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2020-02-28Merge pull request #36388 from AndreaCatania/some_renamesRémi Verschelde
Rename Navigation{Mesh,Polygon}Instance and PlaneShape for clarity
2020-02-28Renamed NavigationPolygonInstance to NavigationRegion2DAndrea Catania
2020-02-28Merge pull request #36556 from RandomShaper/rework_mutexRémi Verschelde
Reimplement `Mutex` with C++'s `<mutex>` (plus more)
2020-02-27Merge pull request #36232 from Calinou/add-soft-line-length-guidelineRémi Verschelde
Add a soft line length guideline to the script editor
2020-02-27Merge pull request #36490 from Calinou/assetlib-error-version-compatibilityRémi Verschelde
Mention version compatibility when there are no results in the assetlib
2020-02-27Merge pull request #36333 from Calinou/decrease-script-editor-split-widthRémi Verschelde
Decrease the script editor's default split width to 70
2020-02-27Merge pull request #36546 from YeldhamDev/inspector_tooltip_no_doublesRémi Verschelde
Don't show a copy of the property's name in the inspector's tooltip if there's no description
2020-02-27Fix build after merge of #36077Rémi Verschelde
2020-02-27Merge pull request #36077 from pycbouh/repeat-search-in-filesRémi Verschelde
Add a button to quickly repeat last search in files
2020-02-27Renamed PlaneShape to WorldMarginShapeAndrea Catania
2020-02-27Renamed NavigationMeshInstance to NavigationRegionAndrea Catania
2020-02-27Merge pull request #36545 from nathanwfranke/syntax-highlight-int-typesRémi Verschelde
Fix autocomplete and highlighting for new integer types
2020-02-27Merge pull request #36591 from aaronfranke/key-orderRémi Verschelde
Make internal editor key order consistent
2020-02-27Place paste after copy in new popup menu in visual shaderYuri Roubinsky
+ renamed _on_nodes_delete to _delete_nodes
2020-02-27Added popup menu for some actions in visual shadersYuri Roubinsky
2020-02-27Make internal editor key order consistentAaron Franke
Godot already displays controls in the order Control+Shift+Alt, so the order used with the bitmask flags should be the same.
2020-02-26Fix autocomplete and GDScript Highlighting for typesnathanwfranke
Types include new integer types and others
2020-02-26Fix a typo in the "Create Single Convex Collision Sibling" optionHugo Locurcio
2020-02-26Reimplement Mutex with C++'s <mutex>Pedro J. Estébanez
Main: - It's now implemented thanks to `<mutex>`. No more platform-specific implementations. - `BinaryMutex` (non-recursive) is added, as an alternative for special cases. - Doesn't need allocation/deallocation anymore. It can live in the stack and be part of other classes. - Because of that, it's methods are now `const` and the inner mutex is `mutable` so it can be easily used in `const` contexts. - A no-op implementation is provided if `NO_THREADS` is defined. No more need to add `#ifdef NO_THREADS` just for this. - `MutexLock` now takes a reference. At this point the cases of null `Mutex`es are rare. If you ever need that, just don't use `MutexLock`. - Thread-safe utilities are therefore simpler now. Misc.: - `ScopedMutexLock` is dropped and replaced by `MutexLock`, because they were pretty much the same. - Every case of lock, do-something, unlock is replaced by `MutexLock` (complex cases where it's not straightfoward are kept as as explicit lock and unlock). - `ShaderRD` contained an `std::mutex`, which has been replaced by `Mutex`.
2020-02-26Merge pull request #36564 from dankan1890/quick_fixRémi Verschelde
Fixed TextureAtlas import size.
2020-02-26Merge pull request #36563 from Chaosus/fix_resizer_colorRémi Verschelde
Fix resizer icon color in VisualScripts/Shaders when graph headers is on
2020-02-26Merge pull request #36562 from AndreaCatania/anim_crash_fixRémi Verschelde
Fixed editor crash when the animation player has no root assigned.
2020-02-26Fix resizer icon color in VisualScripts/Shaders when graph headers is onYuri Roubinsky
2020-02-26Don't show a copy of the property's name in the inspector's tooltip if ↵Michael Alexsander
there's no description
2020-02-26Fixed editor crash when the animation player has no root assigned.Andrea Catania
2020-02-26Changed float type to int for INDEX visual shader inputYuri Roubinsky
2020-02-26Fixed TextureAtlas import.Maurizio Petrarota
2020-02-26Merge pull request #36536 from Chaosus/vs_intRémi Verschelde
Add support for integer type in visual shaders
2020-02-26Add support for integer type in visual shadersYuri Roubinsky
2020-02-25Merge pull request #36538 from YeldhamDev/packed_arrays_bits_iconsRémi Verschelde
Update PackedInt/FloatArray icons for the new types
2020-02-25Update PackedIint/FloatArray icons for the new typesMichael Alexsander
2020-02-25Update docs and bindings for new integer vector typesRémi Verschelde
2020-02-25Merge pull request #36515 from reduz/packed-array-64-bitsRémi Verschelde
Variant: Added 64-bit packed arrays, renamed Variant::REAL to FLOAT.
2020-02-25Variant: Added 64-bit packed arrays, renamed Variant::REAL to FLOAT.Juan Linietsky
- Renames PackedIntArray to PackedInt32Array. - Renames PackedFloatArray to PackedFloat32Array. - Adds PackedInt64Array and PackedFloat64Array. - Renames Variant::REAL to Variant::FLOAT for consistency. Packed arrays are for storing large amount of data and creating stuff like meshes, buffers. textures, etc. Forcing them to be 64 is a huge waste of memory. That said, many users requested the ability to have 64 bits packed arrays for their games, so this is just an optional added type. For Variant, the float datatype is always 64 bits, and exposed as `float`. We still have `real_t` which is the datatype that can change from 32 to 64 bits depending on a compile flag (not entirely working right now, but that's the idea). It affects math related datatypes and code only. Neither Variant nor PackedArray make use of real_t, which is only intended for math precision, so the term is removed from there to keep only float.
2020-02-25Merge pull request #36513 from Calinou/editor-icons-pascalcase-filenamesRémi Verschelde
Use PascalCase file names for editor icons
2020-02-24Use PascalCase file names for editor iconsHugo Locurcio
Using PascalCase file names without any conversion step is less confusing to new contributors.
2020-02-24Remove this signal call that was mistakenly added in #36244nathanwfranke
The original change was in #36340
2020-02-24Merge pull request #36494 from akien-mga/callable-fixesRémi Verschelde
Fix some signals and non-debug branch for callable_mp
2020-02-24Merge pull request #36489 from YeldhamDev/more_iconsRémi Verschelde
Add icons for some new variants
2020-02-24Merge pull request #36488 from Chaosus/capsule_yRémi Verschelde
Changed default capsule axis to vertical
2020-02-23Signals: Fix invalid connections to missing callbacksRémi Verschelde
These bugs existed since those lines were added, so I assume that their intended use is no longer relevant.
2020-02-23Signals: Make callbacks non-const, callable_mp can't handle itRémi Verschelde
2020-02-23Mention version compatibility when there are no results in the assetlibHugo Locurcio
This closes #36469.
2020-02-23Changed default capsule axis to verticalYuri Roubinsky
Co-authored-by: Hugo Locurcio <https://hugo.pro>
2020-02-23Add icons for some new variantsMichael Alexsander
2020-02-23Fix Breakpoint compare in new Debugger.Fabio Alessandrelli
Only used to keep the hashmap, but clearly bogus.
2020-02-23Merge pull request #36461 from akien-mga/c++17-fallthrough-attributeRémi Verschelde
Replace FALLTHROUGH macro by C++17 [[fallthrough]]
2020-02-23Replace FALLTHROUGH macro by C++17 [[fallthrough]]Rémi Verschelde
This attribute is now part of the standard we target so we no longer need compiler-specific hacks. Also enables -Wimplicit-fallthrough for Clang now that we can properly support it. It's already on by default for GCC's -Wextra. Fixes new warnings raised by Clang's -Wimplicit-fallthrough.
2020-02-22Remove extra margin in the top of the debuggerMichael Alexsander
2020-02-22Fix visuals of the new debugger editorMichael Alexsander