Age | Commit message (Collapse) | Author |
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Fix array out of bounds access caused by uninitialised variables
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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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Fix non-latin layout scancodes on Linux, adds access to physical scancodes.
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It's tedious work...
Some can't be ported as they depend on private or protected methods
of different classes, which is not supported by callable_mp (even if
it's a class inherited by the current one).
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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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Add `physical_keycode` (keyboard layout independent keycodes) to InputEventKey and InputMap.
Fix non-latin keyboard layout keycodes on Linux/X11 (fallback to physical keycodes).
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objects and made them default.
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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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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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Also apply clang-format.
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Popup menus longer than the viewport have stange behaviors before this
fix:
* They always have one pixel outside the viewport.
* You can scroll down the long menu even if bottom outside screen and
top inside the screen. (Only menus one pixel above the screen is limited
to scroll down.)
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Use macros to ensure that `text`, `xl_text` and `id` are always set
using the same logic.
Fixes #25519.
Also fixes up #26914 when `p_id == -1` handling was only added for a
couple methods instead of all of them.
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Also adds `add_icon_radio_check_shortcut` matching `add_icon_radio_check_item`,
binds them for scripting languages, and binds `add_multistate_item`.
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Reasoning: ID is not an acronym, it is simply short for identification, so it logically should not be capitalized. But even if it was an acronym, other acronyms in Godot are not capitalized, like p_rid, p_ip, and p_json.
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height
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Offset items in PopupMenu when Icons and Checks are present
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Small fixes, mostly duplicated code
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Fixes #25316.
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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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Fix MenuButton hover switching not happening with submenus open
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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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Call minimum_size_changed() in PopupMenu::remove_item()
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When removing an item from a PopupMenu we need to update the control's
size cache otherwise the size of the PopupMenu itself lags behind by 1
item size. Meaning the PopupMenu will remain too large.
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When processing items we may actually delete the item we're processing
in the callback for the signal. To avoid this, call the signal after
we're done processing the items. But before hiding the popupmenu itself.
Thanks to @reduz for writing the whole solution.
This fixes #19842
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When processing items we may actually delete the item we're processing
in the callback for the signal. To avoid this, call the signal after
we're done processing the items.
This fixes #19842
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Context Menu Improvements
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This commit makes operator[] on Vector const and adds a write proxy to it. From
now on writes to Vectors need to happen through the .write proxy. So for
instance:
Vector<int> vec;
vec.push_back(10);
std::cout << vec[0] << std::endl;
vec.write[0] = 20;
Failing to use the .write proxy will cause a compilation error.
In addition COWable datatypes can now embed a CowData pointer to their data.
This means that String, CharString, and VMap no longer use or derive from
Vector.
_ALWAYS_INLINE_ and _FORCE_INLINE_ are now equivalent for debug and non-debug
builds. This is a lot faster for Vector in the editor and while running tests.
The reason why this difference used to exist is because force-inlined methods
used to give a bad debugging experience. After extensive testing with modern
compilers this is no longer the case.
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