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2021-09-02Tweak tooltip styleHendrik Brucker
2021-09-01Merge pull request #51639 from Ev1lbl0w/gsoc21-dapFabio Alessandrelli
Implement more advanced features for DAP
2021-08-31Implemented advanced features of DAPEv1lbl0w
Respect client "supportsVariableType" capability Implement "breakpointLocations" request Implement "restart" request Implement "evaluate" request Fix error messages not being shown, and improved wrong path message Removed thread option and behavior Implemented detailed inspection of complex variables Fix "const"ness of functions Added a configurable timeout for requests Implement Godot custom data request/event Implement syncing of breakpoints Added support for debugging native platforms
2021-08-30Merge pull request #52240 from Rubonnek/rename-rel-pathJuan Linietsky
Rename `String::is_rel_path` to `String::is_relative_path`
2021-08-30Merge pull request #43838 from lupoDharkael/cancel-memberJuan Linietsky
Clear connection data from/to empty after used
2021-08-30Revert " Improve collision generation usability in the new 3D scene import ↵Juan Linietsky
workflow."
2021-08-30Merge pull request #51985 from AndreaCatania/collCamille Mohr-Daurat
Improve collision generation usability in the new 3D scene import workflow.
2021-08-30Merge pull request #52245 from AndreaCatania/AndreaCatania-patch-4Juan Linietsky
EditorPropertyText, pass changing variable false.
2021-08-30Update editor_properties.cppAndrea Catania
2021-08-30EditorPropertyText, pass changing variable false.Andrea Catania
When the `EditorPropertyText` change is triggered, it pass the `changing` as true, while there is an early return that blocks such event to be emitted when the Editor is updating. This commit aligns the early return with the passes parameter.
2021-08-29Rename String::is_rel_path to String::is_relative_pathWilson E. Alvarez
2021-08-29Revert "Display a matrix for Node2D and don't display a duplicate origin"Juan Linietsky
2021-08-29Display a matrix for Node2D and don't display a duplicate originAaron Franke
2021-08-28Improve collision generation usability in the new 3D scene import workflow.AndreaCatania
With this PR it's possible to add a collision during the Mesh import, directly in editor. To generate the shape is possible to chose between the following options: - Decompose Convex: The Mesh is decomposed in one or many Convex Shapes (Using the VHACD library). - Simple Convex: Is generated a convex shape that enclose the entire mesh. - Trimesh: Generate a trimesh shape using the Mesh faces. - Box: Add a primitive box shape, where you can tweak the `size`, `position`, `rotation`. - Sphere: Add a primitive sphere shape, where you can tweak the `radius`, `position`, `rotation`. - Cylinder: Add a primitive cylinder shape, where you can tweak the `height`, `radius`, `position`, `rotation`. - Capsule: Add a primitive capsule shape, where you can tweak the `height`, `radius`, `position`, `rotation`. It's also possible to chose the generated body, so you can create: - Rigid Body. - Static Body. - Area.
2021-08-27Merge pull request #52122 from V-Sekai/autoload_listK. S. Ernest (iFire) Lee
Use sorted map for autoloads in ProjectSettings to preserve order.
2021-08-27Merge pull request #51962 from LoipesMas/zoom_fixMax Hilbrunner
Clamp EditorZoomWidget zoom
2021-08-27Merge pull request #51908 from bruvzg/msdf_fonts2K. S. Ernest (iFire) Lee
Make FontData importable resource. Add multi-channel SDF font rendering.
2021-08-27Merge pull request #51896 from nekomatata/restore-ray-shapeCamille Mohr-Daurat
Refactor RayShape and rename to SeparationRayShape
2021-08-27Fix crash on scenes with tool scripts and mismatched node typesSaracenOne
2021-08-27Makes FontData importable resource.bruvzg
Adds multi-channel SDF font texture generation and rendering support. Adds per-font oversampling support. Adds FontData import plugins (for dynamic fonts, BMFonts and monospaced image fonts), font texture cache pre-generation and loading. Adds BMFont binary format and outline support.
2021-08-27Merge pull request #52142 from ↵K. S. Ernest (iFire) Lee
NathanLovato/GDQuest/animation-bezier-editor-improvements Replace close icon with button in the Bezier editor
2021-08-26Use OrderedHashMap for autoloads to preserve orderLyuma
2021-08-26Replace close icon with button in the Bezier editorNathan Lovato
2021-08-27Merge pull request #39404 from rcorre/proposal-106-copy-prop-pathTomek
Allow copying property path from inspector.
2021-08-26Merge pull request #51928 from reduz/extension-loaderJuan Linietsky
Implement Extension Loader
2021-08-26Merge pull request #52077 from reduz/error-ret-docJuan Linietsky
Implement error return documentation
2021-08-25Fix zoom label not being updatedLoipesMas
2021-08-25Merge pull request #51821 from Calinou/builtin-shaders-add-commentsJFonS
Add comments at the top of each built-in shader to ease debugging
2021-08-24Rename RayShape to SeparationRayShapePouleyKetchoupp
Makes it clearer that it's used for special cases when picking a collision shape.
2021-08-24Restore RayShape as a regular shape typePouleyKetchoupp
Partial revert from previously removing ray shapes completely, added back as a shape type but without the specific character controller code.
2021-08-24Implement error return documetationreduz
Adds ability to add error return documetation to the binder and class reference. Usage example: ```C++ void MyClass::_bind_method() { [..] BIND_METHOD_ERR_RETURN_DOC("load", ERR_FILE_CANT_OPEN, ERR_FILE_UNRECOGNIZED); } ``` One function of ConfigFile was changed as example.
2021-08-24Merge pull request #51999 from lyuma/set_surface_materialJuan Linietsky
Implement methods in EditorSceneImporterMesh, and add documentation.
2021-08-23Merge pull request #52036 from reduz/native-extension-argument-pointersJuan Linietsky
Implement NativeExtension pointer arguments
2021-08-23Implement NativeExtension pointer argumentsreduz
* Allows calling into native extensions directly with a pointer * Makes it easier to implement some APIs more efficiently * Appears with a "*" in the documentation for the argument. * Implementing the pointer handling is entirely up to the implementation, although the extension API provides some hint. * AudioStream has been implemented as an example, allowing to create NativeExtension based AudioStreams.
2021-08-23Copy/Paste property paths/values in inspector.Ryan Roden-Corrent
Resolves godotengine/godot-proposals#106. Adds the following property menu options with default bindings: - Copy Property (ctrl+c) - Paste Property (ctrl+v) - Copy Property Path (ctrl+shift+c) If you hover over a property label in the inspector dock, you can copy either the property value or the property path to the system clipboard using the shortcuts above This is especially useful for the `AnimationTree`, where code might reference properties like "parameters/state/aim/move/blend_position". One issue is that if you click a property, then click on the node you currently have selected in the node tree, then press ctrl+shift+c, it will still copy the selected property path rather than the node path. If you click on a different node in the nodetree, however, ctrl+shift+c will return to copying the nodepath. The property value copy/paste was implemented by @KoBeWi at #39398 and merged into this PR due to their similarity.
2021-08-23Merge pull request #37253 from KoBeWi/animassMax Hilbrunner
Allow to load multiple animations at once
2021-08-23Merge pull request #52021 from Calinou/rename-polygon-editor-settingsHugo Locurcio
Rename polygon editor settings for better display in the Editor Settings
2021-08-23Merge pull request #51998 from SirQuartz/Schrödinger's-search-boxHugo Locurcio
Fix quick open script results
2021-08-23Rename polygon editor settings for better display in the Editor SettingsHugo Locurcio
2021-08-23Allow to load multiple animations at onceTomasz Chabora
2021-08-23Merge pull request #51971 from aaronfranke/httpsMax Hilbrunner
Replace HTTP URLs with HTTPS for sites with HTTPS versions
2021-08-23Entirely removes BIND_VMETHOD in favor of GDVIRTUALreduz
* `_gui_input`, `_input`, `_unhandled_input` and `_unhandled_key_input` are now regular C++ virutal functions. * Everything else converted to GDVIRTUAL * BIND_VMETHOD is gone, always use the new syntax from now on. Creating `_gui_input` method and using the binder to register events will no longer work, simply override the virtual function now.
2021-08-22Implement set_surface_material and set_surface_name methods in ↵Lyuma
EditorSceneImporterMesh, and add documentation.
2021-08-22Replace HTTP links with HTTPS for sites with HTTPS versionsAaron Franke
2021-08-22Fix quick open script top resultNicholas Huelin
This pull request fixes an issue where the top search result of the quick open script wouldn't be the most relevant when the first letter is typed.
2021-08-22Merge pull request #51886 from Geometror/fix-layout-editor-file-dialogMichael Alexsander
Fix ItemList layout (+EditorFileDialog)
2021-08-22Merge pull request #51982 from reduz/fix-doctool-merging-when-signatures-changeJuan Linietsky
Fix doctool merges when method signatures don't match
2021-08-22Merge pull request #51700 from Geometror/fix-color-pickerK. S. Ernest (iFire) Lee
Reimplement ColorPicker presets
2021-08-22Fix doctool merges when method signatures don't matchreduz
If methods signature did not match, documentation is not merged. This is a considerable source of annoyance for contributors and it happened as a result of #4533, otherwise the documentation for constructors would not be properly merged. This PR modifies the logic introduced to only do the signature test on constructors and operators (which are the only types of members that can repeat).
2021-08-22Replace BIND_VMETHOD by new GDVIRTUAL syntaxreduz
* New syntax is type safe. * New syntax allows for type safe virtuals in native extensions. * New syntax permits extremely fast calling. Note: Everything was replaced where possible except for `_gui_input` `_input` and `_unhandled_input`. These will require API rework on a separate PR as they work different than the rest of the functions. Added a new method flag METHOD_FLAG_OBJECT_CORE, used internally. Allows to not dump the core virtuals like `_notification` to the json API, since each language will implement those as it is best fits.