Age | Commit message (Collapse) | Author |
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- Enhance directory API
- Fix `FileAccess::exists()` not checking for PackedData being disabled
- Fix moving to the parent directory (`..`)
- Allow absolute paths in existence checks
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Improve the Object, Reference and Resource class documentations
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Fix virtual keyboard height regression
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GDScript: "Object" datatype changed from BUILTIN to NATIVE
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Script editor: Don't open dominant script in external editor
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Fixes #13429.
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[macOS] Refocus last key window after `DisplayServer::alert` is closed.
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Fix ultra long node names
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C#: Switch games to MSBuild Sdks and .NET Standard
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Fix Return key events in LineEdit & TextEdit on Android
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Depending on the device implementation, editor actions could be
received with different action ids or not at all for multi-line.
Added a parameter to virtual keyboards to properly handle single-line
and multi-line cases in all situations.
Single-line:
Input type set to text without multiline to make sure actions are sent.
IME options are set to DONE action to force action id consistency.
Multi-line:
Input type set to text and multiline to make sure enter triggers new lines.
Actions are disabled by the multiline flag, so '\n' characters are
handled in text changed callbacks.
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CI: Install master version of psf/black
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Until https://github.com/psf/black/pull/1328 makes it in a stable release,
we have to use the latest from Git.
Apply new style fixes done by latest black.
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Fixes msvc debugging tests crashing
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Fixes for windows in X11 tiling WMs
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GDScript: Clarified/fixed inaccuracies in the built-in function docs.
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Make unsaved scripts in the script editor more user-friendly
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Remove multilevel calls
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Ensure Bullet HeightMapShape3D data width and depth are at least 2.
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Enable support for C++ modules tests
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SCons: Build tests/ and main/ in cloned environments
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Tweak the built-ins color highlighting in the shader editor
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Document an example dictionary returned by `TileSet.tile_get_shapes()`
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Modules-specific tests can be written under respective module folders.
Each module should have "tests" folder created with the tests implemented
as `doctest` headers, so they can be collected by the buildsystem and
included directly in `tests/test_main.cpp` to be compiled.
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Allows switching `tests=yes`/`no` and rebuilding only tests and main,
instead of the whole engine.
Co-authored-by: Andrii Doroshenko (Xrayez) <xrayez@gmail.com>
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[4.0] Fix for iOS touch recognition
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This gesture recognizer will prevent GodotView from processing unwanted gestures.
Emulates UIScrollView behavior.
Fires delayed touches on significant movement.
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Unsaved scripts were previously displayed with blank tabs, which are
mostly a result of deleted or improperly moved scripts.
This patch makes sure that those kind of scripts are displayed as
"[unsaved]" now, and ensures that scripts are removed from the list
while deleting scripts from the filesystem dock preventing the unsaved
tabs to appear in the first place (a user is already prompted with
"no undo" warning while deleting any file).
A user is always prompted to save those "[unsaved]" scripts if they
attempt to close them without saving in any case except as described
above.
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[macOS] Fix tooltips stealing focus.
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`window_move_to_foreground` from giving focus to window with `NO_FOCUS` flag.
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Optimized ScriptEditor initialization when many scripts are loaded
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SCons: Support linking system Vulkan loader while using vendored VMA
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[iOS] Basic Vulkan/Metal Support
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Removes redundant code generation in VisualShaderNodeTextureUniform
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Fix: #40656
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Move `tests` to the top-level directory
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Add VMA to iphone platform Use linkflag for iphone building to enforce static linking. Works fine with dynamic '.framework' library
Updated xcode project to use '.a' static library
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Implemented Vulkan Support.
Use DisplayServer for rendering and input handling
Use single view for rendering in both GLES2 (not supported yet) and Vulkan
Use @available checks where it's required (otherwise compiler would fail compilation)
Simulator checks
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Using 'available' checks to fix deprecation compilation errors
Additional checks for simulator
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iOS 11 for iOS device
iOS 13 for iOS Simulator
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