Age | Commit message (Collapse) | Author |
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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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(cherry picked from commit fb317546fe4ded0c5ea192ae9a870722a0d6e59c)
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* After you click in the dock select panel
* After you load an editor layout
(cherry picked from commit 43bf0ca8d28de43ab0eeb7063bbaee01dd091d0e)
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(cherry picked from commit 921f3b7589084e07a4b6eefd89ec7fe81857a8b7)
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(cherry picked from commit ab61624c786f0e1556eacf374eaca2838edb9bec)
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selected TileSet after an edit call with a null pointer.
(cherry picked from commit 66374c8dcee3eab1e0878e892be32cd257b43a5b)
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(cherry picked from commit ea5fd3d732a85029e8372425904971ad26153ff1)
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Moved definitions of editor related project settings to `editor/register_editor_types.cpp` to make documentation work.
(cherry picked from commit 3de5332fcb31ea46a692fda7b92847b162e3571d)
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(cherry picked from commit 68c18c0e2b8cb7c0e0f850f9bbdde31e30d166cf)
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(cherry picked from commit 496bd94c21dbda01fc7d9d0a108eecef21924024)
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When selecting "Show in FileSystem" from the context menu of a resource
in the inspector, the engine would crash if the FileSystem dock was
floating because it was trying to focus the FileSystem tab, but floating
docks don't use Tab Containers. This commit makes the FileSystem dock's
window grab focus instead if it's floating.
(cherry picked from commit c4d1513e15e1f3e599030a98cf425177c3d1eb24)
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(cherry picked from commit 64215ad1192878b72e784c5a62ea9b2dba0520dd)
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Also fixes a typo in the CHANGELOG.
(cherry picked from commit e03bfd6f7fef1845dff544a3b0acb62d2af2b0ad)
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In the ConfigFile format, the first subpath is the category and is not part
of the line that the regex would match.
Fixes #66125.
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Fixes #73505.
Fixes #73996.
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Add warnings for unsupported features in mobile and gl_compatibility backends
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Fix wrong OS regex in project converter
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fix typo `set_polygon` in GenericTilePolygonEditor
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issue in the safer way.
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CheesecakeCG/scene-import-animationlibrary-tab-fix
Fix settings not appearing for Animation Libraries in the Scene Import window
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