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2019-03-13Merge pull request #26484 from Andrettin/Configurable-Tooltip-OffsetRémi Verschelde
Make the Tooltip Position Offset Configurable
2019-03-09Merge pull request #26851 from RandomShaper/fix-26460-fake-event-floodRémi Verschelde
Fix fake null-motion mouse event flood
2019-03-09Fix fake null-motion mouse event floodPedro J. Estébanez
This commit also improves a bit the code quality by making the intent of fake events (and themselves) more explicit. Fixes #26460.
2019-03-09Set editor hint early for Project Manager and EditorRémi Verschelde
We need it in setup() already before initializing the renderer, as it's used to force fallback to GLES2 if GLES3 fails. Fixes #26806.
2019-03-06Merge pull request #26669 from RandomShaper/fix-26460Juan Linietsky
Improve/fix picking
2019-03-06Sync controller mappings DB with SDL2 community repoRémi Verschelde
Synced with gabomdq/SDL_GameControllerDB@4f9962c7b268e32fa9a2a96308cfdf66795e782a.
2019-03-05Improve/fix pickingPedro J. Estébanez
Acknowledge mouse button events as position tellers (to make picking more solid; for instance, the touch mouse is raised with a mouse unpressed event that may have a more current position) Forget mouse position for physics if touch mouse raised (because the position known as last is no longer meaningful) Remove needless check for mouse over/exit (now there's code to inject an spurious move for cases where camera/objects have moved) Restrict 2D mouse over/exit to mouse events (including emulated from touch; true touches shouldn't trigger the signals) Fixes #26460.
2019-03-05Disable driver fallback to GLES2 by defaultRémi Verschelde
GLES2 is not designed to be a drop-in replacement for the GLES3 backend, so the fallback mode has to be used knowingly. It *can* make sense for simple projects which make sure to handle the differences between both rendering backends, but most users should stick to one supported backend. By making it opt-in, we can now use this parameter to define whether to export ETC textures to Android and iOS when using GLES3 + Fallback. When using GLES3 without Fallback on Android, set the proper min GLES version in the AndroidManifest. Also made the option boolean and renamed it for clarity and to avoid conflict with the previous String option (which would always evaluate as "true" otherwise). Fixes #26569.
2019-03-05Use accumulated input by default, fixes #26395Juan Linietsky
2019-03-03Add support for event accumlation (off by default, on for editor), fixes #26536Juan Linietsky
2019-03-02Made the tooltip position offset configurableAndrettin
2019-02-27Fix -Wsuggest-attribute=format warnings.marxin
2019-02-25Fix property hint for stretch strink settingRémi Verschelde
Fixes #25184.
2019-02-23Make allowed pid for window takeover happen immediately, fixes #21431Juan Linietsky
2019-02-22Don't crash when parse_utf8 receives a NULL pointerHein-Pieter van Braam
This can happen when chaining calls to various string methods when the string is empty.
2019-02-20Add -Wshadow=local to warnings and fix reported issues.marxin
Fixes #25316.
2019-02-20Merge pull request #26087 from akien-mga/settings-per-pixel-transparencyRémi Verschelde
ProjectSettings: fix category for per pixel transparency settings
2019-02-20ProjectSettings: fix category for per pixel transparency settingsRémi Verschelde
2019-02-20GDScript: Remove unused `switch`, `case` and `do` CF keywordsRémi Verschelde
They had been reserved for future implementation, but we now have the `match` CF keyword which does the same and more. According to @reduz `do` was even added by mistake when copying from the shader language parser, it was never intended to add support for `do`... `while` loops, as the syntax would be awkward in GDScript, and the added sugar is not worth it. Fixes #25787.
2019-02-18Fix warnings seen with warnings=all and recent GCC 8.2.marxin
2019-02-12Drivers, main, servers: Ensure classes match their header filenameRémi Verschelde
Renamed: - `drivers/alsamidi/alsa_midi.h` -> `midi_driver_alsamidi.h` (same for `coremidi` and `winmidi`) - `main/timer_sync.h` -> `main_timer_sync.h` - `servers/visual/visual_server_global.h` -> `visual_server_globals.h`
2019-02-12Merge pull request #25481 from hpvb/fix-ubsan-asan-reportsRémi Verschelde
Fix many asan and ubsan reported issues
2019-02-10Be explicit about usage of GDScript testsRémi Verschelde
Also drop empty "image" test, and print proper error when passing wrong test name. Fixes #25638.
2019-02-09[Core] Rename Matrix3 file to BasisAaron Franke
The code already referred to "Basis", it's just the file name that was different for some reason.
2019-01-30Fix many asan and ubsan reported issuesHein-Pieter van Braam
This allows most demos to run without any ubsan or asan errors. There are still some things in thirdpart/ and some things in AudioServer that needs a look but this fixes a lot of issues. This should help debug less obvious issues, hopefully. This fixes #25217 and fixes #25218
2019-01-24Make recursive nature of iteration not fail.Juan Linietsky
2019-01-24Do not fail on recursive iteration. Not ideal but should work for now and ↵Juan Linietsky
not crash. Fixes #25272 Eventually some sort of main even queue should be implemented to do this properly.
2019-01-22Avoid cyclic iteration check, fixes #24969Juan Linietsky
2019-01-21Sync controller mappings DB with SDL2 community repoRémi Verschelde
Synced with gabomdq/SDL_GameControllerDB@c5af5d58f44e070b1fa127f70f38eeeaaaff12a3. Closes #25138.
2019-01-16Donors: Remove GameDev.tv from splash screenRémi Verschelde
2019-01-16Fix some errors found by static analysisRémi Verschelde
Fixes items 10, 16 and 19 from PVS-Studio blog post in #24014.
2019-01-14GLES2: Make Nvidia flicker workaround opt-inRémi Verschelde
It has a big impact on 2D and text rendering performance (cf. #24466) so the solution seems worse than the bug it aims to work around. It's now opt-in via "rendering/quality/2d/gles2_use_nvidia_rect_flicker_workaround" for those who need it and have a simple enough game for the performance drop not to be an issue. Fixes #24466.
2019-01-07Repair String lstrip and rstrip.Ibrahn Sahir
Background: lstrip and rstrip were broken by changes to String in: 0e29f7974b59e4440cf02e1388fb9d8ab2b5c5fd which removed it's access to Vector::find(CharType). Moved Vector's find up into CowData so it can be shared by Vector and String. Added String::find_char using CowData::find. Implemented rstrip and lstrip using find_char. Added a few tests for String rstrip and lstrip.
2019-01-04Fixed out of bounds axis name accessWilson E. Alvarez
2019-01-04String[size()] should return a default constructed CharTypeHein-Pieter van Braam
As per the C++ standard 21.3.4.1 for std::string: Returns: If pos < size(), returns data()[pos]. Otherwise, if pos == size(), the const version returns charT(). Otherwise, the behavior is undefined. Since the behavior is undefined Godot now does the same thing for const and non-const versions of operator[]. This fixes #21242 and fixes #22221.
2019-01-03Don't apply target_fps in editorTimo Schwarzer
2019-01-01Update copyright statements to 2019Rémi Verschelde
Happy new year to the wonderful Godot community!
2018-12-20Core: Drop unused global_defaults logicRémi Verschelde
It used to be used for Android and iOS to specify platform-specific project settings overrides, but we now have feature tags for that.
2018-12-17Fix maybe-uninitialized warnings from GCC 4.8.xRémi Verschelde
Fixes the following warnings in `p=server target=release_debug` builds on Travis CI: ``` ./core/os/memory.h: In function 'MainLoop* TestOAHashMap::test()': ./core/os/memory.h:108:111: warning: 'dummy' may be used uninitialized in this function [-Wmaybe-uninitialized] #define memnew_placement(m_placement, m_class) _post_initialize(new (m_placement, sizeof(m_class), "") m_class) ^ main/tests/test_oa_hash_map.cpp:98:7: note: 'dummy' was declared here int dummy; ^ scene/resources/bit_mask.cpp:447:3: warning: 'next_i' may be used uninitialized in this function [-Wmaybe-uninitialized] scene/resources/bit_mask.cpp:448:4: warning: 'next_j' may be used uninitialized in this function [-Wmaybe-uninitialized] ```
2018-12-16Merge pull request #19501 from Zylann/custom_loadersRémi Verschelde
Added basic support for custom resource savers and loaders
2018-12-15Added basic support for custom resource savers and loadersMarc Gilleron
2018-12-14Merge pull request #20081 from moiman100/fix-double-click-holdRémi Verschelde
Fixes is_pressed when holding double click.
2018-12-07Merge pull request #22733 from guilhermefelipecgs/fix_wm_classRémi Verschelde
[x11] Use "application/config/name" for WM_CLASS
2018-12-07Merge pull request #22323 from williamd1k0/ignore-main-sceneRémi Verschelde
Editor: Skip loading main scene if restore_scenes_on_load is used
2018-12-05Tests: Drop old test_io referencing data which isn't includedRémi Verschelde
This should eventually be rewritten to properly test IO features, but this would be part of a bigger work on adding a proper testing framework for Godot features. Fixes #2454.
2018-11-28Fix many errors found by PVS-StudioAaron Franke
Fix errors 2, 3, 4, 6, 8, 9, 11, 12, 13, 14, and 15.
2018-11-23Improved support for custom image loadersFabian
2018-11-10Merge pull request #23597 from vnen/network-fs-fixRémi Verschelde
Fix deploy with network filesystem
2018-11-10Fix deploy with network filesystemGeorge Marques
Also make some prints only happen in verbose mode.
2018-11-10Allow to specify a custom strength when calling Input.action_press(), this ↵Davide Baldo
allows virtual axis, mainly for mobile.