Age | Commit message (Collapse) | Author |
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Fix some editor crashes
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HTTPRequest used to have its own `status` variable but it would never be
updated since the status of the client would be used instead.
This caused potential crashes in some edge cases.
The `status` variable is now removed, and the client status is used in
checks instead.
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Also, make spacing of "=" in the editor help a bit more consistent.
Closes #16086
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Remove redundant code, possible NULL pointers and others
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Also document NodePath.
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Remove always true/false values
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It's not necessary, but the vast majority of calls of error macros
do have an ending semicolon, so it's best to be consistent.
Most WARN_DEPRECATED calls did *not* have a semicolon, but there's
no reason for them to be treated differently.
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Fix Viewport and Camera issues
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In practice this only happens when duplicating a node which is not in
the scene tree yet, as nameless nodes get assigned a generated name
when added to the scene tree.
Fixes #27319.
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Fixed scene tree update after changing node name in tool script
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Add settings for single-quotes on completion
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Fix: use function in SceneTree::call_group
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[Core] [Mono] Improve and use approximate equality methods
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Small fixes, mostly duplicated code
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Add a monitor for the orphan nodes
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It appears that Object::script may be a valid ScriptInstance but not be
castable to Ref<Script>. There were only 5 places in the code that made
this assumption. This commit fixes that.
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- Allow the user to keep track of the nodes that might leak
- Possible fix for #27103
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-Node folding is now saved externally together with the properties
-External resources remember their ID when scenes are saved.
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This matches other applications' and OS' tooltip behaviors
more closely.
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When calling call_group from C++, the function name is not passed on to
call_group_flags, resulting in first argument being mistakenly used
instead of function.
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Make get_node return NULL for empty NodePaths
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#27614
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Not that this is critical, but it makes behavior of GUI and 2D/3D picking consistent among them.
This also contributes to dropping GUI focus when the mouse leaves the window (in addition to when it loses focus).
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1. Consider 'own_world' as well as 'world' to stop propagating enter/exit world notifications.
2. Clean & fix handling of camera currency.
This fixes some random crashes and error logs in the editor; namely
- when enabling/disabling own world in a Viewport;
- when switching back from a subscene displayed into a main scene's Viewport;
- when exiting the editor after any of them;
- memory corruption (can that explain certain other seemingly unrelated crash reports?).
This also fixes situations where a Viewport and its main Camera get out of sync about which World is relevant to them.
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Make the Tooltip Position Offset Configurable
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Fix fake null-motion mouse event flood
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This commit also improves a bit the code quality by making the intent of fake events (and themselves) more explicit.
Fixes #26460.
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Fixes #25292
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Acknowledge mouse button events as position tellers (to make picking more solid; for instance, the touch mouse is raised with a mouse unpressed event that may have a more current position)
Forget mouse position for physics if touch mouse raised (because the position known as last is no longer meaningful)
Remove needless check for mouse over/exit (now there's code to inject an spurious move for cases where camera/objects have moved)
Restrict 2D mouse over/exit to mouse events (including emulated from touch; true touches shouldn't trigger the signals)
Fixes #26460.
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#23672
Also fixed a few uninitialized memory variables.
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Fixes #25316.
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Using codespell 1.14.0.
Method:
```
$ cat > ../godot-word-whitelist.txt << EOF
ang
doubleclick
lod
nd
numer
que
te
unselect
EOF
$ codespell -w -q 3 -I ../godot-word-whitelist.txt --skip="./thirdparty,*.po"
$ git diff // undo unwanted changes
```
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Also drop some unused files.
Renamed:
- `scene/2d/navigation2d.h` -> `navigation_2d.h`
- `scene/2d/screen_button.h` -> `touch_screen_button.h`
- `scene/3d/scenario_fx.h` -> `world_environment.h`
- `scene/audio/audio_player.h` -> `audio_stream_player.h`
- `scene/resources/bit_mask.h` -> `bit_map.h`
- `scene/resources/color_ramp.h` -> `gradient.h`
- `scene/resources/shape_line_2d.h` -> `line_shape_2d.h`
- `scene/resources/scene_format_text.h` -> `resource_format_text.h`
- `scene/resources/sky_box.h` -> `sky.h`
Dropped:
- `scene/resources/bounds.h`
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