Age | Commit message (Collapse) | Author |
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Way less cruft. :)
Co-authored-by: Ignacio Roldán Etcheverry <neikeq@users.noreply.github.com>
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Thanks to neikeq for the initial work.
Co-authored-by: Ignacio Roldán Etcheverry <neikeq@users.noreply.github.com>
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Fix crash when failing to load script from cache
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Reorganise text editor settings
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This was needed after: 44691448911f1d29d4d79dbdd5553734761e57c4
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input.
Add more overloads of vector multiplication, required by templates to compile with float=64.
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Refactors the memnew_placement.
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Fix some unnecessary includes
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With this commit the macro `memnew_placement` uses the standard memory
placement syntax: `new (mem) TheClass()`, and removes the outdated and
not used syntax:
```
_ALWAYS_INLINE_ void *operator new(size_t p_size, void *p_pointer, size_t check, const char *p_description) {
```
Thanks to this change, the function `memnew_placement` call is compatible with
any class, and can also initialize classes with non-empty constructor:
```
// This is valid, like before.
memnew_placement(mem, Variant);
// This works too:
memnew_placement(mem, Variant(123));
```
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Uniformize layer names, script methods and documentation
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- Back to 1-based layer names to make it clearer in editor UI
- Layer bit accessors are renamed to layer value and 1-based too
- Uniform errors and documentation in render and physics
- Fix a few remaining collision_layer used in place of collision_mask
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And another piece of dead code found while searching for "use_builtin".
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Also changed CapsuleMesh to make settings consistent between render and
physics.
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Use key enum instead of plain integers for input code
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Various text layout improvements (TextLine, TextParagraph, Label, TextServer)
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Node Auto Arrangement in GraphEdit/VisualScript/VisualShader
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This PR and commit adds the functionality to arrange nodes in VisualScript/VisualShader editor. The layout generated by this
feature is compact, with minimum crossings between connections
& uniform horizontal & vertical gaps between the nodes.
This work has been sponsored by GSoC '21.
Full list of additions/changes:
• Added arrange_nodes() method in GraphEdit module.
• This method computes new positions for all the selected
nodes by forming blocks and compressing them.
The nodes are moved to these new positions.
• Adding this method to GraphEdit makes it available for
use in VisualScript/VisualShaders editors and its other
subclasses.
• Button with an icon has been added to call arrange_nodes() in GraphEdit.
• This button is inherited by VisualScript/VisualShaders editors
to invoke the method.
• Undo/redo is functional with this method.
• By using signals in arrange_nodes(), position changes are registered
in undo/redo stack of the subclass that is using the method.
• Metadata of the method has been updated in ClassDB
• Method description has been added to class reference of GraphEdit
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Fix 3D moving platform logic
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Same thing that was already done in 2D, applies moving platform motion
by using a call to move_and_collide that excludes the platform itself,
instead of making it part of the body motion.
Helps with handling walls and slopes correctly when the character walks
on the moving platform.
Also made some minor adjustments to the 2D version and documentation.
Co-authored-by: fabriceci <fabricecipolla@gmail.com>
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Fix infinite loop when creating a newly inherited GDScript file
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Fix applied rotation from moving platforms in move_and_slide
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When synchronizing CharacterBody motion with moving the platform using
direct body state, only the linear velocity was taken into account.
This change exposes velocity at local point in direct body state and
uses it in move_and_slide to get the proper velocity that includes
rotations.
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Continue when glTF2 lights fail to parse.
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Implement inherits_script() for NativeScript and PluginScript
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Ensure MSBuildPanel buttons are instantiated
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Add a missing call to disable warnings on a forked env for freetype's
`sfnt.c`.
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Fix LSP parsing get_node only from the scene root
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[Net] Default @rpc annotation should be puppet, not master.
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