Age | Commit message (Collapse) | Author |
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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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- Add FIXME tags comments to some unfixed potential bugs
- Remove some checks (always false: unsigned never < 0)
- Fix some if statements based on reviews.
- Bunch of missing `else` statements
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Use the common PRNG in 2D particles code.
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Replaces the custom PRNG used by 2D particles code with a wrapper for the PRNG located under core/math.
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Fix/improve AnimationPlayer blending logic
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Add process mode option to Particles2D
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RichTextLabel add function remove_line
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Fix auto-enable of _input processing when _input() method is set.
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Add emission_finished signal to Particles2D
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Fix crash when click icon while editing node name
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Fix crash if TouchScreenButton is pressed while exiting the tree
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Fix undefined behavior found by static code analyzer.
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Add Rect2 TileMap::get_used_rect()
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Add more options to Node.duplicate()
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Translate ButtonArray text
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Since f3f4a11c processing of callbacks such as `_process`, `_fixed_process`, etc will be
automatically enabled when the corresponding method is found in the script.
However, for _input() this wasn't working.
That's simply because `_input` wasn't initialized in `SceneStringNames` ^^
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(Also remove some Particles2D::testee method, which was unused)
Resolves #3963
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(cherry picked from commit 5b8d5766f4574b5011b3f258d3e9b34298eb609c)
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Adresses the issue mentioned in https://software.intel.com/en-us/articles/the-ultimate-question-of-programming-refactoring-and-everything
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