Age | Commit message (Collapse) | Author |
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(cherry picked from commit bd30847e5916f4ca8a855774cb32a160e690e71d)
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* Avoid "property not found" warnings when adding a file for the first
time.
* When no file is added, disable the Generate POT button instead of
printing a warning.
(cherry picked from commit 584136271cf92b7731f82dce22c4e99075b9b5d7)
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The Tween class in Godot 3 is fully incompatible with Godot 4, there's no point
doing these renames. It also makes it harder to use Threen, my (currently WIP)
forward-port of the Godot 3 Tween to Godot 4.
(cherry picked from commit 0171037e0a32b860f60859a0da9d08c6681e690f)
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(cherry picked from commit 2fcfef15daed68e2bcb83a706223dd8d3107290b)
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(cherry picked from commit c72b09639ad5a8644a1fd3bb61c5e2cca8483808)
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Power-of-two grid sizes are more suited to most game assets.
(cherry picked from commit 0f73ef1df9c092a8d2dea2861960e708d90fbd46)
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* Make placeholder in editor layout dialog translatable.
* Make messages in scene import settings dialog translatable.
* Mark theme override property categories for translation.
(cherry picked from commit 5a5fd33e42239cb59aa34899675ca4e2a2c99106)
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(cherry picked from commit 8ab11127bcece042800ae5afada3d8a81d10e5be)
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(cherry picked from commit 66b325b7281fcecaa2393e900ba683f42020cd08)
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(cherry picked from commit 0b8b37c35df7d0341c47d99298b4aa7f18ee60eb)
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(cherry picked from commit 68a6505f41e8c3254155122b0153c074a80f72c8)
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(cherry picked from commit 224c66324b5a4f666b0c0469959af39ad5666f75)
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Dragging and dropping now works for shader include file.
(cherry picked from commit e5601b517ef232e26a4773e3704a7b44c64e991f)
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(cherry picked from commit f68eb4a96711139d58d3f676d52576f1acb9c94e)
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For C# also: Perpendicular() -> Orthogonal()
(cherry picked from commit da4ec876730f17caaa75438b68e7e6ff48fec86b)
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(cherry picked from commit 5aa8b9ee61ca80f186d0f1dfed5418fe4278f157)
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(cherry picked from commit 38c50b4ed3c24a0bbe7327466a3069b1ac0df6a5)
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(cherry picked from commit f1f4c5b10b934402acdfa279782a93cbe4403740)
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(cherry picked from commit c2d678a924b7722b6bc846d361cb309d261c6597)
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(cherry picked from commit 174e0837e0826179a2e51e581aa895cb5cc90885)
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uncommitted changes.
* Pressing escape while gizmo editing will discard the changes made during that edit 'session'
(cherry picked from commit 871ddf80c097717ad55026ce0cf60481af489eae)
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(cherry picked from commit dec86164e123fe34b0406521e156aa967a96e66b)
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When the inspector is empty, opening the "extra resource options" menu
produces a error:
> Condition "current_res.is_null()" is true.
Opening the mneu with no current resource is valid use case, so
`ERR_FAIL_COND` should not be used.
(cherry picked from commit cb0fa0ed7b6b5e953f820a762979d1d35c12b8ee)
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Also don't prompt users to delete the project folder for now.
This is a temporary fix to ensure that users do not delete their entire home folders by mistake
(cherry picked from commit 45a26ff29286b1a692c7f7f6faac6970cdf3151c)
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This property name is used in RichTextLabel.
(cherry picked from commit 81858da2e66d04a766a9036dc94658d95ce1297f)
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(cherry picked from commit fbffd686e23dfd2e5599d0b2ca35d71805d8d7a9)
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(cherry picked from commit a40f559fe20e451b60b9ef33e9f2675358bbb8ac)
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(cherry picked from commit 9fbf24fd5c32f50130ae71e317ad73456853d3b5)
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(cherry picked from commit 0c051f41b16af834ad8b1fb46682aeef16fc88d6)
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- class name and octaves property
(cherry picked from commit 862296273b3f446f4bbcfc5ea682a866ffe1ebcf)
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(cherry picked from commit 239eb31c900682f1d4fea56546096b5282d2a352)
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(cherry picked from commit e13bcf5b845fba1dbb2bbb02c8f14e7d3733a188)
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(cherry picked from commit bef7f14885ab6ee9cdf4116f67dfa12239746677)
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dock->get_index() on line 4463 was not behaving as expected
due to dock having an internal sibling, so now we just get the
index excluding internal nodes.
line 4742 would throw an error if you made multiple docks
floating then redocked the end docks first, but no longer
(cherry picked from commit 21578e0bb4f3dd99bb288a1d631b064fa76b884f)
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(cherry picked from commit ac7a4f6e879715f1fece59facffbed3f78ab9b94)
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This fixes a bug introduced by 806425621cfa3daba3ba9f6b020726490a3152a4, where dragging the gizmo no longer respected local transforms.
I'm not sure why I called set_local_coords_enabled(false) in _compute_edit. Removing this line seems to fix gizmo-dragging local transforms, without breaking anything else.
I also noticed that confirming a transform leaves the gizmo axis lines on the screen. This is fixed by calling update_transform_gizmo after clearing the edit mode/instant flags, so update_transform_gizmo knows not to render any axes.
(cherry picked from commit d3d1223b970140b6a37d0c23e3b234c878be510a)
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Having local_space enabled when starting a transform changed the
behavior of VIEW space transforms. Now we disable local_space when
starting a blender transform (there was already logic to restore the
setting after the transform ends).
This also hides the gizmo while performing a blender transform,
otherwise the user will see it snap back and forth between the local and
global alignment. I think the transform looks cleaner with the gizmo
hidden anyways.
Fixes #59392.
(cherry picked from commit 806425621cfa3daba3ba9f6b020726490a3152a4)
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Pretty hacky solution but it's better than an infinite loop.
All this import setup needs to be redone, it's very difficult to properly
bail out from an invalid import without triggering reimport loops.
Also fix underline not visible at default editor scale in LinkButton.
Fixes #73319.
(cherry picked from commit d81e6ee024a8c64b80ac25c96b33c749ba1db79d)
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(cherry picked from commit 5a3dbea3ed95b6b1ff0847daf1669aa88515801b)
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And adding a check to prevent future issues.
(cherry picked from commit ca86d53e7f9c6f9785f5ef48917e92d41296f984)
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renaming get_used_cells_by_id to get_used_cells is not only unecessary, it introduces hard to debug issues
(cherry picked from commit d6a2197b3d5b50bc8d0b31c97d0abeaafe80269e)
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(cherry picked from commit 3ee5fbdb73fbdec318a345cc797d2d1daf19895f)
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MultiplayerPeerExtension isn't an exact replacement for
NetworkedMultiplayerCustom, but at least it gets you moving in the right direction.
Engine.editor_hint couldn't be fixed by the renames map, because you have to add a `()` at the end.
(cherry picked from commit 6b17c2b6e79adfbcd349ac16e1a1d31098562bc5)
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In godot3, `tool` can follow keywords like `extends` and `class_name`
In godot4, `@tool` must be the first line in the file.
(cherry picked from commit 9a474fb99f18782b2fcafa750c1b899996e79737)
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Lines that start with # or // are ignored
(cherry picked from commit 8cf7ac3a4509a5c42fe32099ea05e99311b9a2a9)
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(cherry picked from commit fec630f360b93fa221acb7d47efd7aa9b1605801)
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(cherry picked from commit a835dfd96d2a758fb194237954f0d4824ff08e05)
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Fixes #70542.
The 3to4 conversion tool was not handling superclass constructors.
We should translate the godot3 syntax:
```gdscript
func _init(a,b,c).(a,b,c):
pass
func _init(a,b,c):
super(a,b,c)
```
Originally, the _init conversion was intended to remove `void` return types from _init functions, as this was disallowed due to #50589.
As that was resolved by #53366, I removed that part of the conversion logic. If a void return type is present on a constructor, the converter now leaves it.
Here's a sample diff from my own project:
```diff
@@ -103,10 +105,11 @@ class Real:
class Text:
extends Setting
- var choices: PoolStringArray
- var value: String setget set_value, get_value
+ var choices: PackedStringArray
+ var value: String : get = get_value, set = set_value
- func _init(section: String, key: String, default: String, choice_list: Array).(section, key, default) -> void:
+ func _init(section: String, key: String, default: String, choice_list: Array) -> void:
+ super(section, key, default)
choices = choice_list
func normalize(val):
@@ -129,9 +132,10 @@ class Text:
class Boolean:
extends Setting
- var value: bool setget set_value, get_value
+ var value: bool : get = get_value, set = set_value
- func _init(section: String, key: String, default: bool).(section, key, default) -> void:
+ func _init(section: String, key: String, default: bool) -> void:
+ super(section, key, default)
pass
```
(cherry picked from commit 53a00abb11cbbdceba7f7d027e7455854bfef01e)
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Fixes #74204.
The style guide says
> Always use one space around operators and after commas
The 3to4 conversion tool currently strips space in certain scenarios.
I've updated it to add space whenever it is generating new code.
In any case where it substitutes existing code, it leaves it as-is.
For example, connect(a,b,c) becomes `connect(a, callable(b, c))`, because the converter is adding new commads/parens.
However, `xform(Vector3(a,b,c))` becomes `Transform * Vector3(a,b,c)` because it uses the user's original Vector3 string whole. If the user originally had `xform(Vector3(a, b, c))`, then it becomes `Transform * Vector3(a, b, c)`.
Ideally we'd always preserve original formatting, but this seems quite difficult, so I tried to preserve it where we can, but air on the side of following the style guide whenever we're transforming code.
(cherry picked from commit d3684e662fdf2611214efc721ea2276364ef9fe1)
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