Age | Commit message (Collapse) | Author |
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delegates in C#
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Replace all TODO uses of `#warning` by proper TODO comments, and will open
matching bug reports to keep track of them.
We don't have a great track record fixing TODOs, but I'd wager we're even
worse for fixing these "TODO #warning" so we should prohibit this usage.
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keep to print_verbose
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change warnings=all to use /W4.
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Fixing an incorrect error message in OpenXR
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Ensures that the versions always match the Godot version, albeit following
SemVer 2.0 so inserting a dot between "beta" and the build number.
For "stable" status, we omit the suffix as this would be interpreted as a
pre-release build too.
So we have:
| Godot version | Nupkg version |
| -------------- | -------------- |
| 4.0.0-beta | 4.0.0-beta |
| 4.0.0-beta2 | 4.0.0-beta.2 |
| 4.0.0-rc1 | 4.0.0-rc.1 |
| 4.0.0-stable | 4.0.0 |
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[TextServer GDExtension] Update build scripts and `.gdextension` files to use new target names and arch suffixes.
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Remove usage of unitialized variables
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use new target names and arch suffixes.
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Fix `hide_slider` vs `no_slider` inconsistency in editor property code
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GDScript/C#: Tweak error message for invalid script type for object
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Rename Projection `matrix` to `columns`
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LSP: Fix GDScript doc comments
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Implementing override functionality for XR
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Improve dictionary printing to avoid confusion with arrays
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Clean up .blend importer to fix unreachable code paths
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- Add leading and trailing spaces within dictionaries, as the `{}`
characters are hard to distinguish from `[]` on some fonts.
This is especially helpful with empty arrays and dictionaries.
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For EditorNode3DGizmo:
- `get_spatial_node` -> `get_node_3d`
- `set_spatial_node` -> `set_node_3d`
For EditorPlugin:
- `add_spatial_gizmo_plugin` -> `add_node_3d_gizmo_plugin`
- `remove_spatial_gizmo_plugin` -> `remove_node_3d_gizmo_plugin`
Also renames some internal methods for consistency (`forward_3d_draw_over_viewport` & `forward_3d_force_draw_over_viewport` ...). Basically, Spatial has been completely eradicated.
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See #66870.
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Implement `GDScriptTextDocument::willSaveWaitUntil` to clean up outdated documents before saving
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Remove unsupported `NO_SAFE_CAST`/`-fno-rtti` from Android build
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documents before saving
Implement `GDScriptTextDocument::willSaveWaitUntil` to clean up outdated documents before saving,
then update the document in `GDScriptTextDocument::didSave`.
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Respect texture filtering when importing GLTF
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[MP] Allow multiple synchronizers per node.
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C#: Use Span in Color to avoid string allocations
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The same node can now be controlled by multiple synchronizers at once.
Spawn visibility is composed in OR across multiple synchronizers (i.e.
if any synchronizer is visible to the peer, the object will be spawned).
Synchronizers controlling spawned nodes can now have a different
authority then the one spawning the node, in that case, the spawn
variables for that specific synchronizer are simply ignored (other
synchronizers with the same authority of the spawner will correctly
synchronize variables on spawn).
The SceneReplicationState class has been completly removed, since it was
bloating the implementation, the state is now simply stored in the
SceneReplicationInterface.
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This also removes `OS::can_use_threads` from the public API since it's always
true.
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Android was the last platform to still attempt to disable RTTI (for binary
size), but both the Android editor and now the ICU library used by templates
need RTTI.
There could still be the possibility to support this for non-ICU template
builds (i.e. without the TextServerAdvanced module), but since this isn't one
of the build configurations we test regularly it's pretty risky to keep this
option only for that specific use case. And our code is already littered with
`dynamic_cast`s which weren't guarded with `!defined(NO_SAFE_CAST)`.
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Fix more highlighting bugs
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Fix crash in navigation 3d when target is not reachable
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C#: Update Basis Euler angle code to match core
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Fix visibility filtering options for .blend imports
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The code that resets variables to retry navigation to the closest possible poly was not resetting 1 variable, which caused it to exceed the vector bounds
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If the delegate target is an Object, the connected signal will be registered in that object instead of the middleman. So when that object is destroyed, the signal will be properly disconnected.
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