Age | Commit message (Collapse) | Author |
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Disable OGG and MP3 looping by default on import
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C#: Move `LinearToDb` and `DbToLinear` to Mathf
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[TextServer] Fix ICU data loading and exporting with `internationalization/locale/include_text_server_data` setting.
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`internationalization/locale/include_text_server_data` setting.
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GDScript: Remove function of `continue` for match statement
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SaracenOne/disable_data_generation_on_foreign_resources
Disable navmesh, lightmap, and VoxelGI generation on foreign data
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When instructions use function pointers, it's not possible to retrieve
their original names in the disassembly. This stores the names in
vectors (in debug builds) so they can be shown.
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Fix BiDi override for the characters outside BMP (e.g., emojis).
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Fix duplicating imported blendshape tracks
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Add support for Unicode identifiers in GDScript and Expression
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importing from a GLTF.
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The keyword is confusing and rarely is used in the intended way. It is
removed now in favor of a future feature (pattern guards) to avoid
breaking compatibility later.
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* From Godot 4.0 onwards, proper music looping is supported which requires setting the BPM and then the loop point in beats.
* As such, importing with loop by default does not serve much of a purpose. Its annoying to disable for SFX or clips that do not loop and it also requires manual intervention to loop music.
* This way, it should work out of the box for any sound effect or non looping audio clip, and manual work is required anyway for looping music.
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This is using an adapted version of UAX#31 to not rely on the ICU
database (which isn't available in builds without TextServerAdvanced).
It allows most characters used in diverse scripts but not everything.
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Support script global resource name in EditorFileSystem
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* Works for binary and text files.
* Makes EditorQuickOpen work with custom resources again.
* Information is cached and easily accessible.
Properly fixes #66179. Supersedes #66215 and supersedes #62417
**WARNING**: This required breaking backwards binary compatibility (.res and .scn files). Files saved after this PR is merged will no longer open in any earlier versions of Godot.
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exports in the inspector were not properly appearing when a gdscript was saved using an external IDE
this commit adds a call to GDScript::UpdateExports toward the end of GDScriptTextDocument::didSave
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This feature was removed from GDScript so it should not be present on
the interface nor in the saved export presets.
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Get OpenXR with OpenGL working on SteamVR
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Fixes cases where the runtime ResourceLoader cannot load gltf images.
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Add astcenc compression and decompression.
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Fix OGG page_data out of bound index crash
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Implement BiDi override mode for GDScript source.
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Co-authored-by: Gordon A Macpherson <gordon.a.macpherson@gmail.com>
Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
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Update `@icon` and `@tool` definitions to add a note
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Fixes issue where failed start of OpenXR causes issues
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BMP loader: Fix 2 bits-per-pixel images
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C#: Implement `ExportPlugin::_get_name` and move `GLOBAL_DEF` to CSharpLanguage
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Sync C# vectors with Core
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Also documents the .NET project settings.
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Remove set_drag_forwarding_compat()
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- Remove `Vector2.Lerp` overload that takes a weight parameter of type `Vector2`.
- Remove `Vector3.Lerp` overload that takes a weight parameter of type `Vector3`.
- Remove `Color.Lerp` overload that takes a weight parameter of type `Color`.
- Remove `Angle` method from `Vector2i`.
- Remove `AngleTo` method from `Vector2i`.
- Remove `AngleToPoint` method from `Vector2i`.
- Remove `Cross` method from `Vector2i`.
- Remove `DistanceSquaredTo` method from `Vector2i` and `Vector3i`.
- Remove `DistanceTo` method from `Vector2i` and `Vector3i`.
- Remove `Dot` method from `Vector2i` and `Vector3i`.
- Remove `PosMod` method from `Vector2i` and `Vector3i`.
- Remove `Orthogonal` method from `Vector2i`.
- Remove `&` operator from `Vector2i` and `Vector3i`.
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C#: Make property accessors internal
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[MP] Fix nested spawning during "ready".
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We want our spawns to be notified after ready, but we need to notify
them in the order they entered tree, so that nested spawners can be used
during "ready" (instead of having to await a frame).
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GDScript: Fix typing of iterator in for loop
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