Age | Commit message (Collapse) | Author |
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VisualServer -> RenderingServer
PhysicsServer -> PhysicsServer3D
Physics2DServer -> PhysicsServer2D
NavigationServer -> NavigationServer3D
Navigation2DServer -> NavigationServer2D
Also renamed corresponding files.
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Controls using the old modal API have been replaced to use popups.
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Also renamed Input to InputFilter because all it does is filter events.
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Still a lot of work to do.
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Remove now unnecessary bindings of signal callbacks in the public API.
There might be some false positives that need rebinding if they were
meant to be public.
No regular expressions were harmed in the making of this commit.
(Nah, just kidding.)
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- Renames PackedIntArray to PackedInt32Array.
- Renames PackedFloatArray to PackedFloat32Array.
- Adds PackedInt64Array and PackedFloat64Array.
- Renames Variant::REAL to Variant::FLOAT for consistency.
Packed arrays are for storing large amount of data and creating stuff like
meshes, buffers. textures, etc. Forcing them to be 64 is a huge waste of
memory. That said, many users requested the ability to have 64 bits packed
arrays for their games, so this is just an optional added type.
For Variant, the float datatype is always 64 bits, and exposed as `float`.
We still have `real_t` which is the datatype that can change from 32 to 64
bits depending on a compile flag (not entirely working right now, but that's
the idea). It affects math related datatypes and code only.
Neither Variant nor PackedArray make use of real_t, which is only intended
for math precision, so the term is removed from there to keep only float.
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objects and made them default.
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32 bits.
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-Texture renamed to Texture2D
-TextureLayered as base now inherits 2Darray, cubemap and cubemap array
-Removed all references to flags in textures (they will go in the shader)
-Texture3D gone for now (will come back later done properly)
-Create base rasterizer for RenderDevice, RasterizerRD
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Fix control node transform animation jitter with pivot offset
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Due to a typo, the size of a candidate neighbor was confused with the
size of the control itself.
Fixes #34936.
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Triggers errors in `Transform2D::affine_invert()`.
Fixes #26510.
Fixes https://github.com/godotengine/godot/issues/24997#issuecomment-457951639.
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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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Recursive calls to Control::_modal_stack_remove could cause a crash because of the list element not being invalidated while being erased from the list.
It happens in the state machine case by hiding a line edit control when it loses focus.
Fixes #23808
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The workaround for moving the pivot is not needed anymore, in fact it causes all transforms applied to control nodes to jitter while animating (if a pivot offset is set).
This can be observed via AnimationPlayer and Tween.
The fix is to remove the obsolete workaround that causes this bug.
Fixes #28804
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Change minimum size when theme changed
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Need to call minimum_size_changed on controls whenever the theme is changed.
Fixes godotengine#29816
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Tween now throws error and doesnt even execute.
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Control::get_drag_data is a virtual method that returns Variant, but have the
Object type in its MethodInfo.
This changes the MethodInfo of Control::get_drag_data
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Keep track of default theme and project custom default theme seperatelly
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- Refer to properties explicitly when possible
- When multiple warnings are returned, always separate them by one
blank line to make them easier to distinguish
- Improve grammar and formatting
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Fixes #30288
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This closes #30144.
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Fixes NaN errors with anchors mode
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Part of #29730, handles false positives.
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Clear overrides on passing null
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Update Control margins when size is overridden by change to minsize
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Add settings for single-quotes on completion
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