Age | Commit message (Collapse) | Author |
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The shortcut's name is "scene_tree/toggle_unique_name", not mapped to anything by default.
It also dynamically changes the text based on whether or not the unique name is going to be enabled or disabled.
Finally, it spaces the shortcut in the menu close to "Copy Node Path" if possible.
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Rework AnimatedTexture's `fps` into `speed_scale`
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This is not a complete list. Nor are all of the changes exhaustive.
- Measure final execution time in seconds instead of milliseconds.
- Use `vformat()` instead of unreadable string concatenation whenever necessary.
- Replaces every `&` used with booleans with `&&` because Visual Studio was really complaining about it.
- Adds punctuation to some comments, in accordance to codebase guidelines.
- Fixes some typos around the file (such as "parenthesis" being called "parenthess"), as well as attempt to change some sentences to be more English-correct.
- Reworded some comments and error messages entirely.
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Adds support for LTO on macOS and Android. We don't have much experience
with LTO on these platforms so for now we keep it disabled by default
even when `production=yes` is set.
Similarly for iOS where we ship object files for the user to link in
Xcode so LTO makes builds extremely slow to link.
`production=yes` defaults to full LTO.
ThinLTO is much faster for LLVM-based compilers but seems to produce
bigger binaries (at least for the Web platform).
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Fix key mapping changes when moving from macOS to other platform.
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Rename raise() to move_to_front()
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Rename `change_scene()` and `change_scene_to()`
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[Net] Rename "ssl" references to "tls" in methods and members.
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Simplify title of Create/Change Node Dialog
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Fix issue causing the project manager to crash because of missing path argument
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Add GridMap function to change navigation map for baked navigation regions
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Remove / Replace old Navigation Debug Visualization
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Adds function to change the navigation map for baked navigation regions.
Before all cells with a baked navigation mesh were locked to the default navigation map of the world resource.
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The create dialog in replace mode now always has the title `Change type of "%s"`, where `%s` is either "MyNodeName" or "MyVisualScript.vs".
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[RTL] Stop threaded RTL auto-redrawing as soon as text processing is finished, instead of waiting for first redraw.
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In the process, the initialization logic is updated to show an error message and gracefully close the engine when setup errors occur.
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Before this change, the SceneTree had methods named “change_scene” and
“change_scene_to”. One of them accepted a String as a parameter and the
other accepted a PackedScene, but you couldn’t tell which one was which
just by looking at their names.
This change renames those two methods to “change_scene_to_file” and
“change_scene_to_packed”. These new names came from this suggestion [1].
These new names make the difference between the two methods more clear
and hint at the fact that there’s more than one change_scene method.
[1]: <https://github.com/godotengine/godot/issues/27640#issuecomment-1081870955>
Fixes #27640.
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Fix the bug causing the editor to crash when running the project.
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finished, instead of waiting for first redraw.
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Fix crash when executing `TubeTrailMesh.get_faces()` with GLES3
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Add documentation for `AStarGrid2D` class
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Removes separate `Command` key (use `Meta` instead).
Adds an event flag to automatically remap `Command` <-> `Control` (cannot be set alongside `Control` or `Meta`).
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- removes / replaces leftovers from old navigation debug code
- cleanes SceneTree and ProjectSettings from old navigation debug
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Replace libnethost dependency to find hostfxr
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Fix crash when executing `SubViewport.set_size_2d_override_stretch`
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Add rotation ability to material editor preview.
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Improve handling of custom types
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Fix tile source selection from picking
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Condition "!is_inside_tree()" is true" when AcceptDialog was visible from the editor.
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Fix crash when executing `VisualShaderNodeParticleMeshEmitter.set_mesh` with headless Godot
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Fix file list in FileDialog not updating on first run
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Add all/individual setters for StyleBox default margins and StyleBoxTexture margin size and unbind `StyleBox*.set_*_individual()` methods
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Allow SplitContainer to have a grab area larger than its visual grabber
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was visible from the editor.
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We want to replace libnethost as it gives us issues with some compilers.
Our implementation tries to mimic libnethost's hostfxr_resolver search
logic. We try to use the same function names for easier comparing in
case we need to update this in the future.
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Unbinds the following methods:
- StyleBox.set_default_margin_individual()
- StyleBoxFlat.set_corner_radius_individual()
- StyleBoxFlat.set_expand_margin_individual()
- StyleBoxTexture.set_expand_margin_individual()
- StyleBoxTexture.set_margin_size_individual()
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