Age | Commit message (Collapse) | Author |
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Fix missing quote in multiline GDScript string
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Fix spamming errors when SoftBody pinned nodes have no attachment
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fix #47117
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There was a specific case where the node path wasn't checked for
validity before trying to access the attachment node.
It could cause lots of error log noise in both editor and game.
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GLTF importer: Prevent quick accumulation of significant numerical errors in keyframe times
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Keyframe times shift slowly in imported animations, starting with a zero shift
at the beginning and increasing and becoming erratic slowly farther into an
animation, reaching significant levels at times after about 3 minutes into an
animation. This commit fixes the issue by increasing the precision of the
floating point numbers used for keyframe time calculations. Only the most
significant cases that cause fast accumulation of errors over a short animation
duration are fixed. Other cases that would have a marginal benefit from
switching to double precision numbers are left for another PR/further analysis.
Note that this change has no impact on the runtime performance of games/apps
created using Godot. It only affects the GLTF importer.
Fixes #47127.
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TwistedTwigleg/skeletonik_changes_and_bug_fixes_regressionfix
Fix for regression in SkeletonIK code
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Add "Replace existing signature" to the macOS export (enabled by default).
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Check for null pointer in get_column_width(0)
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And move GLTF docs to its module folder.
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Make 2D navigation consider scale
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Changed SCsub for shaders to find shaders automatically
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Tweak the editor splash screen color to better match the default theme
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Documentation: Correct CanvasItem.draw_string position description.
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Also add height warnings to Font.get_char_size and Font.get_string_size
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jmb462/fix-AudioEffectCapture-buffer-length-cannot-be-changed
Fix AudioEffectCapture buffer length cannot be changed (Fix #47107)
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dependencies with include files
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This helps achieve a visually "smoother" transition between the splash
screen and the editor.
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Fix TabContainer _get_tab_width for localized node names
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Fix BBCode tables overlap with bottom text (Fix #47012)
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Fix onMainRequestPermissionsResult callback for Android plugins.
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[HTML5] Fix bogus Web Editor manifest.
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The `start_url` in the PWA manifest.json must be relative for it to
work in subfolders (like in the official Web Editor page).
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Added validation when assigning heightfield_resolution (Fix #46281)
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jmb462/fix-crash-in-uninitialized-AnimatedSprite2d-play
Fix crash on calling play() in a uninitialized AnimatedSprite2D (Fix #46013)
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When AnimatedSprite2D::play() was called before SpriteFrames has been initialized, a crach occurred (issue #46013).
Modification : An error message on null check test has been added to prevent crash.
Fix #46013.
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Converted sensor acceleration units to m/s² on iOS and UWP
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This is beacuse on Android these values are already in m/s^2 while on
iOS and UWP they are in g. This just makes the behaviour consistent on
all platforms.
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Check AnimationNode to update properties
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Further changes in GDNative API
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- Added new_copy to all types, since trivial copy won't work for all
types.
- Added functions to convert from String to char array types, which is
not provided by the methods bound in Variant.
- Added operator index to String.
- Added missing cstring version of some Variant functions. They existed
in the header but didn't have the implementation and were missing from
the gdnative_api.json file.
- Added support for static calls on Variant types.
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Fix Cylinder shape collision with margins when using GJK-EPA
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Fix capsule-cylinder collision in godot physics
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Disable debug collision shapes in the editor
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Enable `doNotStrip` when doing development/debugging within Android Studio
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Allow Navigation to be more flexible
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Test specific axes before falling back to GJK-EPA algorithm to get more
accurate separation axes for common cases, the same way it's done for
cylinder-cylinder collision.
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If the editor was started with --debug-collisions, 3d shapes were
displayed twice, both with the gizmo and debug shapes. Some shapes could
also persist after being removed due to the usage of queue_free() to
destroy the debug shapes.
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Vulkan: Fix crash when opening a ShaderMaterial with code saved as an external .shader file
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