Age | Commit message (Collapse) | Author |
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Fixes #39106
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Validate that `Use Custom Build` is enabled when `Plugins` are selected
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makerst: Print status messages to make the CI output clearer
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This also removes an unused method.
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Remove `GodotPayment` from the default build template
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Fix unsigned integer bug in LocalVector::erase
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`erase()` calls `find()` to get the index of the element to remove, if
any.
https://github.com/godotengine/godot/blob/c2151e18135817c9f926a5a00341016ac77301d4/core/local_vector.h#L77-L81
`find()` returns a signed integer. In particular, it returns -1 if
no element is found. Since `erase()` converts this to an unsigned type, the
wrong element may be erroneously removed from the vector.
Other ways to fix this would involve changing function signatures, so
this seemed to be the least disruptive change.
Fixes #38884
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SCons: Move build progress related logic out of main SConstruct
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Use compile-time constant for the size of the signal parameters
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Add shortcut for Pan Mode (G)
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GDNative: Add bindings for the Packed*Array ptr() and ptrw() functions.
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Do not rely on the existence of `config.py` while detecting modules
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Expose `get_char_size()` from Font instead of BitmapFont
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Provide the ability to override the command line arguments
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`get_char_size()` is a public virtual function defined in the `Font`
class. Implementations exist for both `BitmapFont` and `Dynamic Font`.
However, it was only exposed to the GDScript API through the Bitmap
Font, and not for Dynamic Font.
This commit exposes the function through `Font` instead.
Fixes #23967
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command line arguments
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Custom Skeleton3DEditorPlugin
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Fix assert message when no custom message is set
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Ignore invalid tablet driver name, when non are available.
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The existence of `SCsub` is checked instead. This file is required for
all modules, and prevents the build system to leave modules without
`config.py` undetected, leading to silently ignoring the module during
compilation.
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(4.0) Re-implement GodotPayment Android plugin using the Google Play Billing library
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And change TileMap Bucket Fill shortcut to (B).
Fixes #8582.
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Dynamic infinite 3D grid
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Fix: colorpicker margin bug fixed
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Update Mono C# warning to reflect latest list of platforms supported
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Simple fix for #38627. iOS (#20268) and HTML5 (#20270) removed from list of exceptions
for platforms supported in warning message.
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Perform a clean Gradle build if android plugins changed
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Fix parameters passing when emitting signal
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Stop ignoring hidden files and directories in the `assets` directory
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The issue was caused because we were using variables local to the `for` loop block.
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Fixes #38986
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Improve documentation of ProjectSettings::setup
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Subsequent PRs adding and fixing support for bundled PCKs
did not update the documentation /o\
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ThakeeNathees/dict-key-autocomplete-regression-fix
regression: dictionary key no autocomplete fix
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Fix JS audioContext parameters.
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Were not passed along correctly.
`latencyHint` is supposed to be in seconds, not milliseconds.
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Add `custom_modules` build option to compile external, user-defined C++ modules
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This patch adds ability to include external, user-defined C++ modules
to be compiled as part of Godot via `custom_modules` build option
which can be passed to `scons`.
```
scons platform=x11 tools=yes custom_modules="../project/modules"
```
Features:
- detects all available modules under `custom_modules` directory the
same way as it does for built-in modules (not recursive);
- works with both relative and absolute paths on the filesystem;
- multiple search paths can be specified as a comma-separated list.
Module custom documentation and editor icons collection and generation
process is adapted to work with absolute paths needed by such modules.
Also fixed doctool bug mixing absolute and relative paths respectively.
Implementation details:
- `env.module_list` is a dictionary now, which holds both module name as
key and either a relative or absolute path to a module as a value.
- `methods.detect_modules` is run twice: once for built-in modules, and
second for external modules, all combined later.
- `methods.detect_modules` was not doing what it says on the tin. It is
split into `detect_modules` which collects a list of available modules
and `write_modules` which generates `register_types` sources for each.
- whether a module is built-in or external is distinguished by relative
or absolute paths respectively. `custom_modules` scons converter
ensures that the path is absolute even if relative path is supplied,
including expanding user paths and symbolic links.
- treats the parent directory as if it was Godot's base directory, so
that there's no need to change include paths in cases where custom
modules are included as dependencies in other modules.
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It used APIs that were changed after the PR was last rebased.
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Improve the editor feature profiles UX
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OAHashMap crash fix and copy feature.
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Reverse mouse wheel in animation track editor
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Bring back and improve comments clarifying the new bug report template
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