Age | Commit message (Collapse) | Author |
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HTTPRquest no longer call store_buffer/append_array when the chunk size
is 0.
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- Update Viewport MSAA property hints to match the currently
exposed values.
- Add some performance hints to property hints.
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Using codespell 2.0.0.
Method:
```
$ cat > ../godot-word-whitelist.txt << EOF
ang
curvelinear
dof
doubleclick
fave
findn
GIRD
leapyear
lod
merchantibility
nd
numer
ois
ony
que
seeked
synching
te
uint
unselect
webp
EOF
$ codespell -w -q 3 -I ../godot-word-whitelist.txt --skip="./thirdparty,*.po"
$ git diff // undo unwanted changes
```
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This makes viewports visible out of the box.
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InputEventWithModifiers properties/methods
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The "Anisotropic" term is abbreviated as spelling it out would cause
the PopupMenu to overflow the editor window when using the default
inspector width.
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EricEzaM/PR/fix-viewport-not-updating-mouse-pos-on-click
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The check was updated to expect a `StringName` instead of a `String` but
the error message still reported it should be a `String`.
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[Net] Implement String::parse_url for parsing URLs.
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Core: Drop custom `copymem`/`zeromem` defines
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We've been using standard C library functions `memcpy`/`memset` for these since
2016 with 67f65f66391327b2967a20a89c3627e1dd6e84eb.
There was still the possibility for third-party platform ports to override the
definitions with a custom header, but this doesn't seem useful anymore.
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Splits the URL into (scheme, host, port, path).
Supports both literal IPv4 and IPv6.
Strip credentials when present (e.g. http://user:pass@example.com/).
Use that function in both HTTPRequest and WebSocketClient.
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Closes #47594. See further discussion there. Thanks to @Bhu1-V for the investigation which led to this fix.
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Added an occlusion culling system with support for static occluder meshes.
It can be enabled via `Project Settings > Rendering > Occlusion Culling > Use Occlusion Culling`.
Occluders are defined via the new `Occluder3D` resource and instanced using the new
`OccluderInstance3D` node. The occluders can also be automatically baked from a
scene using the built-in editor plugin.
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Previously, the warnings were passed as a string and delimitation of which were hard coded at each implementation.
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allow input echo when changing ui focus
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Rename Array.invert() to Array.reverse()
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Use real_t in 2D nodes
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Fix translations update in window & Dialogs (AcceptDialog/ConfirmationDialog/FileDialog) (Fix 39320, 39258 & 45887)
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* Added option for importers to show an Advanced settings dialog
* Created advanced settings dialog for Scene Importer
* Cleaned up importers (remove many old/unused options)
* Added the ability to customize every node, material, mesh and animation individually
* Saving to animations and meshes to files is now a manual process, making it more predictable
* Added the ability for materials to be replaced by external files (or to be made external, up to you).
* When doubleclicking an impoted scene in the filesystem dock, it automatically shows the import settings instead of asking to open it.
WARNING: Lightmap UV unwrap is not working, it needs to be re-made.
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Does the same internally for List and Vector<>, which includes all
PackedArray types.
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Support for duplication of nested instanced scenes
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Relaxes node name sanitization in gltf documents.
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Hide more options of disabled properties
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Fix Window returning `INVALID_WINDOW_ID` when being embedded
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Hide extra options from various nodes if they're not enabled
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Disconnect while downloading
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Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
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Node::duplicate_from_editor, which is also used by "Duplicate" function of the SceneTreeDock
- Removed Node::duplicate_and_reown method as it is not used anymore
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Fixed popup not calculating size correctly before adjusting its rect.
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This fix request_completed being emitted two times, the first with the
result, the second as a failure when retrieving responses served with
read-until-EOF.
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Prevent crash when clicking Mesh in MeshInstance when is scene root
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