Age | Commit message (Collapse) | Author |
|
This closes https://github.com/godotengine/godot-docs/issues/2531.
|
|
Also renamed `delaunay.h` to `delaunay_2d.h` to match the class name.
|
|
New GPU lightmapper
|
|
Removed by mistake in #38292 like the Windows `__XINPUT_DEVICE__`,
this magic binding is referenced directly in our code.
|
|
-Added LocalVector (needed it)
-Added stb_rect_pack (It's pretty cool, we could probably use it for other stuff too)
-Fixes and changes all around the place
-Added library for 128 bits fixed point (required for Delaunay3D)
|
|
GDScript: Add join method on String
|
|
This reverts commit ec7b481170dcd6a7b4cf0e6c1221e204ff7945f3.
This was wrong, `d` is not a distance but the `d` constant in the
parametric equation `ax + by + cz = d` describing the plane.
|
|
Part of #33027.
|
|
Part of #33027, also discussed in #29848.
Enforcing the use of brackets even on single line statements would be
preferred, but `clang-format` doesn't have this functionality yet.
|
|
|
|
Allow using integer vectors for iteration and make range() use them
|
|
|
|
Fix object leaks caused by unfulfilled yields
|
|
|
|
|
|
Docs: Add join on String.xml
|
|
Required for `JoypadWindows::probe_joypads`.
Partially reverts 510e83498e768ffbec8177f18a50180de828b844. Fixes #38554.
|
|
Add a Color constructor for Color with alpha
|
|
Fix: can't convert Transform -> Transform2D
|
|
Fix: #38528
|
|
Fix: printing empty string does nothing in editor output pannel
|
|
Fix: #38490
|
|
Format remote printerr properly in script debugger output
|
|
Now the stack saved in a `GDScriptFunctionState` is cleared as soon as the `yield()` operation is known not to be resumed because either the script, the instance or both are deleted.
This clears problems like leaked objects by eliminating cases of circular references between `GDScriptFunctionState`s preventing them and the objects they refer to in their saved stacks from being released. As an example, this makes using `SceneTreeTimer` safer.
Furthermore, with this change it's now possible to print early warnings about `yield()`s to released script/instances, as now we know they won't be successfully resumed as the condition for that happens. However, this PR doesn't add such messages, to keep the observed behavior the same for the time being.
Also, now a backup of the function name in `GDScriptFunctionState` is used, since the script may not be valid by the time the function name is needed for the resume-after-yield error messages.
|
|
Fix array slicing.
|
|
|
|
element in Octree<T, use_pairs, AL>::cull_convex().
|
|
Priorize Embedded PCKs on loading
|
|
If existing, embedded PCKs are loaded before the pcks the engine might
find next to it.
Fixes #37568
|
|
Implement Skew in Node2D
|
|
|
|
|
|
Skew is x-axis only, because it must be bidirectionally convertible to a 2x3 matrix, but you can subtract it to the rotation to get the effect on y-axis
|
|
|
|
This fixes numerous false positives coming out of the culling system.
AABB checks are now a full separating-axis check against the frustum, with the points of the frustum being compared to the planes of the box just as the points of the box were being compared to the planes of the frustum. This fixes large objects behind the camera not being culled correctly.
Some systems that used frustums that were (sometimes mistakenly?) unbounded on one or more side have been modified to be fully enclosed.
|
|
|
|
Warn when trying to open `res://` or `user://` with `OS.shell_open()`
|
|
|
|
makes VibrationInfo protected
|
|
Print errors when passing an invalid type to xform
|
|
|
|
Improve the Vector2 rotated code
|
|
|
|
`OS.shell_open()` will pass on the path directly to the OS' shell
handler (which can handle file paths or URLs). It can't handle
Godot-specific paths, so these need to be converted with
`ProjectSettings.globalize_path()` first.
|
|
Rename InputFilter back to Input
|
|
It changed name as part of the DisplayServer and input refactoring
in #37317, with the rationale that input no longer goes through the
main loop, so the previous Input singleton now only does filtering.
But the gains in consistency are quite limited in the renaming, and
it breaks compatibility for all scripts and tutorials that access
the Input singleton via the scripting language. A temporary option
was suggested to keep the scripting singleton named `Input` even if
its type is `InputFilter`, but that adds inconsistency and breaks C#.
Fixes godotengine/godot-proposals#639.
Fixes #37319.
Fixes #37690.
|
|
The 204 and 205 are the older, SDL 2.0.4 and 2.0.5 compatible mappings,
but since all new mappings have only been added to the main
gamecontrollerdb.txt which overrides the older entries, it doesn't make
much sense for us to keep the old databases.
We do not support the SDL2 half axes and inverted axes features from
gamecontrollerdb.txt, but this only impacts the specific controllers
which can use those features, the rest are parsed and used properly.
As for godotcontrollerdb.txt, it doesn't make sense for us to maintain
our own custom mappings instead of submitting them upstream. The only
exception is the Javascript and UWP platforms for which no bindings are
available upstream, so we keep those entries.
|
|
|
|
|
|
|