Age | Commit message (Collapse) | Author |
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expose Tileset TileMode to GDScript
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Add flip switch to SurfaceTool.generate_normals
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Fix Sprite3D's incorrect behavior when using AtlasTextures.
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Added GROW_DIRECTION_BOTH for controls
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Added `get_playing_speed` method to AnimationPlayer, returning the actual playing speed of the animation being played
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[RFC] MultiplayerAPI refactor
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Duplicate Arrays and Dictionaries when instancing scene in editor
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Fix converting to tileset crashes Godot if existing file is not tileset
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not sure why.
Fixes #17524, fixes #17523.
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Removed unnecessary newlines from tscn
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Particles 2D and 3D - fix hue variation not working
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Radio buttons in menus
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Fix `RichTextLabel` column size growing beyond its calculated `max_width`
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Add tint property to TextureProgress
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Improve popup menus usability
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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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Abstracted the syntax highlighter from text edit.
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Improve side impulse calculation
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Added signal to VideoPlayer to notify when the video finished playing
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fixes #17325.
The bone pose transform was created by setting the rotation and
**then** scaling the transform. This leads to object "deformation"
that's not intended.
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Mesh: fix crash when creating mesh outline from QuadMesh
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Since create_outline can only make outline for PRIMITIVE_TRIANGLES,
when QuadMesh (which is PRIMITIVE_TRIANGLE_FAN) is used to create
outline, will leave `arrays` empty, and crash when it is being indexed
for "indices" subarray.
This PR shows error when there's only one surface and it is not
TRIANGLES. Also prevent the crash if it has more than one surface
and none of them are TRIANGLES (and any other cases that could leave
`arrays` empty) by checking the size of `arrays` == 8 before indexing
it, since the method seems to expect `arrays` to be of that size.
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They work exactly the same as current checkbox-decorated items, but in order to preserve compatibility, separate methods are used, like `add_radio_check_item()`. The other option would have been to add a new parameter at the end of `add_check_item()` and the like, but that would have forced callers to provide the defaults manually.
`is_item_checkable()`, `is_item_checked()` and `set_item_checked()` are used regardless the item is set to look as check box or radio button.
Keeping check in the name adds an additional clue about these facts.
Closes #13055.
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References #6025. Made small changes to avoid adding newlines for no reason.
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When `RichTextLabel` calculated the actual width of columns, it let
them grow to sizes greater than its calculated `max_width`. Now this
PR ensures no columns grows beyond `max_width`, and the excess width
is distributed among the columns which can still grow.
It should fix #17731.
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also make TileSetEditorPlgn tile list updates the preview modulate
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Fix switching WindowDialog types leaves garbage buttons
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Warn about WorldEnvironment being ignored
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a way to ensure that camera is disabled
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Fix bad rendering of BBCode tables in `RichTextLabel`
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matrix
The hue variation matrix is hardcoded as transposed and thus the multiplication always yielded the original color value.
I wanted to keep the matrix and get the same result by switching the operands (getting a result as if the matrix was transposed).
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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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Fixes wrong calculation of gridcontainer's children size
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Text overflowed canvas as tables didn't calculate correctly the width
of their columns. They used the whole table width available for each
column. Also, the `cell` parameter was wrongly parsed if used with its
optional argument (expand ratio).
This PR fixs the parsing of `cell` parameter (i.e. `cell=e`) and the
distribution of the full table width between columns, but it overrides
automatically the `expand` flag if the column is smaller than it could
be, to allow a better UX out-of-the-box. It keeps the `expand_ratio`
flag to let the user customize how every column grows in relation to
the rest.
Partially fix #6289.
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GUI elements ui_action usage, improvements
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InterpolatedCamera: use internal_process
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Fix gesture events being blocked
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