Age | Commit message (Collapse) | Author |
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Happy new year to the wonderful Godot community!
We're starting a new decade with a well-established, non-profit, free
and open source game engine, and tons of further improvements in the
pipeline from hundreds of contributors.
Godot will keep getting better, and we're looking forward to all the
games that the community will keep developing and releasing with it.
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texture had zero area
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Update TextureRect when its Texture is modified directly
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Modified Sprite to use "changed" signal instead of _changed_callback to make it work when tool is disabled (change receptors are editor only).
Fixes #32349
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This was a regression in 3.1 and later from the new inspector, where
PROPERTY_HINT_SPRITE_FRAME was not fully re-implemented. It's meant to
be a normal PROPERTY_HINT_RANGE which also automatically increments its
value when keyed in the animation player.
To avoid code duplication, I made the frames properties use the actual
PROPERTY_HINT_RANGE and introduced a PROPERTY_USAGE_KEYING_INCREMENTS
usage flag instead.
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Happy new year to the wonderful Godot community!
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-Removed one and zero hints for properties, replaced by default value
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This allows more consistency in the manner we include core headers,
where previously there would be a mix of absolute, relative and
include path-dependent includes.
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use it.
Provides massive speedups to selecting objects, still awaiting for @MarianoGNU to do fixes to the region editor to improve performance.
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Allow use of frames in sprites with texture region enabled.
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Fix #18177
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Fix #18229
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If texture region is enabled on a sprite, Hframes and Vframes will now
divide the selected region into frames.
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Make Sprite monitor its Texture for changes and trigger an update when the sprite changes.
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Fix unselectable flipped sprites (fixes 16461)
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Fixes Selection of Sprites using AtlasTexture
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Fixes #16261.
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Simplify detection of Sprite clicks
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- The input handling is done into several distinct functions, and the
code is more consistent.
- The actions' history is more precise ("Edited CanvasItem"
is now "Rotated CanvasItem","Moved CanvasItem",etc...)
- Fixed a little bug about input key events not forwarded correctly to plugins
- IK is followed by default when you move a bone node, the alt-key allow
you to move it normally
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Using `misc/scripts/fix_headers.py` on all Godot files.
Some missing header guards were added, and the header inclusion order
was fixed in the Bullet module.
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More exact picking for canvas editor
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Happy new year to the wonderful Godot community!
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Currently we rely on some undefined behavior when Object->cast_to() gets
called with a Null pointer. This used to work fine with GCC < 6 but
newer versions of GCC remove all codepaths in which the this pointer is
Null. However, the non-static cast_to() was supposed to be null safe.
This patch makes cast_to() Null safe and removes the now redundant Null
checks where they existed.
It is explained in this article: https://www.viva64.com/en/b/0226/
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Texture region now updates when changing an Atlas region rect
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- Removed atlas_changed signal for AtlasTexture
- Changes are now handled by _notify_change
- Removed unneccesary signal connections
- Texture preview now updates in real-time
Fixed TextureRegionEditor constantly regenerating
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compatibility.
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scenarios like single-texture tilemap tiles leaking pixels to the next tile when filter is enabled on it.
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support in Sprite so far.
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I can show you the code
Pretty, with proper whitespace
Tell me, coder, now when did
You last write readable code?
I can open your eyes
Make you see your bad indent
Force you to respect the style
The core devs agreed upon
A whole new world
A new fantastic code format
A de facto standard
With some sugar
Enforced with clang-format
A whole new world
A dazzling style we all dreamed of
And when we read it through
It's crystal clear
That now we're in a whole new world of code
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This new name also makes its purpose a little clearer
This is a step towards fixing #56
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