Age | Commit message (Collapse) | Author |
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Editing the `Text` property through the editor causes a wrong
placement of the placeholder, as it calls `LineEdit::clear_internal`,
which was wrongly reseting the cached placeholder width.
Fix #18184.
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Created a new function named get_element in GridContainer. This funct…
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Was missed in #18391.
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fix clang6 assignment error
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Fix GridContainer's children visibility breaking the layout
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Fixes logically dead code (Coverity)
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Adds support for CMD+Left and CMD+Right on MacOS
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Tweak the property hint ranges of caret blink and line length guideline
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This allows for more precise adjustments.
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-Missing Icons
-Missing freezing option (for baking light and faster load)
-Missing a way to export from Godot (GLTF2?)
-Probably buggy (may freeze editor, can be worked around easily, but let me know if this happens so it's easier to catch bugs)
Happy testing!
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CMD+Left and CMD+Right are hotkeys used on MacOS for
moving cursor to start and end of the text, respectively.
They are now supported, alongside ALT+key.
Fixes: #17631
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Fixes reported logically dead codes by Coverity
* image.cpp: Doesn't really need any modification. But to remove the bug
report then we have to move the MAX call away from the for loop
statement.
* rasterizer_gles3.cpp: Removes unnecessary elif condition since it is
checked earlier in the function
* collada.cpp: If stamement never reached due to macro ERR_CONTINUE does
the same.
* navigation_mesh.cpp: Variables should always be null - however, also
checked for the very same condition in their function call. Leaving this
for review (whether the function call is necessary or not)
* path_editor_plugin.cpp: If cancel is true, then it should restore the
edited value to the original provided.
http://docs.godotengine.org/en/3.0/classes/class_editorspatialgizmo.html#class-editorspatialgizmo-commit-handle
* spatial_editor_gizmos.cpp: the very condition of i >= 3 is
predetermined in the if case right before it. Thus case 1 is always '1'
and case 2 is always '-1'
* grid_map_editor.cpp: Same as above in spatial_editor_gizmos.cpp
* voxel_light_baker.cpp: Same as above in spatial_editor_gizmos.cpp
* visual_server.cpp: Same as above in spatial_editor_gizmos.cpp
* visual_script_expression.cpp: char '-' is already true in the switch
case mechanism. Thus it can never reach to default case.
* particles.cpp: Case 'PARAM_MAX' is unreachable due to index checking
right before the switch execution.
* shader_language.cpp: Invalid index is handled in switch default case.
`type < TYPE_FLOAT && type > TYPE_VEC4` -> `(type < TYPE_FLOAT || type > TYPE_VEC4`)
Fixes the "always false problem" in TODO comment.
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Prevent visibility notification from being called twice in object creation
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Add popup_closed signal for ColorPickerButton
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Avoid converting Quat to Euler angles when not necessary.
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Fix index out of size error on Image
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Fix #18164
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Fix #18177
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Fix #18229
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Also ensure that get_scale doesn't arbitrarlity change the signs of scales, ensuring that the combination of get_rotation and get_scale gives the correct basis.
Added various missing functions and constructors.
Should close #17968.
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ItemList needs to check against the number of items available when the user moves the selection via "ui_right" action.
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Fixes #17688
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Remove the rect surrounding 2D nodes in 2D editor when it's not pertinent
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Closes #18043
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LineEdit placeholder alignment, content margins, and overflow bugs
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Add support for radio-looking items with icon
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Make Button not emit press when container is scrolled
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Made Node.print_tree() print prettily
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LineEdit doesn't correctly uses style margins nor use placeholders
width correctly, causing multiple rendering bugs.
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Fix of RigidBody's configuration warning for Z axis
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Drag to Rearrange Editor Docks
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Letting users of `PopupMenu` use them. `OptionButton` was one of those interested and is updated in this commit.
Fixes #18063.
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Fixed colour regions and added local colour region cache
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This fixes the problem described in #13996 in a proper way.
This also adds "deadzone" property to ScrollContainer. It can be used
on mobile, where taps are not as precise as mouse clicks. Player could
slightly move their finger when tapping, in which case we still want
the button to be pressed rather than the container to be scrolled.
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expose Tileset TileMode to GDScript
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