Age | Commit message (Collapse) | Author |
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C#: Rename `ConvertToX` methods
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- Renamed `ConvertToX` to `ConvertToNativeX`.
- Renamed `ConvertToXObject` to `ConvertToX`.
- Renamed `ConvertToXManaged` to `ConvertToX`.
- Fix `Signal` name in bindings generator and csharp script.
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ReadOnly properties are currently not allowed because the generated code
needs to set them, this also apply to `init` properties because they
need to be set after initialization.
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This reverts commit 62c3e4ab9c87689ff0b7d27350bde176981daf1b.
Needs more work, see comments about `_regex_free` errors in #70447.
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GDScript: Fix cast producing null
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Fix external enums not assignable as constants
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Changelog: https://github.com/PCRE2Project/pcre2/blob/pcre2-10.42/ChangeLog
This should also fix support for RISC-V architectures, at least in the sljit
library.
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Fix GDScript analyzer null literal
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Add MethodInfo to signal datatype
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Fix Basis Universal format texture rendering failure
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Added signal to NavigationAgent when entering a link
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Fix "failed! on level 0" error message on exported projects with Basis Universal textures.
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quentinguidee/refactoring/fix-double-get-singleton
Fix double get_singleton()
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Change GridMap navigation_layers to per mesh_library item
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Unify GDScriptAnalyzer in-editor and runtime autoload checks
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Add support for svg images in the asset lib.
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Changes GridMap navigation_layers from a single bitmask for the entire GridMap to a bitmask for each item used in the mesh_library with a baked navmesh.
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Signed-off-by: Quentin Guidée <quentin.guidee@gmail.com>
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Pixel based image formats are identified by magic numbers. This is not possible with svg therefore svg parsing is tried and if it succeeded the result is used.
WebP and bmp support is added as well. But I could not test it as I am not able to run a local instance of the asset lib and there is no asset using those formats.
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embree: Build on ARM64 with -flax-vector-conversions
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Add GridMap collision_priority
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[4.x] Fix typo and ensure backwards compatibility for changed property names
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This is a change done upstream in the `devel3` branch for 3.13.6:
https://github.com/embree/embree/commit/82ca6b5ccb7abe0403a658a0e079926478f04cb1
They also seem to define it for macOS, but for us it breaks the build...
¯\_(ツ)_/¯
Also change wrong use of CPPFLAGS (pre-processor) where CXXFLAGS (C++)
makes more sense.
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Changes to the name of the `navmesh` and `navpoly` properties on
`NavigationRegion` caused navigation data to be lost on load.
This PR creates uses `_set`/`_get` to handle compatibility with the
older names on load, preserving the data.
Also fixes a typo on `get_vertices_per_polygon` in `NavigationMesh`,
and renames the property to remove the `polygon_` prefix which doesn't
match the setter/getter.
Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
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Adds property 'collision_priority' for all physics bodies of the entire GridMap.
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Fix undefined
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Fix missing undo/redo object and issue with removing actions
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Scale MSDF font outline with the font size and MSDF source size to match dynamic font behavior.
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Fix autoload subscript regression
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Add a dialog for customizing FBX import
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quentinguidee/refactor/fix-comma-instead-of-semicolon
Fix use of comma instead of semicolon
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Signed-off-by: Quentin Guidée <quentin.guidee@gmail.com>
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* If FBX files are found, a dialog will pop up asking to configure FBX2glTF.
* Dialog can also be accessed by going Editor -> Configure FBX Import.
* The dialog also shows a link to click to download the converter, which
should contain instructions.
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Fix outer class lookup
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Fix Navigation API abbreviations inconsistency
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- Add external enums test
- Rename external inner class test
- Clean up `GDScriptAnalyzer::reduce_identifier_from_base` class
behavior
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Schema for navigation to name user facing API with "navigation" without abbreviation and e.g. NavigationServer internals with abbr "nav".
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dynamic font behavior.
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C#: Add note about the class name in instantiate error
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glTF: Fix export crash with a ShaderMaterial
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