Age | Commit message (Collapse) | Author |
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Add the option to check if input was handled
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Node2D/Control variables now update with canvas changes
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When godot was running as the project manager, it tried to call a method on a null pointer (get_tree()->get_edited_scene_root()).
This is undefined behaviour and caused a crash when compiled with sanitizing enabled.
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When working with a viewport you should call Viewport.input() to pass
the input, but if the input was unhandled you might also want to call
Viewport.unhandled_input() so that objects in the sub-scene can handle
the event. This adds a way to check if the input was handled so that you
know whether you should call Viewport.unhandled_input() or not.
Signed-off-by: Saggi Mizrahi <saggi@mizrahi.cc>
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Honor the Tween's final values
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Add missing binding for DUPLICATE_USE_INSTANCING
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Cache DynamicFont resource for Android
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added Timer is_time_left()
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From https://github.com/lucasdemarchi/codespell
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rm doc
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Remove warning on owner re-assignment
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Fix redundant connections saved in sub-inheritance
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List Control::has_point as a virtual method
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fix remove_and_skip()
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fixed ClassDB inconsistencies
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According to Issue #8018, a BIND_VMETHOD macro wasn't present in scene/gui/control.cpp, while it was declared to be a virtual method in scene/gui/control.h.
classes.xml was updated to also list this method in Control.
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fixes #7960
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WindowDialog: Fix crash when running as ProjectManager
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Fixes a bug introduced in #7970
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Fix connection errors when replacing node
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Several fixes for TouchScreenButton
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Map POSITION to gl_FragCoord.xy for 2D shaders
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Fix node duplication in scene sub-inheritance
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- Avoid connecting the signals to nonexistent methods
- Preserve only persistent connections
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- getting stuck on pause
- handling input when not visible
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Darkens the editor on WindowDialog popup.
This adds the following new Editor settings:
- interface/dim_editor_on_dialog_popup (true) # Enable/Disable editor dimming
- interface/dim_amount (0.6) # Percentage of how much the editor will be darkened (0-1)
- interface/dim_transition_time # The duration (in seconds) of the color blending effect (0-1), 0 is instant.
Please test this thoroughly, I haven't yet seen a case where it fails to work properly but I'm sure I didn't test all
windows of the editor :P
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I can show you the code
Pretty, with proper whitespace
Tell me, coder, now when did
You last write readable code?
I can open your eyes
Make you see your bad indent
Force you to respect the style
The core devs agreed upon
A whole new world
A new fantastic code format
A de facto standard
With some sugar
Enforced with clang-format
A whole new world
A dazzling style we all dreamed of
And when we read it through
It's crystal clear
That now we're in a whole new world of code
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The other subfolders of tools/ had already been moved to either
editor/, misc/ or thirdparty/, so the hiding the editor code that
deep was no longer meaningful.
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TileMap: Respect self_modulate property
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TabContainer's signal changes (v3)
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Now `TileMap`s make use of the `self_modulate` property.
There's still a bug: The Editor doesn't re-draw with the new color when you change the TileMaps `self_modulate`
in the inspector. You'll have to make it update manually (by placing a tile, changing the transform, etc..)
I'll open an issue for that after this is merged (If I don't fix it in the meantime ^^).
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- Added `tab_selected` signal. Which emits a signal by selecting any tab, if current tab is selected again.
- Added `get_previous_tab()`. Which returns the previous shown tab. **Note:** only `tab_changed` can modify previous tab index.
- Add documentation for the added function and signals. Fix a typo too.
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Fix two problems with Area2D and remove_child()
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Resizable editor / project settings dialogs & save their bounds
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Fix wrong TreeItem reference after reconstructing
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bounds
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Bunch of missing `else` statements and general logic
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