Age | Commit message (Collapse) | Author |
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Fix editor style box for ToolButton
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PackedScene: Fix wrong DEFVAL
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Control set_pos -> set_position
Control set_global_pos -> set_global_position
[gs]et_mouse_pos -> [gs]et_mouse_position
[gs]et_global_mouse_pos -> [gs]et_global_mouse_position
fixes #8005
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-properly show editor without having to resize window on windows
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Add methods to get and set bits of collision layers and masks for TileMaps (3.0)
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Allow zero preprocess time for Particles2D
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should have flipped the dst_rect..
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Optimize-out some debug and/or non-tools methods
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Travis builds would fail with:
./drivers/gles3/rasterizer_storage_gles3.h:1018:19: error: ISO C++ forbids initialization of member 'fixed_fps' [-fpermissive]
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Reset display folded for an instanced scene if editable children is toggled off
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Fixes loading existing 3.0-alpha projects broken by 74808ac4d9176180dc7ecace99723edab8a73e0e.
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Collisions and nav debug are conditionally compiled depending on DEBUG_ENABLED
is_editor_hint() and is_node_being_edited() are compiled only with TOOLS_ENABLED
Every affected method is implemented in the header in case its macro is not present (the getters just returning false and the setters having an empty body) so the compiler can inline and finally no-op-out them as likely as possible.
is_node_being_edited() already showed a similar optimization effort and has been adapted to this change.
Furthermore, and as a consequence, -debugcol and -debugnav will not work on non-debug (strict release) builds.
This can bring a little bit of runtime performance on release and non-tooled builds (less code, so less cycles to spend and maybe more cache friendly).
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This avoids the display folded flag needlessly getting into the scene file (potentially forever) and also gives more visual feedback if the user re-enables editable children so it will display unfolded at first.
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Add four methods to the TileMap node to make collision layers and masks be modified bit by bit (like PhysicBody2Ds and RayCast2Ds:
* set_collision_layer_bit()
* set_collision_mask_bit()
* get_collision_layer_bit()
* get_collision_mask_bit()
To comply with collision layers' renaming from https://github.com/godotengine/godot/issues/5696 , the method names are NOT set/get_layer_mask_bit()
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Fix typo in FixedSpatialMaterial
[ci skip]
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NormapMap
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Follow-up to #8251.
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Fix is_move_and_slide_on_wall, make move_and_slide floor angle configurable
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Made slide and reflect active verbs acting on itself in Vector2 and V…
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Fixes #7313
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Previous value of time_left is added to wait_time before assigning to time_left
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Fix more property names in _change_notify calls.
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Improve TouchScreenButton
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This is in alignment with other functions in vector classes.
Also added checks for normalization, fixed the sign of reflect (which now corresponds to reflection along a plane mathematically), added bounce method and updated docs.
Fixes #8201.
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Fix shape not being updated
Add a way to hide the shape on editor and debug-with-visible-shapes
Remove useless checks
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[3.0] Fixed NinePatchRect/StyleBoxTexture incorrectly drawing AtlasTexture
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Added ability to change A-star cost function
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Add the option to check if input was handled
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Node2D/Control variables now update with canvas changes
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When godot was running as the project manager, it tried to call a method on a null pointer (get_tree()->get_edited_scene_root()).
This is undefined behaviour and caused a crash when compiled with sanitizing enabled.
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When working with a viewport you should call Viewport.input() to pass
the input, but if the input was unhandled you might also want to call
Viewport.unhandled_input() so that objects in the sub-scene can handle
the event. This adds a way to check if the input was handled so that you
know whether you should call Viewport.unhandled_input() or not.
Signed-off-by: Saggi Mizrahi <saggi@mizrahi.cc>
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Fixed StyleBoxTexture and NinePatchRect drawing the entire texture of an
AtlasTexture.
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Honor the Tween's final values
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Add missing binding for DUPLICATE_USE_INSTANCING
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Cache DynamicFont resource for Android
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added Timer is_time_left()
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