Age | Commit message (Collapse) | Author |
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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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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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Fix to this issue #17202
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Fixes #16261.
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Fixes #6888.
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It is possible to try to add an invalid object as a navmesh through
GDScript which results in an engine crash. This creates a debug message
that should help the user figure out what's wrong.
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Previously this option seemed to be the sole responsible for enabling
physics processing in Viewport, while several other features like
tooltips and debugging collision hints rely on it.
All this logic is moved to internal processing (it's incorrect to let
it be affected by users disabling physics/idle processing), and disabling
physics object picking no longer affects the internal physics processing.
Fixes #17001.
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