Age | Commit message (Collapse) | Author |
|
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.
|
|
From PR #38727 which was reverted in #41373 because of regressions in Ubuntu
with Gnome.
Co-authored-by: Lorenzo Cerqua <lorenzocerqua@tutanota.com>
|
|
Add fog to sky shaders
|
|
|
|
|
|
Update ResourceLoaderText::load to not update progress if resources a…
|
|
Include check in other progress update statement
Update additional progress update statement
|
|
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>
|
|
|
|
solved ctrl + alt + special character Issue #6851
|
|
Fixed bug where spinbox would not update to it's actual value after non-numeric input
|
|
Uses a simpler and more intuitive implementation based on density.
Its less flexible than before, but its easier to get nice results.
|
|
|
|
|
|
Sort points in a Gradient for color and offset updates.
|
|
|
|
Change Shape3D::get_debug_mesh_lines into const methods
|
|
Fix 2D Particle velocity with directed emission mask
|
|
Fixes #40207.
|
|
Add option to disable virtual keyboard for TextEdit
|
|
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.
|
|
Adding support for disabling virtual keyboard on mobile platforms, in
order to make it consistent with LineEdit.
It allows implementing a custom virtual keyboard.
|
|
|
|
Instead it calls both the script and the native method.
|
|
|
|
|
|
|
|
|
|
|
|
Added UniformRef visual shader node
|
|
|
|
Added default value for uniforms in visual shaders
|
|
Fixed reload_goal not being called when SkeletonIK3D::start is invoke…
|
|
|
|
|
|
p_one_time = true
|
|
|
|
|
|
Fix ultra long node names
|
|
Fix Return key events in LineEdit & TextEdit on Android
|
|
Depending on the device implementation, editor actions could be
received with different action ids or not at all for multi-line.
Added a parameter to virtual keyboards to properly handle single-line
and multi-line cases in all situations.
Single-line:
Input type set to text without multiline to make sure actions are sent.
IME options are set to DONE action to force action id consistency.
Multi-line:
Input type set to text and multiline to make sure enter triggers new lines.
Actions are disabled by the multiline flag, so '\n' characters are
handled in text changed callbacks.
|
|
Fixes for windows in X11 tiling WMs
|
|
Remove multilevel calls
|
|
|
|
[iOS] Basic Vulkan/Metal Support
|
|
Removes redundant code generation in VisualShaderNodeTextureUniform
|
|
|
|
Use of unmodified value returned by 'screen_is_touchscreen' to be used in determening if scroll bar should be scrolled
|
|
Docs: Ignore OS specific values (constants, project settings, properties)
|
|
In general they are more confusing to users because they expect
inheritance to fully override parent methods. This behavior can be
enabled by script writers using a simple super() call.
|