Age | Commit message (Collapse) | Author |
|
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.
|
|
Small naming and tooltip tweaks
|
|
Evenly distribute stretched Nodes in BoxContainer
|
|
|
|
|
|
add force caret display to line edit
|
|
When creating a window, Godot would first register it to the WM(show it) and then set its flags.
This works fine on a floating WM, but on tiling WMs as soon as a window gets registered
the WM immediately acts on the window by scaling it up and treating it as a generic window,
being registered without any special flags.
This commit separates the showing of the window into another function and calls it after the most important flags are set,
making windows with special flags(eg. all popups) work again on tiling WMs.
Fixes #37930
|
|
Fixes the get_visible_line_count() of rich text label
|