Age | Commit message (Collapse) | Author |
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Restore Particles functionality in visual shader
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Fix specular render_mode for visual shaders
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Popup fixes for X11 display server
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-No new features yet
-Unlike godot 3.x, sorting happens using GPU
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This reverts commit 71febfd6e2f6187fcc106ce715124cf173bfa0b8.
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Made get_child support negative indexes
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Many scrolling behaviour improvements and the ability to limit popup size.
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Reorder sprite h_frames & v_frames
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Added string length checking to LineEdit.set_text()
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Adds automatic update for StyleBoxTexture > region_rect
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The constant is already exposed in GDScript, but not in C++.
This information is useful for implementing animated texture
resource importers via modules.
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When changing the texture region for a StyleBox, the regions was not updating automatically in the Texture editor.
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Fix Camera2D Incorrect Preview Bounds
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Updated set_max_length() function to actually pull a substring of the current text so it's not all thrown away when the new max length is shorter than the current length.
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On Windows, WINDOW_EVENT_FOCUS_IN was never sent by the display server
for popups, because WM_ACTIVATE events are received during the call to
_update_window_style, which happened before the callbacks were set.
This was causing some issues with the way Popup is now handling closing on
parent focus.
Now _update_window_style is only called during show_window, after Window
initialized callbacks.
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Add Viewport/SubViewport node compatibility
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even if nodes are no longer in the tree.
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Previously, only the direct parent were taken into account.
Popups like contextual menus could stay open if an ancestor which is
not a direct parent was focused.
Reproduction steps (any platform):
- Select a node in the scene tree
- Left click the node to start renaming
- Right click to open the copy/paste contextual menu
- Left click in the scene tree to deselect the node
Also closing popup when focusing out of the application, without waiting
for the parent to get focus to do so.
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From PR #38727 which was reverted in #41373 because of regressions in Ubuntu
with Gnome.
Co-authored-by: Lorenzo Cerqua <lorenzocerqua@tutanota.com>
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Add fog to sky shaders
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Update ResourceLoaderText::load to not update progress if resources a…
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Include check in other progress update statement
Update additional progress update statement
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Extracted the most minimal core initialization functionality from
`setup()` and `setup2()` so that `ClassDB` could be tested properly
(input, audio, rendering, physics etc, are excluded).
Display and rendering servers/singletons are not initialized at all.
Due to the fact that most subsystems are disabled, fixed various crashes in the
process (in order):
- `AcceptDialog` OK/cancel swap behavior (used `DisplayServer` while
`register_scene_types()`);
- `make_default_theme` which depends on `RenderingServer`;
- `XRServer` singleton access while calling `register_modules_types()`;
- hidden bug in a way joypads are cleaned up (MacOS and Linux only).
Removed manual `ClassDB` init/cleanup calls from `test_validate_testing.h`.
ClassDB tests:
Co-authored-by: Ignacio Etcheverry <ignalfonsore@gmail.com>
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solved ctrl + alt + special character Issue #6851
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Fixed bug where spinbox would not update to it's actual value after non-numeric input
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Uses a simpler and more intuitive implementation based on density.
Its less flexible than before, but its easier to get nice results.
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Sort points in a Gradient for color and offset updates.
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Change Shape3D::get_debug_mesh_lines into const methods
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Fix 2D Particle velocity with directed emission mask
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Fixes #40207.
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Add option to disable virtual keyboard for TextEdit
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Changed CPU velocity calculation for EMISSION_SHAPE_DIRECTED_POINTS
to follow the same logic as in the GPU version:
mat2 rotm;
rotm[0] = texelFetch(emission_texture_normal, emission_tex_ofs, 0).xy;
rotm[1] = rotm[0].yx * vec2(1.0, -1.0);
VELOCITY.xy = rotm * VELOCITY.xy;
Now both CPUParticles2D & CPUParticles3D (z disabled) show the same results
as their GPU counterparts and take the initial velocity settings into account.
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Adding support for disabling virtual keyboard on mobile platforms, in
order to make it consistent with LineEdit.
It allows implementing a custom virtual keyboard.
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Instead it calls both the script and the native method.
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