Age | Commit message (Collapse) | Author |
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There is a deferred call to _update_file_list inside _tree_item_activated but it was not bound.
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Fixes #36652
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Removed ResourceInteractiveLoader, add built-in threaded loading.
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Those were problematic as they call a method of their parent class,
but callable_mp does not allow that unless it's public.
To solve it, we declare a local class that calls the parent class'
method, which now needs to be protected to be accessible in the
derived class.
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It's tedious work...
Some can't be ported as they depend on private or protected methods
of different classes, which is not supported by callable_mp (even if
it's a class inherited by the current one).
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Remove now unnecessary bindings of signal callbacks in the public API.
There might be some false positives that need rebinding if they were
meant to be public.
No regular expressions were harmed in the making of this commit.
(Nah, just kidding.)
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Clicking backgrd. dimming of editor popup stops input event propagation
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Rename Navigation{Mesh,Polygon}Instance and PlaneShape for clarity
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Reimplement `Mutex` with C++'s `<mutex>` (plus more)
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A click on the dimmed background of a popup in the editor should stop the input event from propagating to the background.
This solution reuses the system introduced in commit efc3ffb8, taking advantage of the hide() notifications from the modal where we will set the flag "pass_on_modal_close_click(false)" to stop event handling at the viewport input event handling.
The viewport first hides the modal and after marks the input as handled if the flag mentioned above is set.
Fixes #36341
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Add a soft line length guideline to the script editor
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Allow using `MeshLibrary.get_item_preview()` in non-editor builds again
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Improve the `Node.add_child_below_node()` documentation
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This closes https://github.com/godotengine/godot-docs/issues/2730.
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Use left/right arrow to move cursor when unselecting in LineEdit
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Main:
- It's now implemented thanks to `<mutex>`. No more platform-specific implementations.
- `BinaryMutex` (non-recursive) is added, as an alternative for special cases.
- Doesn't need allocation/deallocation anymore. It can live in the stack and be part of other classes.
- Because of that, it's methods are now `const` and the inner mutex is `mutable` so it can be easily used in `const` contexts.
- A no-op implementation is provided if `NO_THREADS` is defined. No more need to add `#ifdef NO_THREADS` just for this.
- `MutexLock` now takes a reference. At this point the cases of null `Mutex`es are rare. If you ever need that, just don't use `MutexLock`.
- Thread-safe utilities are therefore simpler now.
Misc.:
- `ScopedMutexLock` is dropped and replaced by `MutexLock`, because they were pretty much the same.
- Every case of lock, do-something, unlock is replaced by `MutexLock` (complex cases where it's not straightfoward are kept as as explicit lock and unlock).
- `ShaderRD` contained an `std::mutex`, which has been replaced by `Mutex`.
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Add support for integer type in visual shaders
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Although destructor call was missing, it still doesn't heal #36537 memory leaks. Further description how that might be overcome - on GitHub
Partialy covers #36537
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Fix debugger crash inspecting freed object.
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This seems to be the correct way to validate a reference.
Why is cast_to failing? Is this the correct way of checking if the
object is valid?
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- Renames PackedIntArray to PackedInt32Array.
- Renames PackedFloatArray to PackedFloat32Array.
- Adds PackedInt64Array and PackedFloat64Array.
- Renames Variant::REAL to Variant::FLOAT for consistency.
Packed arrays are for storing large amount of data and creating stuff like
meshes, buffers. textures, etc. Forcing them to be 64 is a huge waste of
memory. That said, many users requested the ability to have 64 bits packed
arrays for their games, so this is just an optional added type.
For Variant, the float datatype is always 64 bits, and exposed as `float`.
We still have `real_t` which is the datatype that can change from 32 to 64
bits depending on a compile flag (not entirely working right now, but that's
the idea). It affects math related datatypes and code only.
Neither Variant nor PackedArray make use of real_t, which is only intended
for math precision, so the term is removed from there to keep only float.
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Changed default capsule axis to vertical
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Fix: auto brace complete for quoted strings
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Co-authored-by: Hugo Locurcio <https://hugo.pro>
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Added tween support for Rect2
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Fixes #34575
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This attribute is now part of the standard we target so we no longer
need compiler-specific hacks.
Also enables -Wimplicit-fallthrough for Clang now that we can properly
support it. It's already on by default for GCC's -Wextra.
Fixes new warnings raised by Clang's -Wimplicit-fallthrough.
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Remove unused theme constants in Tab(Container)
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Fixes #36002
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Refactor node processing in visual shader member dialog
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Also changed all relevant properties defined manually to StringName.
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Add support for named binds in Skin.
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Helps better reutilization of skeletons from Maya exported files.
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objects and made them default.
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Fix MIMPAMPS typos in constants throughout the engine
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Fix -Wunused-variable, -Wunused-but-set-variable and -Wswitch warnings
raised by GCC 8 and 9.
Fix -Wunused-function, -Wunused-private-field and
-Wtautological-constant-out-of-range-compare raised by Clang.
Fix MSVC 2019 warning C4804 (unsafe use of type 'bool' in comparison
operation).
GCC -Wcpp warnings/Clang -W#warnings (`#warning`) are no longer raising
errors and will thus not abort compilation with `werror=yes`.
Treat glslang headers are system headers to avoid raising warnings.
Re-enables us to build with `werror=yes` on Linux and macOS, thus
catching warnings that would be introduced by new code.
Fixes #36132.
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- Vector3 get_closest_point_to_segment(const Vector3 &p_from, const Vector3 &p_to, const bool &p_use_collision = false);
- Vector3 get_closest_point(const Vector3 &p_point);
- Vector3 get_closest_point_normal(const Vector3 &p_point);
- Object *get_closest_point_owner(const Vector3 &p_point);
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Fix CanvasItem bindings and Mono build
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