Age | Commit message (Collapse) | Author |
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On KDE (and possibly others) the "default" cursor theme is actually some system default, not the one you've set in the desktop setting.
This was especially annoying when using a white cursor, as Godot would then reset back to a dark one.
In my case it was also keeping the cursor from changing its shape.
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Use a HBoxContainer instead of hardcoded positions.
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Fixed typo in gdscript autocompletion.
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There was a missing '!' sign, but autocompletion shows parent script members too.
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fixed ClassDB inconsistencies
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fixes #7960
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Fix drag and drop on 2d viewport
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WindowDialog: Fix crash when running as ProjectManager
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Fixes a bug introduced in #7970
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Skip asserts on non-debug builds at compiler level
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Fix connection errors when replacing node
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Improve directional shadow filtering by using linear interpolation
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Several fixes for TouchScreenButton
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Map POSITION to gl_FragCoord.xy for 2D shaders
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Fix node duplication in scene sub-inheritance
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Editor: Dim UI when a WindowDialog is shown.
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- Avoid connecting the signals to nonexistent methods
- Preserve only persistent connections
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- getting stuck on pause
- handling input when not visible
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Fix web export build
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Darkens the editor on WindowDialog popup.
This adds the following new Editor settings:
- interface/dim_editor_on_dialog_popup (true) # Enable/Disable editor dimming
- interface/dim_amount (0.6) # Percentage of how much the editor will be darkened (0-1)
- interface/dim_transition_time # The duration (in seconds) of the color blending effect (0-1), 0 is instant.
Please test this thoroughly, I haven't yet seen a case where it fails to work properly but I'm sure I didn't test all
windows of the editor :P
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windows.h is a mess.
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Complement KinematicBody2D fix
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>> which was done at 5fc084c28e912c54bf64645df3e6cf2cd2c30be6
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Fix regression from 5dbf180 that broke Windows build.
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I can show you the code
Pretty, with proper whitespace
Tell me, coder, now when did
You last write readable code?
I can open your eyes
Make you see your bad indent
Force you to respect the style
The core devs agreed upon
A whole new world
A new fantastic code format
A de facto standard
With some sugar
Enforced with clang-format
A whole new world
A dazzling style we all dreamed of
And when we read it through
It's crystal clear
That now we're in a whole new world of code
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Also prevent formatting of thirdparty snippet
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really fixed PTRCALL now
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Style: Add .clang-format based on LLVM style
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Added PowerState casting operator to Variant
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Without it Godot does not build with PTRCALL_ENABLED
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The other subfolders of tools/ had already been moved to either
editor/, misc/ or thirdparty/, so the hiding the editor code that
deep was no longer meaningful.
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TileMap: Respect self_modulate property
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Expose uncapped versions of closest-point-to-segment utilities
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TabContainer's signal changes (v3)
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Now `TileMap`s make use of the `self_modulate` property.
There's still a bug: The Editor doesn't re-draw with the new color when you change the TileMaps `self_modulate`
in the inspector. You'll have to make it update manually (by placing a tile, changing the transform, etc..)
I'll open an issue for that after this is merged (If I don't fix it in the meantime ^^).
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- Added `tab_selected` signal. Which emits a signal by selecting any tab, if current tab is selected again.
- Added `get_previous_tab()`. Which returns the previous shown tab. **Note:** only `tab_changed` can modify previous tab index.
- Add documentation for the added function and signals. Fix a typo too.
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Done:
- X11, server (tested)
- Windows (developed, would be nice to retest)
- OSX (not tested)
Prepared (not developed):
- Android (code is here, but may not compile)
- iphone
- winrt
- bb10
- haiku
- javascript
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