Age | Commit message (Collapse) | Author |
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This adds support for building solutions with dev_mode and/or float=64 enabled.
Additionally, it adds solution generation to the Windows CI to catch future regressions.
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Jantho1990/bugfix/update-control-focus-signal-documentation-master
Control docs: update messaging for focus to be less keyboard-specific
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https://github.com/godotengine/godot-cpp/pull/867
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Vulkan: Initialize VK_EXT_debug_utils only for dev build or verbose mode
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Rename remaining "Spatial" in Plugins to "Node3D"
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Allow multiple words in Docs Help Search filter
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Update several ProjectSettings docs
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Improve AtlasTexture's Documentation
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schme/66165-fix-shader-list-not-marking-shaders-as-saved
Fix Shader Editor not marking files saved
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For EditorNode3DGizmo:
- `get_spatial_node` -> `get_node_3d`
- `set_spatial_node` -> `set_node_3d`
For EditorPlugin:
- `add_spatial_gizmo_plugin` -> `add_node_3d_gizmo_plugin`
- `remove_spatial_gizmo_plugin` -> `remove_node_3d_gizmo_plugin`
Also renames some internal methods for consistency (`forward_3d_draw_over_viewport` & `forward_3d_force_draw_over_viewport` ...). Basically, Spatial has been completely eradicated.
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This is how most search filters behave.
Refactors the search's match_classes phase to reduce code duplication.
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End users would get spammed with messages of varying verbosity due to the
mess that thirdparty layers/extensions and drivers seem to leave in their
wake, making the Windows registry a bottomless pit of broken layer JSON.
I'm all for helping end users clean up mess in their registry / system paths
for Vulkan ICDs, layers and extensions, but the way this is done by
VK_EXT_debug_utils is just horrible - and the way for them to fix it (manual
edit of system files) is also not a good thing to recommend.
Closes countless issues where users think Godot is broken because it reports
weird errors.
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Update doc/classes/Control.xml
Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
Update doc/classes/Control.xml
Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
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Fix rendering in the WebXR emulator
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Fix Transform2D det == 0 spam for SubViewports
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Add debug_color property to CollisionShape2D
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Remapped the numpad keys on linux when numlock is off
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Move cluster builder, sdfgi and gi structures to clustered renderer, and more
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Fix creating Nodes by DoubleClick from Recent list
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Rename `Engine.target_fps` and associated project setting to `max_fps`
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Fix invalid popup position for embedded popups
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[macOS] Fix ⌘ + . + other modifier triggering twice.
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Properly expose TEXTURE_PIXEL_SIZE in Opengl3 renderer
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Implement `GDScriptTextDocument::willSaveWaitUntil` to clean up outdated documents before saving
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Make sure to reset the tooltip of its gui_parent when the viewport is removed
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Fix selection applying to hidden Nodes when filtering Scene Tree Editor
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Fix ScrollContainer touch-scrolling not working.
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Define bold, italics and mono fonts in editor log for `print_rich()`
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Move "Create Debug Tangents" on MeshInstance3D into an editor plugin
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Fix VS project creation
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akien-mga/core-unix-remove-NO_FCNTL-and-NO_STATVFS
Unix: Remove now unnecessary I/O defines, cleanup
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Remove unsupported `NO_SAFE_CAST`/`-fno-rtti` from Android build
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documents before saving
Implement `GDScriptTextDocument::willSaveWaitUntil` to clean up outdated documents before saving,
then update the document in `GDScriptTextDocument::didSave`.
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KoBeWi/transmutation-WM_WINDOW_becomes_APPLICATION
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light and probe elements into storage and reorganise our render_scene method.
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Respect texture filtering when importing GLTF
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This makes the setting easier to find, as research has found there are
numerous use cases to limiting FPS. This also improves documentation
related to the Engine property and project setting.
The project setting also works in projects exported in release mode,
so its location in the `debug/` section was misleading.
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Instead of exporting the "create_debug_tangents" function via
METHOD_FLAG_EDITOR it gets executed by an editor plugin.
This moves it from the "Manage object properties" menu into a mesh menu. It also adds undo/redo functionality to the create debug tangents option.
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