Age | Commit message (Collapse) | Author |
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Rename the `.shader` file extension to `.gdshader`
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Add MOUSE_MODE_CONFINED_HIDDEN to MouseMode enum
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Allow clamping vectors and colors in addition to floats and ints
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Fix DNS resolve mutex locks
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This fixes #49261, which was happening because of a deadlock in the resolver mutex. There was leftover old mutex code and it's all be converted to new MutexLock class now.
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Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro>
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Rename File's `endian_swap` to `big_endian`
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Also _transform to _transform3d
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Add two new functions to the IP class that returns all addresses/aliases associated with a given address.
This is a cherry-pick merge from 010a3433df43a94fee95474360ffa6662c7441b9 which was merged in 2.1, and has been updated to build with the latest code.
This merge adds two new methods IP.resolve_hostname_addresses and IP.get_resolve_item_addresses that returns a List of all addresses returned from the DNS request.
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Fixed possible crash in `DynamicBVH::optimize_incremental`
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Tweak arguments of list_dir_begin() (skips navigational and hidden files by default)
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BVH - fix stale current_tree in deactivate function [4.x]
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* Shader compilation is now cached. Subsequent loads take less than a millisecond.
* Improved game, editor and project manager startup time.
* Editor uses .godot/shader_cache to store shaders.
* Game uses user://shader_cache
* Project manager uses $config_dir/shader_cache
* Options to tweak shader caching in project settings.
* Editor path configuration moved from EditorSettings to new class, EditorPaths, so it can be available early on (before shaders are compiled).
* Reworked ShaderCompilerRD to ensure deterministic shader code creation (else shader may change and cache will be invalidated).
* Added shader compression with SMOLV: https://github.com/aras-p/smol-v
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Changes passing of current_tree from a member variable to a function argument, making bugs due to stale state less likely.
Fix a bug in deactivate where current_tree variable was stale. This may have resulted in visual anomalies.
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Use an enum to represent screen orientation in the Project Settings
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Also add a GDScript test for this case.
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- Tweak the setting property hint to be more informative.
- Make the setting a "basic" setting so it appears when Advanced Settings
is disabled.
- Remove redundant orientation setting in the iOS export preset.
The project setting is now used (like on Android).
Projects upgrading from a previous version will have to set the
screen orientation again in the Project Settings if it wasn't set
to the default value ("landscape").
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OS: Better validation of invalid input for get_unix_time_from_datetime
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Default missing keys to Unix time 0 (1970-01-01 at 00:00:00 UTC).
Abort if year <= 0, this is not supported by the current algorithm.
Prevents an infinite loop further down.
Fixes #49022.
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This also acts as a general-purpose "deselect" shortcut since pressing
it a second time will deselect text.
This is available both in the script editor and in TextEdit fields
in use, both in the editor and projects.
The Duplicate Line script editor shortcut was moved to Ctrl + Shift + D
since it conflicts with the new shortcut (Ctrl + D). The rationale for
doing so is that Duplicate Line is a less commonly used action, and
its behavior can be replicated by copying and pasting the current line
anyway. (With no selection active, the whole line will be copied.)
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Replace QuickHull with Bullet's convex hull computer.
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The code is based on the current version of thirdparty/vhacd and modified to use Godot's types and code style.
Additional changes:
- extended PagedAllocator to allow leaked objects
- applied patch from https://github.com/bulletphysics/bullet3/pull/3037
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Fix usage of String.left()
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Fix XMLParser behavior for comments and premature endings
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Change behavior of String.right
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For the `master` branch, the minimum supported MSVC version is now
MSVC 2017 (with MSVC 2019 being recommended).
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Use global scope round method for rounding
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This new name is more consistent with ResourceSaver and StreamPeer.
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