Age | Commit message (Collapse) | Author |
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-Changed UI resizing code, gained huge amount of speed.
-Reorganized timer sync to clean up behavior (sorry forgot commit this before)
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Enable autoload in editor
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Rename multiplayer_api to multiplayer, add docs
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Experimental support for windows with per-pixel transparency.
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Checks on input_buffer in PacketPeerStream
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Check implicit casts on object classes in bound method calls
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- Adds q/quit option to console debugging
- Adds options (variable_prefix)
- Breaks into debugger with Ctrl-C in local debug mode (Unix/Windows)
- Added option to list all breakpoints
- Fixes add/remove breakpoint bug (invalid path parsing)
- Minor cleanup
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Adjust decimal precision
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Use hysteresis for smoother physics update frequency
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Add Geometry::line_intersects_line_2d()
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Detects crash-related marshalling errors due to NAN values
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Save runtime node as scene from remote scene tree.
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Crazy-P/Resolves-Freeze-on-change-reflection-probe
Resolves editor freezes on change of reflection probe
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blit and blend fix when dst<Vector2
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add Point2 helper for Image.get_pixel and Image.set_pixel
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Remove unused Variant._data.RefPtr
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Added method to clear input events of an action
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Now both structs (Vector2 & Vector3) have round, floor & ceil methods.
(see #18603)
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updated OAHashMap to use robinhood hashing
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API hash fixes
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Implement universal translation of touch to mouse (3.1)
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fix API string path
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Handle missing arg pointer in Variant::get_call_error_text
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Fix Coverity reports of uninitialized scalar variable
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fix for segfault when using CallBasic in visual script on release build
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- Tool scripts will be executed and can be accessed by plugins.
- Other script languages can implement add/remove_named_global_constant
to make use of this functionality.
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If at the time of the _GLOBAL_DEF call a setting itself was unknown,
the function would always return the supplied default value instead of
checking for overrides. This commit changes that, lookup now always
happens which correctly takes overrides into account.
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Fixing input strength and the impossibility to erase action events
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Keep alpha when changing h, s or v Color property in GDScript
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Fixes logically dead code (Coverity)
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I had a situation coming from godot-python where the caller of
Variant::get_call_error_text() passed null for `p_argptrs`. In
addition to fixing that in the caller, seems like good practice to
defend against that situation in the callee to prevent a crash.
So this patch just substitutes some semi-useful text for the source
type name and keeps going so the user's actual error gets emitted.
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Now generating mouse events from touch is optional (on by default) and it's performed by `InputDefault` instead of having each OS abstraction doing it. (*)
The translation algorithm waits for a touch index to be pressed and tracks it translating its events to mouse events until it is raised, while ignoring other pointers.
Furthermore, to avoid an stuck "touch mouse", since not all platforms may report touches raised when the window is unfocused, it checks if touches are still down by the time it's focused again and if so it resets the state of the emulated mouse.
*: In the case of Windows, since it already provides touch-to-mouse translation by itself, "echo" mouse events are filtered out to have it working like the rest.
On X11 a little hack has been needed to avoid a case of a spurious mouse motion event that is generated during touch interaction.
Plus: Improve/fix tracking of current mouse position.
** Summary of changes to settings: **
- `display/window/handheld/emulate_touchscreen` becomes `input/pointing_devices/emulate_touch_from_mouse`
- New setting: `input/pointing_devices/emulate_mouse_from_touch`
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Fix .pck exporting via PCKPacker
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Reduces some aliasing.
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image-point2-helper
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Add string trim_prefix, trim_suffix, lstrip and rstrip methods
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When modifying the h, s or v properties of a color in GDScript the alpha value needs to stay unchanged.
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Fixes reported logically dead codes by Coverity
* image.cpp: Doesn't really need any modification. But to remove the bug
report then we have to move the MAX call away from the for loop
statement.
* rasterizer_gles3.cpp: Removes unnecessary elif condition since it is
checked earlier in the function
* collada.cpp: If stamement never reached due to macro ERR_CONTINUE does
the same.
* navigation_mesh.cpp: Variables should always be null - however, also
checked for the very same condition in their function call. Leaving this
for review (whether the function call is necessary or not)
* path_editor_plugin.cpp: If cancel is true, then it should restore the
edited value to the original provided.
http://docs.godotengine.org/en/3.0/classes/class_editorspatialgizmo.html#class-editorspatialgizmo-commit-handle
* spatial_editor_gizmos.cpp: the very condition of i >= 3 is
predetermined in the if case right before it. Thus case 1 is always '1'
and case 2 is always '-1'
* grid_map_editor.cpp: Same as above in spatial_editor_gizmos.cpp
* voxel_light_baker.cpp: Same as above in spatial_editor_gizmos.cpp
* visual_server.cpp: Same as above in spatial_editor_gizmos.cpp
* visual_script_expression.cpp: char '-' is already true in the switch
case mechanism. Thus it can never reach to default case.
* particles.cpp: Case 'PARAM_MAX' is unreachable due to index checking
right before the switch execution.
* shader_language.cpp: Invalid index is handled in switch default case.
`type < TYPE_FLOAT && type > TYPE_VEC4` -> `(type < TYPE_FLOAT || type > TYPE_VEC4`)
Fixes the "always false problem" in TODO comment.
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Fixes left/up axis not mappable as actions
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