Age | Commit message (Collapse) | Author |
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Fixes #43940, was a regression from #43280.
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Happy new year to the wonderful Godot community!
2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.
We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)
Here's to a great year 2021 for all Godot users 🎆
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Fix tooltip position in main embedded window
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Rename MainLoop methods to match Node methods
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Move initialization of some classes to headers
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-Happens on import by default for all models
-Just works (tm)
-Biasing can be later adjusted per node or per viewport (as well as globally)
-Disabled AABB.get_support test because its broken
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This keeps things consistent with the rest of Godot, which uses the
American English spelling of Color.
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Cleanup unused engine code
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Removes unused code in OS.
Fixes return types.
Fixes few typos.
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Restored antialiased lines by emulation using triangle strips
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Shortcuts rework - fixed issues with input propagation and triggering of unwanted shortcuts.
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[Complex Text Layouts] Implement TextServer interface.
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use Text Server interface.
Implement interface mirroring.
Add TextLine and TextParagraph classes.
Handle UTF-16 input on macOS and Windows.
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unhandled_key_input changed to unhandled_button_input. Controls can set a 'shortcut_context' which they can then use to determine if their shortcuts should be triggered or not, based on if the viewport's focused GUI control is a child of their 'shortcut context'.
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Prevents `Timer` to prematurely start and timeout immediately if internal
processing is enabled manually with `Timer.set_process_internal(true)` or
`Timer.set_physics_process_internal(true)`.
Even if the internal processing is enabled manually, the user still has to
actually start the timer with `start()` method explicitly.
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Each of those only grouped 1 property, making them useless.
This closes https://github.com/godotengine/godot-proposals/issues/1840.
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-Removed FuncRef, since Callable makes it obsolete
-Removed int_types.h as its obsolete in c++11+
-Changed color names code
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do not drop mouseover on WM_MOUSE_EXIT
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The return type for `_make_custom_tooltip` is clarified as Control, and users
should make sure to return a visible node for proper size calculations.
Moreover in the current master branch, a PopupPanel will be added as parent
to the provided tooltip to make it a sub-window.
Clarifies documentation for `Control._make_custom_tooltip`, and shows how to
use the (until now undocumented) "TooltipPanel" and "TooltipLabel" theme types
to style tooltips.
Fixes #39677.
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-Rename pixel_snap to snap_2d_to_vertices
-Added snap_2d_to_transforms which is more useful
Fixes #41814
Solves proposal https://github.com/godotengine/godot-proposals/issues/1666
Supersedes #35606, supersedes #41535, supersedes #41534
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-Allows merging several 2D objects into a single draw operation
-Use current node to clip children nodes
-Further fixes to Vulkan barriers
-Changed font texture generation to white, fixes dark eges when blurred
-Other small misc fixes to backbuffer code.
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include parent display location in popup location calculation
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-Removed normal/specular properties from nodes
-Create CanvasTexture, which can contain normal/specular channels
-Refactored, optimized and simplified 2D shaders
-Use atlas for light textures.
-Use a shadow atlas for shadow textures.
-Use both items aboves to make light rendering stateless (faster).
-Reorganized uniform sets for more efficiency.
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Add a debanding property to Viewport
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Removed make_binders and the old style generated binders.
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focus_target->exclusive_child could be invalidated during the call to
focus_target->grab_focus(), now using the same logic with safe accesses
to focus_target.
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Renamed toplevel to be top_level
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Update all get_configuration_warning() to retrieve warnings from the parent
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Fix minor typo, gui_hid -> gui_hide
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Previously, when the mouse was released after dragging a scrollbar,
its highlight was not dropped (if the mouse cursor was still inside
the viewport). This seems to be because the currently hovered control
only gets updated when the mouse is moved.
This commit fixes the dropping of the cosmetic highlight by running
the check for whether the currently hovered control has changed on
mouse-clicks, in addition to to the existing mouse-movements.
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TileMap: Set texture_filter and texture_repeat to generated CanvasItems...
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Tooltip flickering and targeting fixes.
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