Age | Commit message (Collapse) | Author |
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Rename multiplayer_api to multiplayer, add docs
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More efficient subwindow handling
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PJB3005/17-12-26-remove_gui_focus_on_visibility_loss
Hiding a Control now fires NOTIFICATION_FOCUS_EXIT.
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Only the class name retain the MultiplayerAPI name
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Make InstancePlaceholder more flexible by allowing to instance without removing it.
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Add ready signal to Node
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Added option to viewport to keep linear color
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Allows setting the Timer wait_time in start method.
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API hash fixes
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Check invalid node name
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Now generating mouse events from touch is optional (on by default) and it's performed by `InputDefault` instead of having each OS abstraction doing it. (*)
The translation algorithm waits for a touch index to be pressed and tracks it translating its events to mouse events until it is raised, while ignoring other pointers.
Furthermore, to avoid an stuck "touch mouse", since not all platforms may report touches raised when the window is unfocused, it checks if touches are still down by the time it's focused again and if so it resets the state of the emulated mouse.
*: In the case of Windows, since it already provides touch-to-mouse translation by itself, "echo" mouse events are filtered out to have it working like the rest.
On X11 a little hack has been needed to avoid a case of a spurious mouse motion event that is generated during touch interaction.
Plus: Improve/fix tracking of current mouse position.
** Summary of changes to settings: **
- `display/window/handheld/emulate_touchscreen` becomes `input/pointing_devices/emulate_touch_from_mouse`
- New setting: `input/pointing_devices/emulate_mouse_from_touch`
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Allows shortening the two line method of Timer.set_wait_time
followed by Timer.start set wait_time as a parameter to
Timer.start. Also modifies the class documentation.
Fixes: #18107
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Closes #18043
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[RFC] MultiplayerAPI refactor
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Duplicate Arrays and Dictionaries when instancing scene in editor
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not sure why.
Fixes #17524, fixes #17523.
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It seems that popups were intended to "grab" the mouse click that triggered them, but their intent was being lost. This commit does the necessary changes to let it happen and updates items that were trying to get advantage of it, because the semantics of `Control::grab_click_focus()` have changed a bit. Namely, it must be called **before** showing the modal.
This allows to popup a menu and activate an item in it in a single click-point-release cycle, instead of having to click once to open the menu and once more to pick an item.
This ability is extended even to context menus activated with the RMB (or any other mouse button, for that matter). The editor benefits from this in the context menu of the tree dock, which has been patched to opt-in for this feature.
This improves UX a bit by saving unnecessary clicks.
From now on, `PopupMenu` always grabs the click and also invalidates the first button release unless the mouse has moved (that's what `set_invalidate_click_until_motion()` was doing and now it's removed), so there is no longer the need of doing both things at every point a pop-up menu is shown.
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Fix switching WindowDialog types leaves garbage buttons
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Font update after resize relies on the viewport size which was updated
after the font was already refreshed, which resulted in artifacts when
it was rendered into the actual/new viewport size.
Fixes #15173.
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GUI elements ui_action usage, improvements
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Fix gesture events being blocked
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Also, add deep (=false) parameter to Array.duplicate and Dictionary.duplicate
Fixes #13971
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We can distinguish between node-specific children and custom children by `child->is_owned_by_parent()`.
Fixes: #16350
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Allows to create an instance from an `InstancePlaceholder` without removing the placeholder.
Deprecates `replace_by_instance`.
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Remove networking related logic from Node and SceneTree.
SceneTree now simply relay all networking related stuff to
MultiplayerAPI for compatibility
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Fix to this issue #17202
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Previously this option seemed to be the sole responsible for enabling
physics processing in Viewport, while several other features like
tooltips and debugging collision hints rely on it.
All this logic is moved to internal processing (it's incorrect to let
it be affected by users disabling physics/idle processing), and disabling
physics object picking no longer affects the internal physics processing.
Fixes #17001.
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The previous logic with VERSION_MKSTRING was a bit unwieldy, so there were
several places hardcoding their own variant of the version string, potentially
with bugs (e.g. forgetting the patch number when defined).
The new logic defines:
- VERSION_BRANCH, the main 'major.minor' version (e.g. 3.1)
- VERSION_NUMBER, which can be 'major.minor' or 'major.minor.patch',
depending on whether the latter is defined (e.g. 3.1.4)
- VERSION_FULL_CONFIG, which contains the version status (e.g. stable)
and the module-specific suffix (e.g. mono)
- VERSION_FULL_BUILD, same as above but with build/reference name
(e.g. official, custom_build, mageia, etc.)
Note: Slight change here, as the previous format had the build name
*before* the module-specific suffix; now it's after
- VERSION_FULL_NAME, same as before, so VERSION_FULL_BUILD prefixed
with "Godot v" for readability
Bugs fixed thanks to that:
- Export templates version matching now properly takes VERSION_PATCH
into account by relying on VERSION_FULL_CONFIG.
- ClassDB hash no longer takes the build name into account, but limits
itself to VERSION_FULL_CONFIG (build name is cosmetic, not relevant
for the API hash).
- Docs XML no longer hardcode the VERSION_STATUS, this was annoying.
- Small cleanup in Windows .rc file thanks to new macros.
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Found via `codespell -q 3 --skip="./thirdparty,./editor/translations" -I ../godot-word-whitelist.txt`
Whitelist consists of:
```
ang
doubleclick
lod
nd
que
te
unselect
```
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Closes #15889
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Using v1.11.0 from https://github.com/lucasdemarchi/codespell
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of tree notification.
Updated doc accordingly.
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Notable potentially breaking changes:
- PROPERTY_USAGE_NOEDITOR is now PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_NETWORK, without PROPERTY_USAGE_INTERNAL
- Some properties were renamed, and sometimes even shadowed by new ones
- New getter methods (some virtual) were added
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other issues.
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Using `misc/scripts/fix_headers.py` on all Godot files.
Some missing header guards were added, and the header inclusion order
was fixed in the Bullet module.
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Bind SceneTree::set_quit_on_go_back() to gdscript
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Happy new year to the wonderful Godot community!
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Hide tooltip on gesture input
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