Age | Commit message (Collapse) | Author |
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Those signals receive either a PhysicsBody2D or a TileMap object,
and what the emitting method checks internally is only that the
object is a Node. In theory any Node could go through these signals
if they talk directly to the PhysicsServer2D.
Also updated docs.
Fixes #27076.
Might need further (compat breaking) improvement as this API is a
bit confusing, cf. #24739.
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Fixed script and visibility icons's highlight height in tree
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Set to enum variables, only correct values
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Properly set emitting when particles restart
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Change several font_selected_color to font_color_selected; the actual name of the override
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Center script line when double clicked on error in debugger
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Fix expression node crashes
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Partial revert of 02319dceb2e17184eb765c67719a306f56dafc1b,
previous code handled this cases without errors and the TileSet and
TileSetEditorPlugin are written with the expectation that those will
not error out.
This is a bit wonky and these classes should likely be refactored,
but until then it's best to keep things as they were.
Fixes #29962.
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The setters are called when the property is first initialized, and before
that its default min and max are 0.0 and 1.0 respectively.
If you configured min_value to 1.0 and max_value to e.g. 3.0, since the
min_value setter can be called before that of max_value (which thus still
defaults to 1.0), the min will be set to 0.99.
Same conflict could happen with a configured max_value of 0 if its setter
is called before that of a valid, negative min value.
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Right now it would take garbage values when loading scenes,
which could end up written to the scene file.
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Remove always true/false values
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Implement AnimationPlayer call modes as per #23498.
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Fixed shortcut events in BaseButton (now acts the same as ui_accept action)
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Tweak SpatialMaterial's default metallic and roughness texture channels
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Made use of semicolons after GDCLASS more consistent, added semicolons where I found them missing.
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Fix set_pick_color error
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Make angular_damp of new Area nodes match the global default
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Add option to enable autowrapping for label inside 'AcceptDialog'
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Added ERR_FAIL checks for `Animation::track_set_key_value` and `AnimationNodeStateMachine::remove_node`
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Add HSV mode to color picker
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ResourceFormatLoader and ResourceFormatSaver are meant to be overridden
to add support for different formats in ResourceLoader and ResourceSaver.
Those should be exposed as they can be overridden in plugins.
On the other hand, all predefined subclasses of those two base classes
are only meant to register support for new file and resource types, but
should not and cannot be used directly from script, so they should not
be exposed.
Also unexposed ResourceImporterOGGVorbis (and thus its base class
ResourceImporter) which are editor-only.
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Fixes NaN errors with anchors mode
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Fix minor typos
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Connect OptionButton selection to menu's "index_pressed" signal
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This is only meant to check the validity of the whole codebase every
now and then, or to apply clang-format config changes when relevant.
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Fix selection undo... for real
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Tweak some editor property hints to be more flexible and consistent
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This partially addresses #19242.
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Fix CPU particles bug with local_coords and transform
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CameraServer class
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Warnings raised by Emscripten 1.38.0 and MinGW64 5.0.4 / GCC 8.3.0.
JS can now build with `werror=yes warnings=extra`.
MinGW64 still has a few warnings to resolve with `warnings=extra`,
and only one with `warnings=all`.
Part of #29033 and #29801.
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This is a new singleton where camera sources such as webcams or cameras on a mobile phone can register themselves with the Server.
Other parts of Godot can interact with this to obtain images from the camera as textures.
This work includes additions to the Visual Server to use this functionality to present the camera image in the background. This is specifically targetted at AR applications.
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Fix RichTextLabel alignment tags not working properly
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Fix TextEdit cursor.column having a negative value
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