Age | Commit message (Collapse) | Author |
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following up f392c4ea7a778db6c5c73a1c6b9348b84707ee81
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Implement `Node::get_process_priority()` and its associated property
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This closes #33660.
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A new external MSAA setting was introduced in https://github.com/godotengine/godot/pull/33518
that fixed issues on GLES2 and Oculus Mobile VR. To avoid misunderstanding it was suggested
by @BastiaanOlij and discussed on discord to rename it to AndroidVR.
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Add MSAA mode for Quest
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Drop the physics mouseover whenever a input has been handled.
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Game camera override
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Allow tab key to be used for shortcuts
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Implemented uniform API in Viewport class to override 2D and/or
3D camera.
Added buttons in 2D and 3D editor viewport toolbars that override
the running game camera transform with the editor viewport camera
transform. Implemented via remote debugger protocol and camera
override API.
Removed LiveEditFuncs function pointers from ScriptDebugger class.
Since the debugger got access to the SceneTree instance (if one
exists), there is no need to store the function pointers. The live
edit functions in SceneTree are used directly instead. Also removed
the static version of live edit functions in SceneTree for the same
reason. This reduced the SceneTree -> Debugger coupling too since
the function pointers don't need to be set from SceneTree anymore.
Moved script_debugger_remote.h/cpp from 'core/' to 'scene/debugger/'.
This is because the remote debugger is now using SceneTree directly
and 'core/' classes should not depend on 'scene/' classes.
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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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Fixed leak on exit when using yield with SceneTreeTimer
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Expose Node::update_configuration_warning() to scripts
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Use case:
yield(get_tree().create_timer(2), "timeout")
Some resources were never released because the SceneTreeTimer was keeping a reference to GDScriptFunctionState in its signal connections, while GDScriptFunctionState was holding a reference to the SceneTreeTimer object. Cleaning all signal connections on game exit fixes the issue.
Fixes #29946
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This method can be used to generate custom node warnings by script.
Node::_get_configuration_warning was already exposed to generate custom warnings, but it wasn't fully usable without being able to notify the scene tree when the warning needs to appear or change.
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Fix GPU particle transform delay when created on SceneTree timer timeout
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codecustard/fix_scrollwheel_triggering_focus_change
Fix scrollwheel triggering focus change
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Added some obvious errors explanations
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resumed on Android devices.
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Clicking or using the scrollwheel outside of the focused control triggers a focus change. This makes sense for mouse clicks, but scrollwheeling outside the focuses control does not. This PR ignores scrollwheeling outside of the focused control.
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Add network profiler
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Timer and Tween check if they are in SceneTree when starting
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Tween now throws error and doesnt even execute.
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Add an `editor_description` property to Node for documentation purposes
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Fixed UI navigation using joy axis inputs
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Fixes #31879
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multiple editor/project manager instances, recent/favourite project list to project manager dock menu and opened scene list to editor dock menu.
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It is implemented using editor-only metadata, in a way similar to
edit locking or Position2D gizmo extents.
This closes #2082.
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The tooltip now displays the number of connections and groups
that are assigned to the hovered node.
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Improve error message in Node::get_path()
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Improve error message in Node::remove_child()
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Unnecessary reassignments
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Change some code proposed by Coverity and Cppcheck
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Those assignments are duplicated since add_to_group() or remove_from_group() aren't changing the state of those members.
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render
Fixes #29952
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