Age | Commit message (Collapse) | Author |
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This feature was added in #33414 but it was disabled by default.
Now that it got some testing, it's probably safe to enable it
by default.
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ClassDB: Exclude method binds starting with '_' from API hash
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These methods are not meant to be part of the scripting API.
These are not the same as virtual methods starting with '_', e.g.: '_process'.
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PCK: Set VERSION_PATCH in header, factor out header magic
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Fixes crash when using Resource::_take_over_path
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Unify pack file version and magic to avoid hardcoded literals.
`version.py` now always includes `patch` even for the first release in
a new stable branch (e.g. 3.2). The public name stays without the patch
number, but `Engine.get_version_info()` already included `patch == 0`,
and we can remove some extra handling of undefined `VERSION_PATCH` this
way.
Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
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Add an `OS.is_window_focused()` getter
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MultiplayerAPI: Fix disconnect errors when passing invalid peer
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Fallback to RGBA4444 for textures with alpha set to ETC compression
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Fixed antialiasing option for Polygon2D with concave/hollow shapes
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Fixes #34634.
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Expose is_class_ptr to GDNative for dynamic casts
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Make sure no additional slash being added with localize_path
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Don't use constant reference in Vector push_back, insert and append_array
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Allows to doc vararg method return type as void
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It will now give information about the originating object instance
and when locked, the target callback.
This should help debugging editor and game issues that are now being
reported due to adding signal locking in
22637beb2ed625c3e43ab75ab5865b57d7470948.
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Some cases were not handled properly for Polygon2D after making changes in common code to fix Line2D antialiasing. Added an option for drawing polygons to differentiate the two use cases.
Fixes #34568
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Happy new year to the wonderful Godot community!
We're starting a new decade with a well-established, non-profit, free
and open source game engine, and tons of further improvements in the
pipeline from hundreds of contributors.
Godot will keep getting better, and we're looking forward to all the
games that the community will keep developing and releasing with it.
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Print a warning message if `OS.exit_code` is set to a non-portable value
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This also improves the related documentation.
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The ord() function was recently added in GDScript and VisualScript,
but was missed in the Expression class.
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The calculation used to be wrong when exactly at a power of 2.
`nearest_shift` always return the "next" power of 2
`nearest_shift(4) == 3 # 2^3 = 8`.
On the other hand `next_power_of_2` returns the exact value if that
value is a power of 2 (i.e. `next_power_of_2(4) == 4`).
I.e. :
```
WARN_PRINT(itos(next_power_of_2(4)) + " " + itos(1 << nearest_shift(4)));
// WARNING: ... : 4 8
```
Is this by design?
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Fix build warning in ustring.cpp on Windows/MSVC platform
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Closes #34443.
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Fixed issues with using a relative path in the export window.
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Before this fix, opening relative export paths inside of an EditorFileDialog was not possible. This was fixed by modifying String::path_to_file() to save relative paths in EditorExportPreset::set_export_path() more appropriately and changing EditorFileDialog::set_current_dir() to open relative paths.
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Acquire MulticastLock on Android when using broadcast/multicast
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Add method `set_broadcast_enabled` to allow enabling broadcast via
GDScript.
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We now use `thirdparty/misc/triangulator.h` for all physics-related
(collision, navigation) triangulation needs.
Follow-up to #34293.
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Don't allow to use too big or too small shift count
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Fixes being unable to use the Quat(Vector3) constructor
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Removed unused variables, add some constants numbers
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Those arguments aren't required for most common use cases,
so making them optional should help with code readability.
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Near matching was not implemented like in TranslationServer, so a
resource remapped for 'ru' (but not 'ru_RU') would not be used as
fallback if the system locale was 'ru_RU'.
Fixes #34058.
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The previous code only parsed the first two characters (potentially reading
out of bounds if input was invalid), but some locales use a 3-letter language
code (e.g. 'nah_MX').
So I refactored the logic a bit to properly parse the locale and extract the
part left of the regional code, if provided (supports both 'en_US' and 'en-US'
style).
I made TranslationServer::get_language_code() public as I'll use it in a
follow up commit.
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