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2021-07-31Merge pull request #51083 from akien-mga/variantparser-fix-crash-42115Rémi Verschelde
VariantParser: Fix uninitialized ResourceParser funcs
2021-07-30Merge pull request #50935 from Vitika9/50807Rémi Verschelde
2021-07-30VariantParser: Fix uninitialized ResourceParser funcsRémi Verschelde
They could cause a segfault when parsing values with ID "Resource" as apparently we never set a valid `func` for it. Fixes crash part of #42115.
2021-07-30Fix "Custom *" theme sections being inside "Auto Translate"Michael Alexsander
2021-07-30Merge pull request #50982 from Calinou/editor-use-bullet-pointsRémi Verschelde
Use bullet points in the editor instead of dashes where relevant
2021-07-29Add `auto_translate` toggle for automatic translationMichael Alexsander
2021-07-29Fix a crash when trying to load a WebP StreamTexture2DYuri Sizov
2021-07-28Use bullet points in the editor instead of dashes where relevantHugo Locurcio
2021-07-28Add node configuration warning for GeometryInstance3D distanceHugo Locurcio
2021-07-28Merge pull request #50961 from YeldhamDev/embed_windows_fixesRémi Verschelde
Multiple cosmetic fixes for embedded windows
2021-07-27Multiple cosmetic fixes for embedded windowsMichael Alexsander
2021-07-27Merge pull request #50905 from fabriceci/fix-multiple-direction-collisionRémi Verschelde
Allow multiple collision direction at the same time
2021-07-27Fixed Camera2D's reset_smoothing() does not work as describedvitika9
2021-07-27Merge pull request #50355 from Calinou/immediategeometry3d-remove-remainsK. S. Ernest (iFire) Lee
Remove the remains of ImmediateGeometry3D
2021-07-27Add check to internal methods to prevent crashHaoyu Qiu
2021-07-26Merge pull request #50904 from YeldhamDev/switch_hover_embeddedRémi Verschelde
Make `switch_on_hover` work on embedded windows
2021-07-26Make `switch_on_hover` work on embedded windowsMichael Alexsander
2021-07-26Merge pull request #50899 from akien-mga/refrefRémi Verschelde
Use Ref<T> references as iterators where relevant
2021-07-26Use Ref<T> references as iterators where relevantRémi Verschelde
And const when possible.
2021-07-26Allow to have multiple collision direction at the same timefabriceci
2021-07-26Use doubles for time everywhere in Timer/SceneTreeAaron Franke
2021-07-25Merge pull request #50835 from bruvzg/optimize_is_rtlRémi Verschelde
Optimise `is_layout_rtl`.
2021-07-25Merge pull request #50809 from akien-mga/iterators-const-referencesRémi Verschelde
2021-07-25Use const references where possible for List range iteratorsRémi Verschelde
2021-07-25Fix various typos with codespellluz paz
Found via `codespell -q 3 -S ./thirdparty,*.po,./DONORS.md -L ackward,ang,ans,ba,beng,cas,childs,childrens,dof,doubleclick,fave,findn,hist,inout,leapyear,lod,nd,numer,ois,ony,paket,seeked,sinc,switchs,te,uint`
2021-07-25Optimise `is_layout_rtl` by caching its return value.bruvzg
2021-07-24Merge pull request #50786 from reduz/implement-resource-uidsRémi Verschelde
Implement Resource UIDs
2021-07-24Implement Resource UIDsreduz
* Most resource types now have unique identifiers. * Applies to text, binary and imported resources. * File formats reference both by text and UID (when available). UID always has priority. * Resource UIDs are 64 bits for better compatibility with the engine. * Can be represented and used textually, example `uuid://dapwmgsmnl28u`. * A special binary cache file is used and exported, containing the mappings. Example of how it looks: ```GDScript [gd_scene load_steps=2 format=3 uid="uid://dw86wq31afig2"] [ext_resource type="PackedScene" uid="uid://bt36ojelx8q6c" path="res://subscene.scn" id="1_t56hs"] ``` GDScript, shaders and other special resource files can't currently provide UIDs, but this should be doable with special keywords on the files. This will be reserved for future PRs.
2021-07-23Use C++ iterators for Lists in many situationsAaron Franke
2021-07-23Merge pull request #50780 from JFonS/fix_submenusRémi Verschelde
Fix Popup submenu in single-window mode
2021-07-23Merge pull request #50748 from JFonS/gizmo_reworkRémi Verschelde
Node3D gizmo improvements
2021-07-23Node3D gizmo improvementsjfons
* Clean-up of node_3d_editor_plugin.{h,cpp}: removed unused code, fixed some bugs. * Moved node_3d_editor_gizmos.{h,cpp} to editor/plugins. * Added support for multiple gizmos per node. This means custom gizmos will no longer override the built-in ones and that multiple gizmos can be used in more complex nodes. * Added support for handle IDs. When adding handles to a gizmo, an ID can be specified for each one, making it easier to work with gizmos that have a variable number of handles. * Added support for subgizmos, selectable elements that can be transformed without needing a node of their own. By overriding _subgizmo_intersect_frustum() and/or _subgizmo_intersect_ray() gizmos can define which subgizmos should be selected on a region or click selection. Subgizmo transformations are applied using get/set/commit virtual methods, similar to how handles work.
2021-07-23Fix popup submenu in single-window modejfons
The internal processing code only works for OS windows, since it takes the mouse position relative to the window and not the viewport. Now we make sure it's not called in single-window mode.
2021-07-23Show tooltips even when paused or time_scale is 0kobewi
2021-07-22Merge pull request #50676 from reduz/textual-resource-idsRémi Verschelde
2021-07-22Implement textual ext/subresource IDs.reduz
* Friendlier with version control. * Generates pseudo unique IDs, to minimize conflicts when merging, but still user readable (so, not UUID). * Eventually will also allow to have more precisely named sub-resources in imported files. * This will allow better reloading on changes (including resources already loaded) as well as better keeping track of changes on the DCC. * Keeps backward compatibility with the old formats. * Binary and text format version incremented to mark breakage in forward compatibility.
2021-07-22Make `MenuButton`'s `switch_on_hover` work againMichael Alexsander
2021-07-21Merge pull request #50711 from nekomatata/popup-close-fixRémi Verschelde
Fix logic for Popup closing when parent is focused
2021-07-21Fix logic for Popup closing when parent is focusedPouleyKetchoupp
The member popped_up is used to avoid closing a Popup before it had a chance to be focused. It wasn't reset properly when the popup is hidden, causing the Popup to close right after showing in some random cases (spotted on X11, might not happen on Windows).
2021-07-21Merge pull request #50695 from reduz/fix-sky-initializationRémi Verschelde
2021-07-21Merge pull request #50370 from QbieShay/circle-emitter-particleRémi Verschelde
Ring emitter for 4.0
2021-07-21Merge pull request #50643 from groud/improve_tilemap_compatibilityRémi Verschelde
2021-07-21Make Sky initialize shaders only oncereduz
* Create the shader on demand. * Makes sure compilation happens only once, then shader is cached. * Speeds up scene loading times. * Speeds up editor initialization.
2021-07-21Merge pull request #50690 from Chaosus/vs_fix_triplanarYuri Roubinsky
Fix function code generation for uniform triplanar node in visual shader
2021-07-21Implement atlas merging and tile proxiesGilles Roudière
2021-07-21Import old tiles in SINGLE_TILE mode as atlasesGilles Roudière
2021-07-21Fix function code generation for uniform triplanar node in visual shaderYuri Roubinsky
2021-07-21Merge pull request #50686 from Calinou/use-standard-inf-nan-constantsRémi Verschelde
Use the standard C `INFINITY` and `NAN` constants directly
2021-07-21Use the standard C `INFINITY` and `NAN` constants directlyHugo Locurcio
The `Math_INF` and `Math_NAN` defines were just aliases for those constants, so we might as well use them directly. Some portions of the code were already using `INFINITY` directly.
2021-07-21Use is_equal_approx in more placesAaron Franke