Age | Commit message (Collapse) | Author |
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GDExtension: `array_set_typed` now accepts enum instead of `uint32_t`
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Further refactoring to AudioDriver implementations after #69120, fixes PulseAudio microphone input
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- Rename all instances of `capture_start()` and `capture_end()` to their new
names. Fixes #72892.
- More internal renames to match what was started in #69120.
- Use `override` consistently so that such refactoring bugs can be caught.
- Harmonize the order of definition of the overridden virtual methods in each
audio driver.
- Harmonize prototype for `set_output_device` and `set_input_device`.
Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
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Fix missing avoidance updates when using same velocity
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Update configuration warning for `GraphEdit` and mark it as experimental
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Remove `m_object` parameter from unit test macros
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Fix NavigationAgent debug functions bindings in release builds
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Mark fma function as high end so it isn't used with the gl_compatibility renderer
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Fix null message in assert()
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OpenGl : Handle 0 exponent in float/half conversion
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When using avoidance, if you set the same velocity for the agent, you won't get an update from the avoidance system.
This changes both the `set_target_position` and `set_velocity` setters to always accept user provided values, even if they are the same. This ensures that repathing and avoidance logic is always run when the user expects.
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With the 4.x-introduction of Windows the previous method for
color picking was no longer working.
This PR uses the following approach to reintroduce color-picking.
When the Color-Picking-Button is pressed, a quasi-screenshot of the
Window-content is created and displayed in a new Popup-Window.
This new Window allows selecting colors by Mouse-Click.
A Preview of the targeted Color is also displayed.
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This serves no longer any purpose and can be removed.
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renderer
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Fixes that certain NavigationAgent debug functions bindings were not available in release builds.
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doc: Fix Image 'set_pixel' doc for use of 'create'
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Fixes #72904.
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[Bitmap Font] Fix character count check.
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Co-authored-by: bruvzg <7645683+bruvzg@users.noreply.github.com>
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Downgrade the vulkan abort logic to a warning
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It's been 3 years since the release of Godot 3.2 and the start of the
major overhaul of the codebase for Godot 4.0.
And the work on that new version had started even 6 months before with
Juan working on the Vulkan renderer and various core changes in a
feature branch. This got merged in #36098 on Feb 11, 2020, oh well, we
3 days early ;)
Close to 15,000 pull requests have been merged for the 4.0 milestone,
which is half of the total amount of PRs in Godot's open source
lifetime. This is our biggest release by far, and it's finally time to
let it loose.
A huge thankyou to all the contributors who were involved over the
years, with contributions of any kind. Now's the final stretch to iron
out the remaining blocking bugs and release 4.0-stable.
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Fix mouse-button-mask on button release in unit test
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Optimize `draw_dashed_line()` and `draw_rect()`
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Use `GDExtensionBool` in GDExtension interface
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Bind `EditorExportPlugin::_get_export_features`
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dampen -> damp, attenuate in audio and physics class docs
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Add more debug information to swapchain errors in Vulkan context
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Fixes to the GLTF export with baking and null checks.
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Set instancing flags when using GPUParticles in OpenGL renderer
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C#: Rename export settings `mono` -> `dotnet` and remove unused AOT settings
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On mouse-button release, the mask is 0.
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This addresses issues where some drivers are reporting they don't meet the vulkan hardware level 1 support requirements even though they render as expected when the check is removed.
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The hard limit is set at 2048 depth which seems sensible between
legitimate recursive calls while still avoiding a crash because of a
stack overflow in most of the cases.
Note that it is still possible to reach the stack limit and get an
overflow before reaching a call depth. This is intended as a half-way
measure to stop crashing in most cases, since there's no reliable nor
portable way to check the amount of stack memory left.
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* Fix null crashes.
* Bake tracks
* Add some error messages.
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Separate property translation from editor translation, move sources to separate godot-editor-l10n repo
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GDScript: Improve validation and documentation of `@export_flags`
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