summaryrefslogtreecommitdiff
AgeCommit message (Collapse)Author
2021-08-31Remove `#ifdefs` for handling compilation with Visual Studio < 2015Hugo Locurcio
Godot 3.3 and later require Visual Studio 2017 to be compiled.
2021-08-31Merge pull request #49471 from nekomatata/body-state-sync-callbackJuan Linietsky
Clean physics direct body state usage in 2D and 3D physics
2021-08-31Merge pull request #52279 from fabriceci/delta-doubleCamille Mohr-Daurat
Change delta type to double in Physics_body_2/3D
2021-08-31Merge pull request #51364 from bengtsts/masterCamille Mohr-Daurat
Expose soft body pin methods to GDScript
2021-08-31Merge pull request #52269 from fabriceci/change-platform-detectionGilles Roudière
Change platform detection by allowing select layers by type (wall or …
2021-08-31delta time as doublefabriceci
2021-08-31Change platform detection by allowing select layers by type (wall or floor)fabriceci
2021-08-31Merge pull request #49598 from ↵Fabio Alessandrelli
Calinou/web-editor-improve-download-project-source-zip-name Improve the generated ZIP archive name when using Download Project Source
2021-08-30Merge pull request #52240 from Rubonnek/rename-rel-pathJuan Linietsky
Rename `String::is_rel_path` to `String::is_relative_path`
2021-08-30Merge pull request #43838 from lupoDharkael/cancel-memberJuan Linietsky
Clear connection data from/to empty after used
2021-08-30Documented soft body pinning methodsBengt Söderström
2021-08-30Expose soft body pin methods to GDScriptBengt Söderström
2021-08-30Merge pull request #52254 from godotengine/revert-51985-collJuan Linietsky
Revert " Improve collision generation usability in the new 3D scene import workflow."
2021-08-30Revert " Improve collision generation usability in the new 3D scene import ↵Juan Linietsky
workflow."
2021-08-30Merge pull request #51985 from AndreaCatania/collCamille Mohr-Daurat
Improve collision generation usability in the new 3D scene import workflow.
2021-08-30Merge pull request #52245 from AndreaCatania/AndreaCatania-patch-4Juan Linietsky
EditorPropertyText, pass changing variable false.
2021-08-30Update editor_properties.cppAndrea Catania
2021-08-30EditorPropertyText, pass changing variable false.Andrea Catania
When the `EditorPropertyText` change is triggered, it pass the `changing` as true, while there is an early return that blocks such event to be emitted when the Editor is updating. This commit aligns the early return with the passes parameter.
2021-08-30Merge pull request #50365 from timothyqiu/ip-candidatesFabio Alessandrelli
Try other resolved IPs if one fails to connect
2021-08-30Try other resolved IPs if one fails to connectHaoyu Qiu
2021-08-30Merge pull request #51481 from Faless/mp/4.x_no_pupFabio Alessandrelli
[Net] Rename RPC "puppet" to "auth", drop "master".
2021-08-29Rename String::is_rel_path to String::is_relative_pathWilson E. Alvarez
2021-08-30[GDScript] [Net] Allow mixing rpc annotation paramters.Fabio Alessandrelli
The strings no longer needs to be in order. The last parameter (channel), still requires all the other parameters to be present.
2021-08-30[Net] Rename RPC "puppet" to "auth" (authority). Drop "master".Fabio Alessandrelli
This commit completely removes the RPC_MODE_MASTER ("master" keyword), and renames the RPC_MODE_PUPPET to RPC_MODE_AUTHORITY ("auth" keyword). This commit also renames the "Node.[get|set]_network_master" methods to "Node.[get|set]_network_authority". This commit also renames the RPC_MODE_REMOTE constant to RPC_MODE_ANY. RPC_MODE_MASTER in Godot 3.x meant that a given RPC would be callable by any puppet peer on the master, while RPC_MODE_PUPPET meant that it would be callable by the master on any puppet. Beside proving to be very confusing to the user (referring to where it could be called instead of who can call it) the RPC_MODE_MASTER is quite useless. It is almost the same as RPC_MODE_REMOTE (anyone can call) with the exception that the network master cannot. While this could be useful to check in some case, in such a function you would anyway need to check in code who is the caller via get_rpc_sender_id(), so adding the check there for those rare cases does not warrants a dedicated mode.
2021-08-30Merge pull request #51788 from Faless/mp/4.x_replicator_syncFabio Alessandrelli
[Net] MultiplayerReplicator state sync.
2021-08-29Merge pull request #30391 from KoBeWi/hiding_childrenJuan Linietsky
Add support for internal nodes
2021-08-29Merge pull request #52235 from godotengine/revert-47635-node2d3d-transformJuan Linietsky
Revert "Display a matrix for Node2D and don't display a duplicate origin"
2021-08-29Revert "Display a matrix for Node2D and don't display a duplicate origin"Juan Linietsky
2021-08-29Merge pull request #47635 from aaronfranke/node2d3d-transformAaron Franke
Display a matrix for Node2D and don't display a duplicate origin
2021-08-29Display a matrix for Node2D and don't display a duplicate originAaron Franke
2021-08-28Merge pull request #52180 from timothyqiu/config-file-propHugo Locurcio
Quote and escape ConfigFile keys when necessary
2021-08-28Merge pull request #52198 from mhilbrunner/fix-array-docHugo Locurcio
2021-08-28Merge pull request #52085 from williamd67/fix-await-without-argumentHugo Locurcio
Print error message when await is not followed by signal or coroutine
2021-08-28Fix Array class docs after #47406Max Hilbrunner
2021-08-28Merge pull request #49664 from nekomatata/fix-editable-duplicatedMax Hilbrunner
Fix loading packed scene with editable children at runtime
2021-08-28Merge pull request #47406 from mashumafi/master-Array-insert-rcMax Hilbrunner
Array::insert consistent with Pool*Array::insert
2021-08-28Merge pull request #52164 from mhilbrunner/gd-style-fixupMax Hilbrunner
GDScript test style fix
2021-08-28Merge pull request #43573 from lewiji/masterMax Hilbrunner
sprite_3d.cpp: return _is_playing() from public is_playing() function
2021-08-28Merge pull request #43522 from qarmin/divide_by_zero_in_vectoriMax Hilbrunner
Fix crash when dividing by 0 in Vector2/3i
2021-08-28Merge pull request #52176 from BastiaanOlij/fix_gl_size_paramMax Hilbrunner
Fix double named size parameter
2021-08-28Merge pull request #51906 from requizm/fix/49077Michael Alexsander
Fix tooltips don't appear for PopupMenus
2021-08-28Print error message when await is not followed by signal or coroutineWilliam Deurwaarder
When await was not followed by a signal or coroutine the GDScript parser would crash. This fix will check if await is followed by a signal or coroutine in case that isn't true (element == nullptr) then an error message is printed.
2021-08-28Quote and escape ConfigFile keys when necessaryHaoyu Qiu
2021-08-28Improve collision generation usability in the new 3D scene import workflow.AndreaCatania
With this PR it's possible to add a collision during the Mesh import, directly in editor. To generate the shape is possible to chose between the following options: - Decompose Convex: The Mesh is decomposed in one or many Convex Shapes (Using the VHACD library). - Simple Convex: Is generated a convex shape that enclose the entire mesh. - Trimesh: Generate a trimesh shape using the Mesh faces. - Box: Add a primitive box shape, where you can tweak the `size`, `position`, `rotation`. - Sphere: Add a primitive sphere shape, where you can tweak the `radius`, `position`, `rotation`. - Cylinder: Add a primitive cylinder shape, where you can tweak the `height`, `radius`, `position`, `rotation`. - Capsule: Add a primitive capsule shape, where you can tweak the `height`, `radius`, `position`, `rotation`. It's also possible to chose the generated body, so you can create: - Rigid Body. - Static Body. - Area.
2021-08-28Fix double named size parameterBastiaan Olij
2021-08-28Merge pull request #52070 from nekomatata/area-point-gravity-fixFabio Alessandrelli
Fix point gravity calculation
2021-08-28Add support for internal nodeskobewi
2021-08-27Fix loading packed scene with editable children at runtimePouleyKetchoupp
At runtime, packed scenes with nodes marked as editable instance where saved with node type tags, which prevented the scene to be then loaded as an instance, causing duplicated nodes in the tree. This change ensures nodes marked as editable instances and their owned children are properly set as instances. That doesn't make a difference in the editor, since such nodes where already set as instances based on their instance state, but it helps at runtime where instance states are disabled. Co-authored-by: latorril <latorril@gmail.com>
2021-08-27Merge pull request #52122 from V-Sekai/autoload_listK. S. Ernest (iFire) Lee
Use sorted map for autoloads in ProjectSettings to preserve order.
2021-08-27Merge pull request #51962 from LoipesMas/zoom_fixMax Hilbrunner
Clamp EditorZoomWidget zoom