible - same
behavior as in 2.x
closes #9901
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#6357.Improved curve rendering when nodes are close.
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- Prefix all __adb__ commands with device specification to avoid errors when multiple devices connected.
- Include Android release in device data collection.
- Force system user:.
- Ability to enable/disable.
- Apply only if OS release >= 17 (when multiuser was introduced.
- Fix argument passing.
- Rename local variable `port` to `dbg_port` to better match its partner `fs_port`.
- Fix typo in error message.
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[NativeScript] fixed optional _init call
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In 3c53b35 a call to an "_init" function was introduced,
that however was only executed in the `_new` function,
also it *required* that such a function exists.
With this patch the "_init" function will be optionally called on
every instance creation.
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[NativeScript] fix mutex double lock
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In 3c53b35 a bug got introduced where a mutex gets locked twice
instead of locked and then unlocked.
This path fixes that.
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NativeScript changes and OS symbol lookup optional error handling
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When looking up a symbol from a library, previously an error was
shown when the symbol did not exist. That caused confusion when the
lookup was completely optional.
This adds a new parameter to that method so that those errors can
be handled manually if needed.
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This also adds basic locking for the set of owners
to avoid threading problems
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window has entered/left full-screen mode via green zoom button.
Fix get/set_current_screen & set_window_maximized.
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Fix power management on x11 platform and removes explicit NULL pointer dereference
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Remove duplicate keycode constant for Numpad Enter key (3.0)
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Fix !save_each_scene saving scenes with no filename
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Added export features for image formats
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Some more CanvasItemEditor improvements
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PropertyEditor: display "Off" if property is false
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Initialize freelook shortcuts properly
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Fix misplaced quote in error messsage
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dereference.
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Forward refcount changes to NativeScriptInstance
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Fix $a/b being parsed as division
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This also changes Reference::unreference() to always invoke
refcount_decremented. Previously it was not invoked until the count
reached zero due to short-circuit evalution of boolean expressions.
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Namely:
- comment block lost on first save;
- config_version doubled as 3 and null on second save;
- format change on first save.
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Support multithreading for NativeScriptLanguage
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Add a way to retrieve stack bottom of the main thread
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Fix various property not found errors
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Godot may call property setters from non-main thread when an object is
loaded in the edtior. This means NativeScriptLanguage could be accessed
from different threads, but it was not designed for thread-safety.
Besides, previous behaviour made it so that godot_nativescript_init and
godot_gdnative_init could be invoked from non-main thread, while
godot_gdnative_thread is always invoked on the main thread. This may
not be expected by the binding library.
This commit defers native library initialization to the main thread and
adds godot_nativescript_thread_enter and godot_nativescript_thread_exit
callbacks to make a binding library aware of foreign threads.
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When save_each_scene is false, only scenes that have been saved at
least once are saved. But EditorNode tries to save scenes with no
filename too (they're never saved), so it crashes.
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