Age | Commit message (Collapse) | Author |
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Game camera override
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Improve support for directed graphs in A*; docs update included
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@DavidSichma, @ptrojahn
New Platinum sponsor, added to splash screen:
Interblock
New Gold sponsor:
Image Campus
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This closes #33322.
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Implemented uniform API in Viewport class to override 2D and/or
3D camera.
Added buttons in 2D and 3D editor viewport toolbars that override
the running game camera transform with the editor viewport camera
transform. Implemented via remote debugger protocol and camera
override API.
Removed LiveEditFuncs function pointers from ScriptDebugger class.
Since the debugger got access to the SceneTree instance (if one
exists), there is no need to store the function pointers. The live
edit functions in SceneTree are used directly instead. Also removed
the static version of live edit functions in SceneTree for the same
reason. This reduced the SceneTree -> Debugger coupling too since
the function pointers don't need to be set from SceneTree anymore.
Moved script_debugger_remote.h/cpp from 'core/' to 'scene/debugger/'.
This is because the remote debugger is now using SceneTree directly
and 'core/' classes should not depend on 'scene/' classes.
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New contributors added to AUTHORS:
@creikey, @IronicallySerious, @LikeLakers2, @minraws, @NilsIrl,
@profan, @raphael10241024
New Platinum sponsor, added to splash screen:
Heroic Labs
Merged some duplicates via .mailmap to allow better tracking of
commit counts with `git shortlog -s -n -e --no-merges`.
Thanks to all contributors and donors for making Godot possible!
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This will exit early if the audio/video driver specified doesn't exist.
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This doesn't affect the resulting binary size, but allows to save
a phew seconds during compilation if building export templates.
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Implement backward shift deletion for OAHashMap
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The V-Sync project setting also applies to the editor, but
it will only take effect when the editor is restarted.
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Synced with gabomdq/SDL_GameControllerDB@ef8542c9f354e0f65cb861b67f0aa81366060874.
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Allow to reserve space for nodes in A* and elements in OAHashMap explicitly.
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* also handle overflow occurring in _get_probe_length
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Always use the GLES2 backend when generating the GDNative API JSON
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This enables the automatic GLES2 fallback if the hardware
doesn't support the GLES3 backend.
This closes #27768.
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Support vibration for Android and iOS
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connect_to_stream now accepts optional parameter to specify which
certificates to trust.
Implement accept_stream (SSL server) with key/cert parameters to specify
the RSA key and X509 certificate resources.
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Add Min/Max Window Size Setting
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Add project settings to easily set the minimum and maximum window size.
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Fixed link errors when building in debug with RegEx module disabled
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This reproduces the behavior used for printing when using the remote
debugger. The default limit is 100 errors and 100 warnings per second,
which makes it possible to display much more GDScript warnings
before overflowing.
This also adds a "Too many warnings" message, so that warnings
don't look like errors when overflowing anymore.
This closes #21896.
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Also added support for SCons project-absolute paths (starting with #) and
warning about duplicates in add_source_files(), and fixed
default_controller_mappings.gen.cpp being included twice after first build
due to *.cpp globbing.
Part of #30270.
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Add access to interpolation fraction for fixed timestep interpolation
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Addresses #30068
This is a prerequisite for allowing proper support for fixed timestep interpolation, exposing the interpolation fraction to the engine, modules and gdscript.
The interpolation fraction is the fraction through the current physics tick at the time of the current frame.
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This results in slightly smaller binaries (-17 KB for an editor binary)
as no strings need to be allocated.
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Make `--doctool` create directories if they don't exist
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This prevents errors due to missing directories when generating
engine documentation.
This closes #17297.
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Replace ` + "/" + ` with `String::file_add()`
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Add godot version in backtrace message
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