Age | Commit message (Collapse) | Author |
|
Add column_title_pressed signal to Tree node
|
|
The Tree node column/table form is missing the ability to
capture column title clicks easily.
Adding this functionality will give us the ability to
create functions such as sort by column, which is a common
table manipulation ability in games/apps.
https://godotengine.org/qa/7699
|
|
Also cleanup comments on variant types.
|
|
|
|
Particles potential crash fix 2
|
|
|
|
Fixed #8526, popup menu width now responds to submenu icon
|
|
|
|
EditorFileSystemDirectory
Make EditorFileDialog, FileDialog and EditorFileSystemDirectory alphanumerical sorting more natural
Added a new method 'naturalnocasecmp_to' and comparator 'NaturalNoCaseComparator' to String.
Fixes #8712.
|
|
|
|
Working platforms platform: OSX, Windows.
Support for almost all ui elements, including project list.
|
|
Pause mode was not correctly propagating effectively stopping
immediately when the mode was not PAUSE_MODE_INHERIT.
|
|
The Tree node has the ability to jump to a specific item by typing the first few chars of it's name.
But on selection ('item_activated' signal), it didn't clear the search string used for that. It was especially annoying in `FileDialog`s and has been bugging me for
ages :P
With this, you can traverse a directory structure in a FileDiag quickly with the keyboard (like you'd expect from pretty much any modern file browser) :)
|
|
|
|
|
|
Also move Box2D ConvexDecomposition contrib code to
thirdparty/b2d_convexdecomp.
|
|
|
|
Should make clang-format happy.
|
|
Tree: Ability to add tooltips to TreeItem buttons.
|
|
|
|
Adds a tooltip parameter to `TreeItem::add_button()` and set a few tooltips in the Project settings and SceneTree dock.
|
|
|
|
3.0 recompute_aabb on add_surface
|
|
|
|
auto_accept_quit value is set first properly with GLOBAL_DEF("application/auto_accept_quit", true) in main.cpp
after that it's reset to true in SceneTree:init() whatever value was.
|
|
Fixed #8102, by renaming FixedSpatialMaterial to SpatialMaterial
|
|
Apply is_ceiling/is_wall swap fix to 2D move_and_slide
|
|
|
|
Ported move_and_slide to KinematicBody (3D)
|
|
Prevent to uncheck selected item with button group
|
|
Added various functions basic math classes. Also enabled math checks …
|
|
Show 3D raycasts when debugging collisions
|
|
"ALL IS GOOD" was a lie.
In particular, removes verbose "path not recognized" false positive.
The actual logic is to (somewhat naively) check all ResourceFormatLoaders
and to pick the first good match, so no need to warn about the formats
that do not match the type hint.
|
|
This version of the commit has the on_ceiling/on_wall fix without any
explaination of that code, since apparently it wasn't complicated enough.
As for the notes at the top of the function, they're still there.
move_and_slide is rather useful for character-controllers, etc.
It reduces the amount of boilerplate code.
Not having move_and_slide makes the APIs somewhat inconsistent.
(It might be nice to figure out a way to share the code between the two
move_and_slide implementations, but that's for someone who knows what
the policy is on shared code like that.)
|
|
Fixes a bug where the VERSION_PATCH define is not yet in scope if
typedefs.h is included before version.h at compilation time.
(cherry picked from commit 3b687c5474113b64f186388883ca85cdfe6523d4)
|
|
External editor improvements and fixes
|
|
Respect the expand margin for StyleBoxTextures again.
|
|
|
|
Notable changes:
- Now ScriptLanguages have the option to override the global external editor setting.
If `ScriptLanguage::open_in_external_editor()` returns `ERR_UNAVAILABLE` (which it does by default), then the global external editor option will be used.
- Added formatting to the external editor execution arguments. Now it's possible to write something like this: `{project} -g {file}:{line}:{col}`.
- `VisualScript::get_member_line()` now can return the line of functions (well, it returns the id of the _Function_ node of the function). I guess there is nothing else we can get a "line" from.
Fixes:
- Fixes a bug where `ScriptEditor::script_goto_method()` would not work if the script is not already open in the built-in editor.
- Fixes wrong DEFVAL for `cursor_set_column` and `cursor_set_line` in TextEdit.
- `Script::get_member_line()` now returns -1 ("found nothing") by default.
|
|
As it turns out, is_ceiling would be true when hitting a wall,
and is_wall would be true momentarily when hitting a ceiling.
This makes a tiny one-line change to fix that.
Without trying to explain the code for anyone else having to
mess around with it.
|
|
Fix editor style box for ToolButton
|
|
PackedScene: Fix wrong DEFVAL
|
|
|
|
|
|
|
|
Control set_pos -> set_position
Control set_global_pos -> set_global_position
[gs]et_mouse_pos -> [gs]et_mouse_position
[gs]et_global_mouse_pos -> [gs]et_global_mouse_position
fixes #8005
|
|
|
|
-properly show editor without having to resize window on windows
|
|
Add methods to get and set bits of collision layers and masks for TileMaps (3.0)
|
|
Allow zero preprocess time for Particles2D
|