Age | Commit message (Collapse) | Author |
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selected TileSet after an edit call with a null pointer.
(cherry picked from commit 66374c8dcee3eab1e0878e892be32cd257b43a5b)
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(cherry picked from commit ea5fd3d732a85029e8372425904971ad26153ff1)
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The current documentation uses the term "running" for two different things.
In the description of get_id() it claims "it will return empty string if the thread is not running", but it actually will return the thread id until wait_to_finish is called.
In the description of is_alive() it claims "it will return true if the thread is running", but in this case it means "the provided function hasn't finished running yet".
Updated the functions documentation slighly to make this clear.
(cherry picked from commit 2a4f38d54fbe8f6a35f5704fa9268e7f2d60b222)
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(cherry picked from commit 2cc22fb964a94cdb031dd95f473812eef274c903)
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(cherry picked from commit df0de07494bae7576299bae781644ad8db7cc128)
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(cherry picked from commit 9785b23a0ab63b62f63af119552f1f9042812ea8)
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Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro>
(cherry picked from commit fb5c2d9f755f31edf127256b01d0e2c60c49805f)
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(cherry picked from commit c618f9fce2a85090dc5c96998dbecdcdb47d4b06)
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(cherry picked from commit d29030fdd082632b7b004bdc52826b3d8e2759f0)
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Fix small mistake in Window.xml
(cherry picked from commit 7f8425d6fb68ca528439b6d6a5e14c4e6c92e5da)
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(cherry picked from commit d2b1d6e69badfd9c5d370e5599971334ab3034ef)
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(cherry picked from commit 03fcac3aa5deecb9a4009b0a7889bb5d6be252fb)
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(cherry picked from commit 36270d39d2f53bae5ac78f6b475be3d0ecb9184c)
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Moved definitions of editor related project settings to `editor/register_editor_types.cpp` to make documentation work.
(cherry picked from commit 3de5332fcb31ea46a692fda7b92847b162e3571d)
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renderer.
(cherry picked from commit d186b7438f8ced5e79a7081a29e720d1683cd267)
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(cherry picked from commit c0ebc281360c7df1acae4b0510d8310573491acc)
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(cherry picked from commit 68c18c0e2b8cb7c0e0f850f9bbdde31e30d166cf)
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Also avoid order of operation conflicts by moving C# binding generation hook to main.cpp
(cherry picked from commit 8402927d3f55f06651045a6a94e163327e26c2ab)
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lookup to TrueType/CFF only.
(cherry picked from commit 8d501a2dc31f3bef6d5a7f6b0d060c8915082011)
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(cherry picked from commit 496bd94c21dbda01fc7d9d0a108eecef21924024)
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When selecting "Show in FileSystem" from the context menu of a resource
in the inspector, the engine would crash if the FileSystem dock was
floating because it was trying to focus the FileSystem tab, but floating
docks don't use Tab Containers. This commit makes the FileSystem dock's
window grab focus instead if it's floating.
(cherry picked from commit c4d1513e15e1f3e599030a98cf425177c3d1eb24)
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Fixes #68242.
(cherry picked from commit 44592c8c197b072d5beee3f14c9c6869a94e9671)
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(cherry picked from commit 64215ad1192878b72e784c5a62ea9b2dba0520dd)
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(cherry picked from commit 49400e0c1c2c745942133cd63daefad82608958c)
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(cherry picked from commit 84482ef90bf5f902f14594d957af8c0e3866f88c)
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(cherry picked from commit 8a675f3824db71f0fc3268a95b73af3a50800c2f)
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Modifies the close_h_offset to be 12 instead of 22. This better aligns the default position.
(cherry picked from commit 961d6763fbfca8b94565079b3c15606bdac9b7c8)
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(cherry picked from commit 7f24433e15081044aa8bcc3a646ded5129048bf5)
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(cherry picked from commit 5e0641ea9af03491889d89f9bdac0785e5bc3158)
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[4.0] Ensure that editor color map is initialized in the project manager
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Also fixes a typo in the CHANGELOG.
(cherry picked from commit e03bfd6f7fef1845dff544a3b0acb62d2af2b0ad)
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(cherry picked from commit 85bb561713940665b989c1ad69b4d0f74bca166e)
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4 years of development.
12,000 merged pull requests.
7,000 fixed issues.
1,500 individual contributors across engine and docs.
The Godot 4.0 release is by all metrics our biggest release so far.
No stone has been left unturned, all parts of the engine have been
modernized, refactored, overhauled, rewritten, redesigned.
Our work is far from done. Many areas still have significant known issues,
and will require focused work from all willing contributors to fix blocking
bugs, implement missing features, optimize for performance or compatibility,
and improve the user experience.
But Godot 4.0 marks the start of the new, modern Godot Engine, and a solid
foundation for us all to build upon. Future 4.x releases will come with a
much faster cadence, enabling us to iterate quickly on new features and
improvements to what we already provide.
To all of you who were involved in making Godot 4.0 what it is today, however
big or small your contributions were:
THANK YOU!
This was a massive undertaking, and you all participated in unique and
wonderful ways to build a free and open source game engine for everyone to
use and enjoy. You are breathtaking! <3
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We couldn't hope to complete an in-depth curated changelog for such
a massive release, so we simply link to our in-depth release notes :)
Also adds back the 3.3, 3.4, and 3.5 curated changelogs. Those were
released from the 3.x branch so theoretically do not share a common
history with 4.0 (which started development after 3.2), but in practice
users will still perceive 4.0 as the natural upgrade to 3.5.
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Sync controller mappings DB with SDL2 community repo
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Fix a crash in the GLB importer
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Update documentation for Mesh and MeshInstance3D
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Synced with gabomdq/SDL_GameControllerDB@436c7e3d54a57189ea0ab44d05f36b7cc7ea496c
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Cleanup 3-to-4 renames, prevent common words replacements, handle project.godot settings
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Improve documentation of EditorExportPlugin
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In the ConfigFile format, the first subpath is the category and is not part
of the line that the regex would match.
Fixes #66125.
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Fixes #73505.
Fixes #73996.
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[MP] Fix orphan StringName on close.
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Document default values for transition type and ease type.
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