Age | Commit message (Collapse) | Author |
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Document the DisplayServer class
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Change all WEBP strings and comments to WebP
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Fix built-in script path of GDScript to prevent crash
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Make creating window do not flicker when specify custom position
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Fix differences between Windows and linuxbsd Display Server
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ResourceImporterLayeredTexture: rename compress modes to match enum
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Fix type of `safe_velocity` parameter
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Expose the logic to recognize a save path in ResourceSaver
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Fix `DisplayServer.has_feature()` claiming X11 has native icon support
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Fix that Windows receive WINDOW_EVENT_MOUSE_EXIT on startup.
When moving the mouse cursor from one window to a different one, make sure that the first window receives the WINDOW_EVENT_MOUSE_EXIT event before the second window receives the WINDOW_EVENT_MOUSE_ENTER event.
Send Mouse-Move events also for Windows, that are currently not focused.
For determining the currently hovered window, consider not just the currently focused window, but also other windows.
Send mouse move events to focused window instead of hovered window.
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Fix `OS.get_video_adapter_driver_info` crash on headless godot
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Fix ss_effects_flags uniform in clustered forward renderer
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Add Selection and Caret for Next Occurrence of Selection
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Change default OpenXR pose to aim pose
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This comes from an uncaught merge conflict resulting from the split of scene_data into
scene_data and implementation_data
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[NavigationAgent2D/3D]: target_reached signal is emitted before internal state is updated
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Document the Vector3 and Vector4i classes
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Optimized support function for large meshes
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Fix Godot exiting with unexpected failure code
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Fix ambient_light_disabled render mode flag
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Prevent windows from having a size greater than device limit
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Improve behaviour of clip_children by clipping to parent alpha value but still retaining parent color
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Fix calling `_call_shortcut_input` on a node that has been removed
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TextLine - Added description for alignment member
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Handle closed splines in Collada importer
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Remove unnecessary casts
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Clean up Basis from Euler code
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[MP] Move packet relay and peer signaling code to SceneMultiplayer.
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This also adds a link to the Command line tutorial on pages
that reference command line arguments, as the page covers some
general usage tips for CLI arguments (especially on macOS).
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MultiplayerPeer changes:
- Adds is_server_relay_supported virtual method
Informs the upper MultiplayerAPI layer if it can signal peers connected
to the server to other clients, and perform packet relaying among them.
- Adds get_packet_channel and get_packet_mode virtual methods
Allows the MultiplayerAPI to retrieve the channel and transfer modes to
use when relaying the last received packet.
SceneMultiplayerPeer changes:
- Implement peer signaling and packet relaying when the MultiplayerPeer
advertise they are supported.
ENet, WebRTC, WebSocket changes:
- Removed custom code for relaying from WebSocket and ENet, and let it
be handled by the upper layer.
- Update WebRTC to split create_client, create_server, and create_mesh,
with the latter behaving like the old initialize with
"server_compatibility = false", and the first two supporting the upper
layer relaying protocol.
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Fix EXE_BAD_ACCESS caused by optional argument
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Nodes may have been deleted by shortcuts. For example, when switching
scenes with `Ctrl` + `Tab` / `Ctrl` + `Shift` + `Tab`, some controls
will be deleted and recreated.
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Add math operators to Visual Shader node names for easier and simpler searching
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Native icons are not supported by the X11 DisplayServer, unlike
Windows and macOS.
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This argument is now non optional, but this never hits the same bad access.
I voted to simplify the code here since the argument is never used optionally in our codebase.
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This change makes it easy, in the "Create Shader Node" dialog, to search for VS nodes by just typing the operator. For example, instead of typing "multiply", you can just type "*" and multiply nodes will be listed.
This feature is inspired by Unreal Engine node graph editor's UX.
Implements and closes https://github.com/godotengine/godot-proposals/issues/5663
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Document (Omni/Spot)Light3D ignoring Node3D's `scale` property
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