Age | Commit message (Collapse) | Author |
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Some situations caused the parser node type to not being update when
trying to resolve the type, returning invalid data and breaking the
parsing when it shouldn't. This patch fix the behavior.
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Fix wrong defval in EditorSpatialGizmo.add_mesh method bind
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Follow-up to #31925, `<member />` tags just before `</members>` would cause
a parsing issue, and we'd never notice that we're no longer parsing members.
Also added space before closing `/>`.
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Add overriden properties to the documentation
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Fix a few missing bindings or unspecified argument names and default values.
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Small fixes for the Tile/GridMap editors
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Notify changes in properties that can be edited by 3D gizmos
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Fix `line` being assigned to twice in the GDScript language server
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This closes #32090.
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Add array slice method
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Added skin support and simplified APIs to override bone position + glTF 2.0 import fixes
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Fix VideostreamGDNative audio buffer handling
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It looks like the SCsub for cvtt was copied from squish and it left
the `if env['build_squish']:` line intact. This means that using
`scons builtin_squish=no modules/cvtt` would fail and overal builds
would also fail because they'd fail to find `ConvectionKernels.h`
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Changed some code found by Clang Tidy and Coverity
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Tool Mode for Visualscript
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Add the ability to VisualScript to function in Tool mode aka the Editor itself similar to GDScript or Mono
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Distinguish editor-originating messages in the editor log
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Properly remove GridMap node from editor on undo
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C#: Make sure cs_glue_version is present when building export templates
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Fix misc. source comment typos
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This fades out messages originating from the editor to make messages
printed by the project stand out more.
This also tweaks wording in some editor messages for consistency.
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Found using `codespell -q 3 -S ./thirdparty,*.po -L ang,ba,cas,dof,doubleclick,fave,hist,leapyear,lod,nd,numer,ois,paket,seeked,sinc,switchs,te,uint -D ~/Projects/codespell/codespell_lib/data/dictionary.txt `
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Fix uninitialized arrays and dictionaries retaining value
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Leverage Android archive (AAR) file for Godot custom build
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Fix const deceleration for inherited scripts above immediate parent
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Add informational messages to various editors
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Produce an error when a class has the same name as a Singleton
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GDScript: add an optional message parameter to assert()
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FBX Importer - Maya material PBR path is read properly now
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This reads materials properly from Maya and expands on existing functionality to make this work properly.
aiTextureType_SHININESS no longer used as not appropriate for PBR texture as it is legacy.
This fix will be also present in assimp soon.
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Co-authored-by: K. S. Ernest (iFire) Lee <ernest.lee@chibifire.com>
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Fix the audio buffer start when there are previous remains
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Before this patch, assert() only took the condition to assert on:
assert(item_data)
Now, it can optionally take a string that will be printed upon failure:
assert(item_data, item_name + " has no item data in ItemDatabase")
This makes it easier to immediately see what the issue is by being
able to write informative failure messages.
Thanks to @wiped1 for sharing their patch, upon which this is based.
Closes #17082
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immediate parent.
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Mono: Fix unable to create log file due to str_format bug
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Mono: Fix PCK assembly paths when exporting from Windows
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Assembly paths were written to PCK files with backslash as path separator and PackedData only supports forward slash.
This would make exported games unable to find the assemblies.
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If you somehow end up with a Singleton.gd that looks like this:
extends Node
class_name Singleton
func foo():
pass
You will get an error when using it in another file:
extends Node2D
func _init():
# Parser Error: Non-static function "foo" can only be called from an instance.
Singleton.foo()
This error is confusing. This patch ensures that an error on the class_name line will be produced:
Parse Error: The class "Singleton" conflicts with the AutoLoad singleton of the same name, and is therefore redundant. Remove the class_name declaration to fix this error.
Fixes #28187.
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and an application module (`app`).
The application module `app` serves double duties of providing the prebuilt Godot binaries ('android_debug.apk', 'android_release.apk') and the Godot custom build template ('android_source.zip').
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