Age | Commit message (Collapse) | Author |
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Sorry for the history pollution. I was testing something on this branch
and forgot to reset befor pushing the security update.
This reverts commit 2ef66def4615594b87340aed2b02adf2204c74c2.
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pressed."
This reverts commit 0ae400f523b0e4aefc9cdbea5195a54e6e8268df.
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Fixes #20288.
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- Refactored all builder (make_*) functions into separate Python modules along to the build tree
- Introduced utility function to wrap all invocations on Windows, but does not change it elsewhere
- Introduced stub to use the builders module as a stand alone script and invoke a selected function
There is a problem with file handles related to writing generated content (*.gen.h and *.gen.cpp)
on Windows, which randomly causes a SHARING VIOLATION error to the compiler resulting in flaky
builds. Running all such content generators in a new subprocess instead of directly inside the
build script works around the issue.
Yes, I tried the multiprocessing module. It did not work due to conflict with SCons on cPickle.
Suggested workaround did not fully work either.
Using the run_in_subprocess wrapper on osx and x11 platforms as well for consistency. In case of
running a cross-compilation on Windows they would still be used, but likely it will not happen
in practice. What counts is that the build itself is running on which platform, not the target
platform.
Some generated files are written directly in an SConstruct or SCsub file, before the parallel build starts. They don't need to be written in a subprocess, apparently, so I left them as is.
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bit. Closes #14387
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Added "Cinema Mode" so that the spatial editor can actively track the...
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Add script class hierarchies & add-script button permanence/auto-derivation
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Add snap to floor functionality to the editor
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Audio Recording from godot
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Implements an Audio bus effect that outputs the audio from the bus into a wav file
Now channels audio recording into an AudioStreamSample instead of saving to wav
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(cherry picked from commit 5c6c88ef15219d491fcf63e44da186dee6f8cda4)
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Open internal visual script editor while use external editor is on
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Fix bug in animationplayer editor not using subproperties properly
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Layer editor shouldn't close each time one is toggled (#20399)
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Add lock rotation feature to spatial editor viewport
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This commit makes operator[] on Vector const and adds a write proxy to it. From
now on writes to Vectors need to happen through the .write proxy. So for
instance:
Vector<int> vec;
vec.push_back(10);
std::cout << vec[0] << std::endl;
vec.write[0] = 20;
Failing to use the .write proxy will cause a compilation error.
In addition COWable datatypes can now embed a CowData pointer to their data.
This means that String, CharString, and VMap no longer use or derive from
Vector.
_ALWAYS_INLINE_ and _FORCE_INLINE_ are now equivalent for debug and non-debug
builds. This is a lot faster for Vector in the editor and while running tests.
The reason why this difference used to exist is because force-inlined methods
used to give a bad debugging experience. After extensive testing with modern
compilers this is no longer the case.
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Add menu buttons to open the project and editor data folders
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Add editor property type so that inspector can search for objects.
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regression.
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Few fixes for editor tab in editor settings
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Open all files in script editor
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Rename 'Discard Instancing' to 'Make Local'
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Fix grid missing lines. Fixes: #20246
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Ability to add Resource from FileSystem Dock
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Add ability to import projects via ZIP archive.
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Soft body
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- Soft Body Physics node
- Soft Body Rendering
- Soft body Editor
- Soft body importer
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#20126
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ordigdug/Inspector-fix-remote-debug-view-changing-after-exit-game
Fix -inspector- remote debug view not changing to current scene a…
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The line number is hightlighted to indicate that the line contains only
type-safe code.
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- Allow type hints to be completed.
- Use type information to infer completion candidates.
- Show typed function signature in tooltip.
- Add type hints when completing declaration from virtual functions
(optional).
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Fix #20171.
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