Age | Commit message (Collapse) | Author |
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Fix Godot returned status code on unexpected error
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SceneTree.quit(<exit_code>) should be used instead
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Fixed issue with slider focus and scroll input
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Added option in project settings to draw Shape2D outlines
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Disabling collision outlines can be useful for performance when the game
is running and many collision shapes are displayed.
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Fix crash during drag if user queue_free'd the drag preview
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Add an editor gizmo to CollisionObject3D.
CollisionShape3D no longer shows collision shapes directly.
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Fixed 'nonexistent action' errors spammed at startup on OSX
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Fixes #45399.
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MeshDataTool::create_from_surface Fail on invalid index data
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[TextServer] Restores bitmap font dynamic construction functions.
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* Adds both a preview sun and preview environment to the 3D editor.
* They are valid as long as a DirectionalLight3D and WorldEnvironment are not in the scene.
* If any is added to the scene, the respective preview is disabled.
* Changed WorldEnvironment to better handle multiple node versions.
* Added a function in SceneTree to get the first node in a group.
* Fixed button minimum size to also consider font height if no text is there, this broke with the TextSever PR.
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Expose edit_selected in Tree
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Improve the `get_node()` error message to be more descriptive
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- Mention the origin of the `get_node()` call.
- Mention whether the attempted path is absolute or relative.
See #46214.
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Keep Hue value when Saturation or Value is zero
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Label::set_lines_skipped Fail if passed a negative value
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Line2D::set_point_position Fail if passed index is out of bounds
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Fixed export var default value in PackedScene when script is not loaded in editor
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This makes them easier to distinguish, especially when used
in a TileMap.
The default color's opacity has been slightly decreased to account
for the new outline.
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Warn when setting Control size inside ready()
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improve error message when travel() is called on an AnimationNodeStateMachine when the state machine is not playing
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Fix crash when calling connect_nodes_forced with invalid params
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And fix various bogus bindings following previous PRs.
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Refactor Process Mode
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Fix shape_centered property in TouchScreenButton
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New Input Map Editor and Editor Settings Shortcut Editor
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Renamed to ActionMapEditor as it is more generic and can be used for more than just the InputMapEditor if required.
This also includes a new Event Configuration dialog (previously "Press A key...") which can be used to create and edit InputEvents for any use - like the Project Settings input map, or the Editor Settings shortcuts.
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Implements https://github.com/godotengine/godot-proposals/issues/1835#issuecomment-727186192
* PauseMode is now ProcessMode, containing the following states:
```
PROCESS_MODE_INHERIT, // same as parent node
PROCESS_MODE_NORMAL, // process only if not paused
PROCESS_MODE_PAUSE_ONLY, // process only if paused
PROCESS_MODE_ALWAYS, // process always
PROCESS_MODE_DISABLED, // never process
```
* NOTIFICATION_PAUSED and NOTIFICATION_UNPAUSED are received effectively when the node is paused and unpaused (not any longer when pause mode is set in SceneTree).
* Renamed some nodes that used ProcessMode/process_mode to specify a callback type to ProcessCallback to avoid clashes.
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Eoin-ONeill-Yokai/collision_2d_shape_visualization_fix
CollisionShape2D 'Disabled' Visualization Correction
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Modernize atomics (and fix `volatile`)
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- Based on C++11's `atomic`
- Reworked `SafeRefCount` (based on the rewrite by @hpvb)
- Replaced free atomic functions by the new `SafeNumeric<T>`
- Replaced wrong cases of `volatile bool` by the new `SafeFlag`
- Platform-specific implementations no longer needed
Co-authored-by: Hein-Pieter van Braam-Stewart <hp@tmm.cx>
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This removes hardcoded actions from things like LineEdit and TextEdit.
Previously, things like copy, paste, etc were all hardcoded to Ctrl+C, Ctrl+V, etc. They could not be changed. This allows the possibility of them being changed, by making them use the action map. This has the added benefit of greatly simplifying the input handling logic in those controls. The logic which was previously in a huge and hard to follow switch statement has been extracted to individual methods.
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