Age | Commit message (Collapse) | Author |
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Ensure indentation works properly in rich text
Fix formatting
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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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Also fixes #6982
Fix error and formatting
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Add toggle for hidden file visibility in FileDialog
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Expose ClippedCamera clip_offset
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Implementing 0-duration tweens
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Some light refactor
Adding comments in functions
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The relevant code was copied from (GPU) ParticlesMaterial but commented
out initially, and never ported.
Closes #29580.
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Cleanup some unecessary editor/ includes in scene/
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Part of #29730, handles false positives.
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When buttons are not in Toggle Mode, shortcuts used to only trigger the
`pressed` signal, without calling the `_pressed` virtual method,
contrarily to what happens when you click the button.
For Toggle Mode buttons, it did call the `_toggled` virtual method
together with emitting the `toggled` signal *twice*.
This commit harmonizes it all and makes shortcuts behave the same as
mouse clicks or `ui_accept`, for both toggle and non-toggle modes.
Fixes #29604.
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Treat hiding_enabled as bool throughout
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Fix Tree button tooltips
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Add in missing 'FLAG_DRAW_NEXT_FRAME_IF_VISIBLE' to Flag enun
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Small fixes to unrechable code, possibly overflows, using NULL pointers
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CPUParticles: Do randomness ratio computations in phase instead of time
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CPUParticles: Fix inconsistent tangential acceleration
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The original shader code uses a phase (ratio from 0 to 1 for the particle
lifetime) for the randomness ratio computations, and this code was ported
over but converted to time computations.
The seeding/cycle logic was thus invalid, so we're going back to phase
for these computations, thus fixing the previous non-working time/emission
randomness property.
Part of #29692. Follow-up to #26859.
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Fix error macro calls not ending with semicolon
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The tangential acceleration for both CPUParticles2D and CPUParticles had been
badly converted from their GPU counterpart (ParticlesMaterial).
This fixes it and ensures that both GPU and CPU particles behave the same with
regard to tangential acceleration.
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Fix RichLabelText::_process_line crash
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Fix ARVRAnchor and ARVRController error spam
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It's not necessary, but the vast majority of calls of error macros
do have an ending semicolon, so it's best to be consistent.
Most WARN_DEPRECATED calls did *not* have a semicolon, but there's
no reason for them to be treated differently.
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Fix crash with get_keywords_color
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Reversed operator in SortLifetime fixing #29440
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