Age | Commit message (Collapse) | Author |
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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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