Age | Commit message (Collapse) | Author |
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Previously, when the mouse was released after dragging a scrollbar,
its highlight was not dropped (if the mouse cursor was still inside
the viewport). This seems to be because the currently hovered control
only gets updated when the mouse is moved.
This commit fixes the dropping of the cosmetic highlight by running
the check for whether the currently hovered control has changed on
mouse-clicks, in addition to to the existing mouse-movements.
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This fixes a bug where users of the scrollbar had to be very careful
not to move the mouse outside the viewport, otherwise the scrollbar
would drop its drag-action and stop scrolling until clicked again.
The existing behaviour had the side-effect of also dropping the
cosmetic highlighting of the scrollbar (in addition to the dragging),
for the specific case where the mouse was move outside the window.
The previous behaviour did nothing to remove the highlight if the
mouse was released (but not moved) inside the viewport.
This separate issue with the lingering highlight of the scrollbar
(until a mouse-movement action is performed inside the viewport) is
fixed in an immediate followup to this commit.
Closes bug #39634
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Reload Bullet space override modifier even when RigidBody is inactive.
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Fixes leak when creating bullet shape
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Fix _input being mistakenly called twice on script
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ThakeeNathees/arithmetic-assign-type-check-bug-fix
GDScript arithmetic assignment type check bug fix
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Fixed tiny grammar issues in error messages
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Instead it calls both the script and the native method.
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DirectInput: Use correct joypad id
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Fix memory leak in test args
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Properly disambiguate unsaved scripts
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Fix losing X11 window normal size hint properties
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Fix heap use after free in the doctest "main".
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Add a test suite for Color
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Previously `joypad_count` was used as the index into the d_joypads array when initializing a new gamepad.
This caused the accidental override of an already connected device when a gamepad with a lower id was disconnected and connected again.
fixes #17566
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Fix window max_size acting as min_size
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This was caused by `XSetWMNormalHints` being called multiple times, each time with different values. Calling the method replaces the old data completely, resulting in some of the settings being lost.
Since the method was called 3 times before the window was mapped, this resulted in the position hint being lost and the window always getting opened at a position determined by the WM.
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Add multiple programming language support to class reference
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CI: Pin Emscripten version for reproducible builds
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Emscripten is a fast-moving target which gets tons of improvements all the time,
but it's not rare that some regressions affect us and make our CI builds fail.
(See e.g. #33728, #35237, #39168, #40563, and #40914.)
Let's pin to a stable version to avoid having external factors impact our CI,
and update this version manually regularly in a PR to ensure that the new
version works well for us.
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Fixes issue with LocalVector remove function
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Added missing information about File.open_encrypted function to docs
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Add an example for creating a button in the Button class documentation
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Clarify TreeItem return values
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Update Linux gamepad detection to match SDL.
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Port AStar tests to use doctest
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Improve JSON-related documentation
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Fix incorrect colors for member variables and numbers in visual shaders
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This closes https://github.com/godotengine/godot-docs/issues/3848.
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Fix small reconnection bug in visual shader
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makerst: Add descriptions to method qualifiers
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This closes https://github.com/godotengine/godot-docs/issues/1753.
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Hide implementation details of doctest macros
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`test_macros.h` is created to provide various macros acting as aliases for
doctest macros to work better with Godot internals and conventions. This also
makes it accessible for those who'd like to start writing tests in Godot, as
most vital information can be put together and documented directly in
`test_macros.h` header.
Developers are encouraged to include the new `tests/test_macros.h` for writing
new tests over `thirdparty/doctest/doctest.h`.
Added `TEST_CASE_PENDING("name")` as an alias for
`TEST_CASE("name", doctest::skip())` which could be used to mark failing tests
for issues yet to be fixed, so as to not affect CI testing results.
Added `ERR_PRINT_OFF` and `ERR_PRINT_ON` to control error printing for testing
various **expected** failure paths within Godot without polluting the test
summary with error messages.
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Ensure CSG parent's _make_dirty() is called when entering a tree.
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CI: Show `tests=yes` for builds which run tests
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