Age | Commit message (Collapse) | Author |
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Update ENet, WebRTC, and WebSocket to support peer disconnection and
unify the close function.
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Add Selection and Caret for Next Occurrence of Selection
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[NavigationAgent2D/3D]: target_reached signal is emitted before internal state is updated
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Prevent windows from having a size greater than device limit
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Improve behaviour of clip_children by clipping to parent alpha value but still retaining parent color
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Fix calling `_call_shortcut_input` on a node that has been removed
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Remove unnecessary casts
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Clean up Basis from Euler code
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MultiplayerPeer changes:
- Adds is_server_relay_supported virtual method
Informs the upper MultiplayerAPI layer if it can signal peers connected
to the server to other clients, and perform packet relaying among them.
- Adds get_packet_channel and get_packet_mode virtual methods
Allows the MultiplayerAPI to retrieve the channel and transfer modes to
use when relaying the last received packet.
SceneMultiplayerPeer changes:
- Implement peer signaling and packet relaying when the MultiplayerPeer
advertise they are supported.
ENet, WebRTC, WebSocket changes:
- Removed custom code for relaying from WebSocket and ENet, and let it
be handled by the upper layer.
- Update WebRTC to split create_client, create_server, and create_mesh,
with the latter behaving like the old initialize with
"server_compatibility = false", and the first two supporting the upper
layer relaying protocol.
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Nodes may have been deleted by shortcuts. For example, when switching
scenes with `Ctrl` + `Tab` / `Ctrl` + `Shift` + `Tab`, some controls
will be deleted and recreated.
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button_add_item and button_add are both Button
p_parent is a Node3D
CanvasItem can never be cast to Viewport
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Make terrain painting not change neighbors centers bits
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Calinou/editor-light2d-fix-shadow-filter-smooth-visibility
Fix Light2D Shadow Filter Smooth property being visible with filter None
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Code simplifications
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Fix tp_canvas_item typo in _draw_rect_region
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Fix texture filter and repeat in TileMap
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Adds the bind `add_selection_for_next_occurrence` to TextEdit, with CTRL+D as the default shortcut.
When the bind is performed, ff a selection is currently active with the last caret in text fields, searches for the next occurrence of the selection, adds a caret and selects the next occurrence.
If no selection is currently active with the last caret in text fields, selects the word currently under the caret.
The action can be performed sequentially for all occurrences of the selection of the last caret and for all existing carets. The viewport is adjusted to the latest newly added caret.
The bind and the behaviour is similar to VS Code's "Add Selection to Next Find Match" and JetBrains' "Add Selection for Next Occurrence". It takes advantage of the multi-caret API.
The default shortcut for `select_word_under_caret` has been changed to ALT+G, in order to give priority to CTRL+D for `add_selection_for_next_occurrence` to better align with popular IDEs and editors.
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Expose Shape2D::get_rect to scripting
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Add methods to get target filter and repeat
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Revert `custom_minimum_size` type back to `Vector2` instead of `Vector2i`
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Remove the global space `get_transformed_aabb` helper method
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Fix a comment typo in node_3d.h
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Fix two typos in tracker names and a bug in OpenXR haptic feedback
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1. Viewport::get_visible_rect().position is always zero.
So Control::get_window_rect is identical to Control::get_global_rect.
Remove Control::get_window_rect since it is not used in the source code.
2. sqrt(a * a) = abs(a) for doubles
3. Simplify affine_inverse combination
4. Simplify calculation in shaders
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Fix undo redo not adjusting TextEdit viewport to caret
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Make some Image methods static
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Sauermann/fix-viewport-mouse-position-update-on-subwindows
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When the mouse cursor is over a embedded Window, the Viewport's
last_mouse_position did not get updated.
This patch makes sure that the update happens on every InputEventMouse.
Document canvas layer of embedded Windows.
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Do not allow editing Scene-inherited signal connections
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Add current setting to XROrigin3D and fix double positioning HMD
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