Age | Commit message (Collapse) | Author |
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Explicitly documented that Transform.basis is not necessarily an orth…
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Implement warped mouse panning for 2D & 3D editors
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Suppress error messages when using ConfigFile::get_value and a default is given
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Update ENet to use Godot sockets.
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From https://github.com/lucasdemarchi/codespell
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- Add blocking mode option to PacketPeerUDP.
- put_packet returns ERR_UNAVAILABLE when operation would block.
- ENet module uses non-blocking UDP.
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matrix.
Also added a check that in axis-angle rotations, axis is a normalized vector, and modified the docs accordingly.
Fixes #8113.
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Enabled by default as in Blender, but can be disabled separately for 2D & 3D;
the core functionality is in Input so this could be reused or even exposed to scripts in the future
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Fixes #8097
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When using get_tree().input_event(ev), the engine will JUST send the event down the SceneTree.
However, you won't get any of the benefits of the Input singleton:
- No InputMap actions will be emitted
- The internal input state won't be modified, so methods like `Input.get_mouse_pos()` or `Input.is_joy_button_pressed` won't return the expected output after sending the event.
This is fixed by using `Input.parse_input_event(ev)` instead.
I guess we'll also have to update the docs to reflect that this is the preferred method of sending custom InputEvents.
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fixes #7960
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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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Added PowerState casting operator to Variant
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Without it Godot does not build with PTRCALL_ENABLED
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Expose uncapped versions of closest-point-to-segment utilities
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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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Expose Geometry::get_closest_point_to_segment_2d()
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Implement single-field property change for multinode edit
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added join to PoolStringArray
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Bunch of missing `else` statements and general logic
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- Add FIXME tags comments to some unfixed potential bugs
- Remove some checks (always false: unsigned never < 0)
- Fix some if statements based on reviews.
- Bunch of missing `else` statements
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Fix zero padding formatting
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modified files)
-.pck and .zip exporting redone, seems to be working..
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This fixes HashMap where a key or part of a key is a floating point
number. To fix this the following has been done:
* HashMap now takes an extra template argument Comparator. This class
gets used to compare keys. The default Comperator now works correctly
for common types and floating point numbets.
* Variant implements ::hash_compare() now. This function implements
nan-safe comparison for all types with components that contain floating
point numbers.
* Variant now has a VariantComparator which uses Variant::hash_compare()
safely compare floating point components of variant's types.
* The hash functions for floating point numbers will now normalize NaN
values so that all floating point numbers that are NaN hash to the same
value.
C++ module writers that want to use HashMap internally in their modules
can now also safeguard against this crash by defining their on
Comperator class that safely compares their types.
GDScript users, or writers of modules that don't use HashMap internally
in their modules don't need to do anything.
This fixes #7354 and fixes #6947.
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-fixes to make scenes exported from godot 2.x work
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After discussing this with Reduz this seemed like the best way to
fix #7354. This will make composite values that contain NaN in the same
places as well as the same other values compare as the same.
Additionally non-composite values now also compare equal if they are
both NaN. This breaks IEEE specifications but this is probably what most
users expect. There is a GDScript function check for NaN if the user
needs this information.
This fixes #7354 and probably also fixes #6947
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This new name also makes its purpose a little clearer
This is a step towards fixing #56
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This saves typing and is a step towards fixing #56
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TCP/UDP listen bind to address and bugfixes
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HTTPClient properly handle partial data in non-blocking mode
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JSON::parse reports errors on open-ended objects (master)
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Use block to send DVector::Write out of scope in
HTTPClient::read_response_body_chunk()
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