Age | Commit message (Collapse) | Author |
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Fix undo actions in SceneTreeDock
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Enable ANSI escape code processing on Windows 10 and later
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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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