Age | Commit message (Collapse) | Author |
|
|
|
- Add FIXME tags comments to some unfixed potential bugs
- Remove some checks (always false: unsigned never < 0)
- Fix some if statements based on reviews.
- Bunch of missing `else` statements
|
|
|
|
modified files)
-.pck and .zip exporting redone, seems to be working..
|
|
This fixes HashMap where a key or part of a key is a floating point
number. To fix this the following has been done:
* HashMap now takes an extra template argument Comparator. This class
gets used to compare keys. The default Comperator now works correctly
for common types and floating point numbets.
* Variant implements ::hash_compare() now. This function implements
nan-safe comparison for all types with components that contain floating
point numbers.
* Variant now has a VariantComparator which uses Variant::hash_compare()
safely compare floating point components of variant's types.
* The hash functions for floating point numbers will now normalize NaN
values so that all floating point numbers that are NaN hash to the same
value.
C++ module writers that want to use HashMap internally in their modules
can now also safeguard against this crash by defining their on
Comperator class that safely compares their types.
GDScript users, or writers of modules that don't use HashMap internally
in their modules don't need to do anything.
This fixes #7354 and fixes #6947.
|
|
|
|
|
|
This new name also makes its purpose a little clearer
This is a step towards fixing #56
|
|
This saves typing and is a step towards fixing #56
|
|
Polyline
|
|
|
|
|
|
|
|
Greater VCS friendliness
|
|
|
|
|
|
Use real_t rather than float or double in generic functions (core/mat…
|
|
Fixes #7476.
|
|
than float or double in generic functions (core/math) whenever possible.
Also inlined some more math functions.
|
|
Serialize dictionaries adding newlines between key-value pairs
Serialize group lists also with newlines in between
Serialize string properties escaping only " and \ (needed for a good diff experience with built-in scripts and shaders)
Bonus:
Make AnimationPlayer serialize its blend times always sorted so their order is predictable in the .tscn file.
This PR is back-compat; won't break the load of existing files.
|
|
|
|
clang-format does not handle that well *at all*.
For the reference, found the relevant pieces of code with:
`ag "=[ "$'\t'"]?"$'\n'"[ "$'\t'"]?{" --ignore=thirdparty`
|
|
|
|
|
|
It supports unlimited width, color gradient, texture and some geometry
options for joints and caps. Also transparency without artifacts
(provided that line joints aren't too sharp).
|
|
Add modulate (color) to TileSet tiles
|
|
added a check to detect this case in the future
|
|
They do not play well with clang-format which aligns the `//` part
with the rest of the code block, thus producing badly indented commented code.
|
|
ReferenceFrame had been overlooked, and the cpp files still used the old
names. Also ripgrep'ed it all to find some forgotten references.
|
|
String.get_basename()
|
|
|
|
Matrix32 -> Transform2D
Matrix3 -> Basis
AABB -> Rect3
RawArray -> PoolByteArray
IntArray -> PoolIntArray
FloatArray -> PoolFloatArray
Vector2Array -> PoolVector2Array
Vector3Array -> PoolVector3Array
ColorArray -> PoolColorArray
|
|
|
|
being edited!
This means that each time this scene is instanced, the resource will be unique!
As such, thanks to this, the following features were implemented:
-ButtonGroup is no longer a control, it's now a resource local to the scene
-ViewportTexture can be created from the editor and set to any object, making ViewportSprite and other kind of nodes obsolete!
|
|
|
|
renamed to PoolVector
|
|
|
|
categories.
-Changed SectionedPropertyEditor to support this
-Renamed Globals singleton to GlobalConfig, makes more sense.
-Changed the logic behind persisten global settings, instead of the persist checkbox, a revert button is now available
|
|
Fix Color Picker
|
|
-Modified help to display properties
GDScript can still not make use of them, though.
|
|
|
|
Variant.
All usages of "type" to refer to classes were renamed to "class"
ClassDB has been exposed to GDScript.
OBJ_TYPE() macro is now GDCLASS()
|
|
Various merge conflicts have been fixed manually and some mistakes
might have been made - time will tell :)
|
|
|
|
Ability to enable and change MSAA settings
Ability to change VCT quality
Ability to enable/disable HDR rendering
|
|
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer
with state-of-the-art rendering techniques tuned to work as low as middle
end handheld devices - without compromising with the possibilities given
for higher end desktop games of course. Great times ahead for the Godot
community and the gamers that will play our games!
|
|
are no longer valid :(
|
|
|
|
|
|
|