Age | Commit message (Collapse) | Author |
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BitMask::create Don't request more memory than needed when size is a multiply of 8
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Scroll faster when holding Alt in TextEdit (and script editor)
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Make all file access 64-bit (`uint64_t`)
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This makes font oversampling work out of the box, while also increasing
the supported character set's size. The default font is now larger
as well to better fit today's screen resolutions.
The OpenSans SemiBold font was chosen for two reasons:
- Small file size, yet its character set supports Latin-1 and Cyrillic
text.
- A heavier font weight looks better in most "game" scenarios and is
more readable against mixed-color backgrounds.
This is considered a breaking change as it changes the default font's
metrics, which will likely affect how Control nodes are laid out in
scenes (unless a custom font is in use).
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This changes the types of a big number of variables.
General rules:
- Using `uint64_t` in general. We also considered `int64_t` but eventually
settled on keeping it unsigned, which is also closer to what one would expect
with `size_t`/`off_t`.
- We only keep `int64_t` for `seek_end` (takes a negative offset from the end)
and for the `Variant` bindings, since `Variant::INT` is `int64_t`. This means
we only need to guard against passing negative values in `core_bind.cpp`.
- Using `uint32_t` integers for concepts not needing such a huge range, like
pages, blocks, etc.
In addition:
- Improve usage of integer types in some related places; namely, `DirAccess`,
core binds.
Note:
- On Windows, `_ftelli64` reports invalid values when using 32-bit MinGW with
version < 8.0. This was an upstream bug fixed in 8.0. It breaks support for
big files on 32-bit Windows builds made with that toolchain. We might add a
workaround.
Fixes #44363.
Fixes godotengine/godot-proposals#400.
Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
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Create ColorPicker shaders statically
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Fix normals of PrismMesh
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Fix Tree::get_column_at_position crash
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Fix accessing scene tree without checking: MeshInstance3D::create_debug_tangents, GIProbe::bake
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Added GraphNode missing setters.
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MeshInstance3D::create_debug_tangents, GIProbe::bake
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Fix refraction offset by manually unpacking normal mappings
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the node is invisible.
ISSUE:47687
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Update TileMap to use Vector2i
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-Improved various GraphNode documentation.
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Fix variable names for "usage" flags in `Control::_get_property_list()`
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Renamed incorrect "hint" variable names to "usage" in
`_get_property_list()`, as "hint" implies one of the PROPERTY_HINT_*
values, which is not the case here.
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Fix RayCast3D color in game with no collision
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-Mesh2D now works
-MultiMesh2D now works
-Polygon2D now works
-Added hooks for processing 2D particles
-Skeleton2D now works
2D particles still not working, but stuff needed for it is now implemented.
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This feature is inspired by a similar feature found in
Visual Studio Code.
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Create CollisionObject3D debug shapes using RS
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Fix Tree's background focus outline displaying behind section headings
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Display arrow cursor if text is not editable
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fix unintentional object rotation by anim tree
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without overrides
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multiply of 8
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InputEventWithModifiers properties/methods
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TileSet and TileMap rework (squashed)
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- Move most properties from TileMap to TileSet,
- Make TileSet more flexible, supporting more feature (several
collision layers, etc...),
- Fusion both the TileMap and TileSet editor,
- Implement TileSetSources, and thus a new way to index tiles in the TileSet,
- Rework the TileSet and TileMap editors completely,
- Implement an editor zoom widget (and use it in several places)
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rather than distorted.
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Fix a bug that occour when there are hidden tabs in tab_container.
The visualization isn't correct due to missing values in tab_widths array.
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Check input mesh is valid in SurfaceTool methods (master)
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Display the old color in ColorPicker for easier comparison
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Adds a pressed signal to ButtonGroup
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Improve the editor theme
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Tweak CanvasItem/material sampling property hint for readability
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Blocking updating in SceneTreeEditor when an item was selected
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This only affects ColorPickerButton nodes that spawn a ColorPicker,
not standalone ColorPickers.
This partially addresses #7366.
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