Age | Commit message (Collapse) | Author |
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They work exactly the same as current checkbox-decorated items, but in order to preserve compatibility, separate methods are used, like `add_radio_check_item()`. The other option would have been to add a new parameter at the end of `add_check_item()` and the like, but that would have forced callers to provide the defaults manually.
`is_item_checkable()`, `is_item_checked()` and `set_item_checked()` are used regardless the item is set to look as check box or radio button.
Keeping check in the name adds an additional clue about these facts.
Closes #13055.
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Fix switching WindowDialog types leaves garbage buttons
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Warn about WorldEnvironment being ignored
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a way to ensure that camera is disabled
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Fix bad rendering of BBCode tables in `RichTextLabel`
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Font update after resize relies on the viewport size which was updated
after the font was already refreshed, which resulted in artifacts when
it was rendered into the actual/new viewport size.
Fixes #15173.
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Fixes wrong calculation of gridcontainer's children size
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Text overflowed canvas as tables didn't calculate correctly the width
of their columns. They used the whole table width available for each
column. Also, the `cell` parameter was wrongly parsed if used with its
optional argument (expand ratio).
This PR fixs the parsing of `cell` parameter (i.e. `cell=e`) and the
distribution of the full table width between columns, but it overrides
automatically the `expand` flag if the column is smaller than it could
be, to allow a better UX out-of-the-box. It keeps the `expand_ratio`
flag to let the user customize how every column grows in relation to
the rest.
Partially fix #6289.
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GUI elements ui_action usage, improvements
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InterpolatedCamera: use internal_process
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Fix gesture events being blocked
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Fix "ui_accept" action not calling _pressed() function in GDScript Button
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expose Itemlist.move_item and optimize functionality
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TileMap: add fix_invalid_tiles
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Add an hinting mode setting to DynamicFonts
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Fix line thickness for CollisionPolygon2D.
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Fix bad autocomplete of partially written node paths when using syntactic sugar notation ($)
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Auto completion edge jump
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AnimationPlayer: fix scrubbing after play backwards
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Better tab support for color picker
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Implement line clipping for `TextureProgress` to avoid bad rendering
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Fixes infinite loop in GridContainer
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Fix infinite loop in GridContainer layout
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Update TileMap when its TileSet changes
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Make TileMap monitor its TileSet for changes and emit a signal when the TileSet changes. This makes the editor update and show the updated version of the TileSet.
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imprecise UV mapping
Original code used a quick aproximation for simulating the
correspondent texel in the `TextureProgress` texture as radial
progress indicator. This lead to visualization errors. Changed it for
a Liang-Barsky line clipping algorithm stripped to its minimum for
this specific use case.
Fix #17364.
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I had a grid container and tried to set rect.min_height larger in the
editor; that caused an infinite loop in GridContainer::_notification
at line 118. The reason is max_index was being set to the *height* of
the row, not the *index* of the row. So later when it tried to erase
that row and try again, there was nothing to erase.
I applied the same fix to the width code.
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Make Sprite monitor its Texture for changes and trigger an update when the sprite changes.
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arrow up/down jumps to end/start on edges
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Fix unselectable flipped sprites (fixes 16461)
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Fixes Selection of Sprites using AtlasTexture
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We can distinguish between node-specific children and custom children by `child->is_owned_by_parent()`.
Fixes: #16350
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sugar notation ($)
If you had a tree like Node2D->Sprite->Camera2D and you write a
code like $Node2D/Spr and chose the autocompletion sugested
Node2D/Sprite, the resulting string was $Node2D/Node2D/Sprite
instead $Node2D/Sprite. If you chose Node2D/Sprite/Camera2D, then
you ended with $Node2D/Node2D/Sprite/Camera2D.
Fix #15813.
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FIX Windows enter/exit mouse notifications
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Fix "ui_accept" action in BaseButton.cpp not calling _pressed() func in
GDScript
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Fix uninitialized data in Sprite::_get_rects()
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