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2021-02-25Merge pull request #46416 from nekomatata/draw-collision-outline-optionRémi Verschelde
Added option in project settings to draw Shape2D outlines
2021-02-25Added option in project settings to draw Shape2D outlinesPouleyKetchoupp
Disabling collision outlines can be useful for performance when the game is running and many collision shapes are displayed.
2021-02-24Merge pull request #46360 from nmrkr/drag-preview-crash-after-freeRémi Verschelde
Fix crash during drag if user queue_free'd the drag preview
2021-02-24Fix crash during drag if user freed the drag previewDelf Neumärker
2021-02-24Allow CollisionObject3D to show collision shape meshestrollodel
Add an editor gizmo to CollisionObject3D. CollisionShape3D no longer shows collision shapes directly.
2021-02-24Merge pull request #46371 from EricEzaM/PR/fix-osx-inputmap-spammed-errorsRémi Verschelde
Fixed 'nonexistent action' errors spammed at startup on OSX
2021-02-24Fixed 'nonexistent action' errors spammed at startup on OSXEric M
2021-02-24Tween: Add null check for target objectChristoffer Sundbom
Fixes #45399.
2021-02-24Merge pull request #46357 from kleonc/mesh_data_tool_crash_fixRémi Verschelde
MeshDataTool::create_from_surface Fail on invalid index data
2021-02-24Merge pull request #46045 from bruvzg/text_server_bmp_createRémi Verschelde
[TextServer] Restores bitmap font dynamic construction functions.
2021-02-24Use a more specific type for Area2D/3D body signalsAaron Franke
2021-02-23MeshDataTool::create_from_surface Fail on invalid index datakleonc
2021-02-22Add preview Sun and Environmentreduz
* Adds both a preview sun and preview environment to the 3D editor. * They are valid as long as a DirectionalLight3D and WorldEnvironment are not in the scene. * If any is added to the scene, the respective preview is disabled. * Changed WorldEnvironment to better handle multiple node versions. * Added a function in SceneTree to get the first node in a group. * Fixed button minimum size to also consider font height if no text is there, this broke with the TextSever PR.
2021-02-22Merge pull request #45994 from Jummit/expose-edit-selectedRémi Verschelde
Expose edit_selected in Tree
2021-02-22expose edit_selected in TreeJummit
2021-02-22Merge pull request #46243 from Calinou/improve-get-node-error-messageRémi Verschelde
Improve the `get_node()` error message to be more descriptive
2021-02-22Improve the `get_node()` error message to be more descriptiveHugo Locurcio
- Mention the origin of the `get_node()` call. - Mention whether the attempted path is absolute or relative. See #46214.
2021-02-21Merge pull request #46230 from gongpha/keep-hue-valueRémi Verschelde
Keep Hue value when Saturation or Value is zero
2021-02-21Merge pull request #46286 from kleonc/label_set_lines_skippedRémi Verschelde
Label::set_lines_skipped Fail if passed a negative value
2021-02-21Merge pull request #46284 from kleonc/line2d_set_point_positionRémi Verschelde
Line2D::set_point_position Fail if passed index is out of bounds
2021-02-21Label::set_lines_skipped Fail if passed a negative valuekleonc
2021-02-21Line2D::set_point_position Fail if passed index is out of boundskleonc
2021-02-21Prevent selecting hidden nodes in 3D and Canvas Item editorshilfazer
2021-02-21Merge pull request #38565 from nekomatata/export-default-valuesRémi Verschelde
Fixed export var default value in PackedScene when script is not loaded in editor
2021-02-20Draw an outline for 2D debug collision shapesHugo Locurcio
This makes them easier to distinguish, especially when used in a TileMap. The default color's opacity has been slightly decreased to account for the new outline.
2021-02-19Merge pull request #42427 from KoBeWi/achtung_sizeRémi Verschelde
Warn when setting Control size inside ready()
2021-02-19Merge pull request #45990 from charles-l/masterRémi Verschelde
improve error message when travel() is called on an AnimationNodeStateMachine when the state machine is not playing
2021-02-19Warn when setting Control size inside ready()Tomasz Chabora
2021-02-19Keep Hue value when Saturation or Value is zeroKongfa Waroros
2021-02-19Update documentation for the new ProcessModeAaron Franke
2021-02-19Merge pull request #46196 from nmrkr/visual-shader-invalid-forced-connectRémi Verschelde
Fix crash when calling connect_nodes_forced with invalid params
2021-02-19doc: Sync classref with current sourceRémi Verschelde
And fix various bogus bindings following previous PRs.
2021-02-19Merge pull request #46191 from reduz/refactor-process-modeRémi Verschelde
Refactor Process Mode
2021-02-19Merge pull request #44737 from KoBeWi/touch_shape_screen_centered_buttonRémi Verschelde
Fix shape_centered property in TouchScreenButton
2021-02-19Merge pull request #44181 from EricEzaM/PR/INP5-new-input-editorRémi Verschelde
New Input Map Editor and Editor Settings Shortcut Editor
2021-02-19New ActionMapEditor to replace InputMapEditor. Used in ProjectSettings.Eric M
Renamed to ActionMapEditor as it is more generic and can be used for more than just the InputMapEditor if required. This also includes a new Event Configuration dialog (previously "Press A key...") which can be used to create and edit InputEvents for any use - like the Project Settings input map, or the Editor Settings shortcuts.
2021-02-18Don't fade out after pausing unless stream is runningEllen Poe
2021-02-18Initialize fadeout to false in AudioStreamPlayerEllen Poe
2021-02-18Refactor Process Modereduz
Implements https://github.com/godotengine/godot-proposals/issues/1835#issuecomment-727186192 * PauseMode is now ProcessMode, containing the following states: ``` PROCESS_MODE_INHERIT, // same as parent node PROCESS_MODE_NORMAL, // process only if not paused PROCESS_MODE_PAUSE_ONLY, // process only if paused PROCESS_MODE_ALWAYS, // process always PROCESS_MODE_DISABLED, // never process ``` * NOTIFICATION_PAUSED and NOTIFICATION_UNPAUSED are received effectively when the node is paused and unpaused (not any longer when pause mode is set in SceneTree). * Renamed some nodes that used ProcessMode/process_mode to specify a callback type to ProcessCallback to avoid clashes.
2021-02-18Merge pull request #41644 from ↵Rémi Verschelde
Eoin-ONeill-Yokai/collision_2d_shape_visualization_fix CollisionShape2D 'Disabled' Visualization Correction
2021-02-18Fix crash when calling connect_nodes_forced with invalid paramsDelf Neumärker
2021-02-18Fix handling of negative indices in SurfaceToolDelf Neumärker
2021-02-18Merge pull request #45617 from RandomShaper/modernize_atomicsRémi Verschelde
Modernize atomics (and fix `volatile`)
2021-02-18Modernize atomicsPedro J. Estébanez
- Based on C++11's `atomic` - Reworked `SafeRefCount` (based on the rewrite by @hpvb) - Replaced free atomic functions by the new `SafeNumeric<T>` - Replaced wrong cases of `volatile bool` by the new `SafeFlag` - Platform-specific implementations no longer needed Co-authored-by: Hein-Pieter van Braam-Stewart <hp@tmm.cx>
2021-02-18Removed hardcoded shortcuts from /scene and converted to input actionsEric M
This removes hardcoded actions from things like LineEdit and TextEdit. Previously, things like copy, paste, etc were all hardcoded to Ctrl+C, Ctrl+V, etc. They could not be changed. This allows the possibility of them being changed, by making them use the action map. This has the added benefit of greatly simplifying the input handling logic in those controls. The logic which was previously in a huge and hard to follow switch statement has been extracted to individual methods.
2021-02-18Reorganize Project Settingsreduz
-Advanced Settings toggle also hides advanced properties when disabled -Simplified Advanced Bar (errors were just plain redundant) -Reorganized rendering quality settings. -Reorganized miscelaneous settings for clean up.
2021-02-18Merge pull request #46170 from ↵Rémi Verschelde
gongpha/jr-_-avoid-get_tree-when-flying-colorpicker-master Avoid signal methods in ColorPicker to access the tree when it isn't in the tree
2021-02-18Avoid signal methods in ColorPicker to access the tree when it isn't in the treeKongfa Waroros
2021-02-18add null check in MeshInstance::_mesh_changed()Angad Kambli
2021-02-18Merge pull request #46151 from ellenhp/fix_spatial_player_playRémi Verschelde
Fix a pop on play() in AudioStreamPlayer2D and 3D