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2020-04-30Fixed bbcode parsing for built-in RichTextEffects in RichTextLabelDarenn
RichTextEffect can now have a bbcode string starting like one of the built-in. It was impossible before as the built-in would take precedence over the custom effect that has the same bbcode start. Example : [fade] would take precedence over [fade_in]
2020-04-29Merge pull request #38203 from woollysammoth/multiple-ik-bugRémi Verschelde
Fixes SkeletonIK resetting other IK poses
2020-04-29Merge pull request #37846 from CaptainProton42/text-edit-undo-stack-sizeRémi Verschelde
Add "undo_max_stack_size" property to TextEdit
2020-04-29Limit undo stack sizeJohn Wigg
The stack size of the undo history of a TextEdit was not limited leading to potential memory leaks when doing lots of operations on a TextEdit. This commit adds the option gui/common/text_edit_undo_stack_max_size to the project settings. The first element of the undo stack is popped if the stack's size exceeds this value ensuring limited memory usage. The default stack size setting is 1024. Fixes #37838.
2020-04-29[Core] Rename linear_interpolate to lerpAaron Franke
2020-04-29Merge pull request #38287 from ↵Rémi Verschelde
JiRuifanCR/animatedtexture-oneshot-pause-set-frame Add set_frame, pause, and oneshot to AnimatedTexture
2020-04-29Remove unneccessary increment in TextEditTomasz Chabora
2020-04-29Add set_frame, pause, and oneshot to AnimatedTextureRevan Ji
Add API documentation for said changes.
2020-04-28Rename InputFilter back to InputRémi Verschelde
It changed name as part of the DisplayServer and input refactoring in #37317, with the rationale that input no longer goes through the main loop, so the previous Input singleton now only does filtering. But the gains in consistency are quite limited in the renaming, and it breaks compatibility for all scripts and tutorials that access the Input singleton via the scripting language. A temporary option was suggested to keep the scripting singleton named `Input` even if its type is `InputFilter`, but that adds inconsistency and breaks C#. Fixes godotengine/godot-proposals#639. Fixes #37319. Fixes #37690.
2020-04-28Merge pull request #38286 from bojidar-bg/x-expose-cell-sizeRémi Verschelde
Expose the cell_size affecting VisibilityNotifier2D precision
2020-04-28Expose the cell_size affecting VisibilityNotifier2D precisionBojidar Marinov
Refs: #4803
2020-04-27Merge pull request #38121 from JFonS/add_unwrap_cachingRémi Verschelde
Add caching the lightmap unwrapping on import
2020-04-27Merge pull request #38243 from KoBeWi/whineRémi Verschelde
Make Line2D be white by default
2020-04-27Merge pull request #36035 from Xrayez/path2d-fix-self-modulateRémi Verschelde
Do not override Path2D.self_modulate property
2020-04-26Make Line2D be white by defaultTomasz Chabora
2020-04-25Resets global pose of IK chain bones being solved, rather than the whole ↵Sam
skeleton. Resolves #38026
2020-04-25Merge pull request #38155 from Calinou/tweak-ssao-property-hintsRémi Verschelde
Tweak SSAO property hints to allow setting more precise values
2020-04-23Tweak SSAO property hints to allow setting more precise valuesHugo Locurcio
This was requested by an user on Twitter who was working on a game with a very small-scale world.
2020-04-23Merge pull request #38109 from nekomatata/mesh-instance-active-materialRémi Verschelde
Fix get_active_material when a material is directly set on the mesh
2020-04-22Add caching the lightmap unwrapping on importJFonS
This commit adds caching to the lightmap mesh unwraps generated on import. This speeds up re-imports of meshes that haven't changed and also makes sure that the unwraps are consistent across imports. The unwrapping process is not deterministic, so one could end up with a different mapping every time the scene was imported, breaking any previously baked lightmaps. The changes in this commit prevent that from happening.
2020-04-22Fix get_active_material when a material is directly set on the meshPouleyKetchoupp
Makes MeshInstance3D::get_active_material consistent with the logic in the rendering system. Fixes #38108
2020-04-22Merge pull request #38086 from volzhs/seek-animation-finishedRémi Verschelde
Emit signal when animation ends by seek
2020-04-22Emit signal when animation ends by seekvolzhs
2020-04-21Add proper type to most public API uses of ArrayJuan Linietsky
2020-04-21Add ability to bind typed arrays to script APIJuan Linietsky
Note: Only replaced 2 instances to test, Node.get_children and TileMap.get_used_cells Note: Will do a mass replace on later PRs of whathever I can find, but probably need a tool to grep through doc. Warning: Mono will break, needs to be fixed (and so do TypeScript and NativeScript, need to ask respective maintainers)
2020-04-20Exposed RenderingDevice to script APIJuan Linietsky
Also added an easier way to load native GLSL shaders. Extras: Had to fix no-cache for subresources in resource loader, it was not properly working, making shaders not properly reload. Note: The precommit hooks are broken because they don't seem to support enums from one class being used in another. Feel free to fix this after merging this PR.
2020-04-20Fix more GCC -Wmaybe-uninitialized warningsRémi Verschelde
Fixes #38005.
2020-04-20Merge pull request #38039 from akien-mga/docdata-skip-unexposedRémi Verschelde
DocData: Skip unexposed classes
2020-04-20DocData: Skip unexposed classesRémi Verschelde
Properly expose classes that we actually want accessible.
2020-04-20doc: Sync classref with current sourceRémi Verschelde
Add missing enum bindings.
2020-04-20Merge pull request #37947 from clayjohn/DOCS-rendering-updateRémi Verschelde
Update many docs with recent rendering changes
2020-04-17Update many docs with recent rendering changesclayjohn
2020-04-17Merge pull request #37949 from reduz/implement-global-shader-uniformsRémi Verschelde
Implement global and per instance shader uniforms.
2020-04-17Merge pull request #37953 from clayjohn/VULKAN-sky-sun-sizeRémi Verschelde
Add light size to Sky Shaders
2020-04-17Add light size to Sky Shadersclayjohn
2020-04-17Merge pull request #37964 from AndreaCatania/AndreaCatania-patch-2Rémi Verschelde
Activate Physics Process in SpringArm3D.
2020-04-17Implement global and per instance shader uniforms.Juan Linietsky
Adds two keywords to shader language for uniforms: -'global' -'instance' This allows them to reference values outside the material.
2020-04-17Activate Physics Process in SpringArm3D.Andrea Catania
2020-04-16Merge pull request #37047 from YeldhamDev/tabcontainer_doc_control_fixRémi Verschelde
Fix incorrect TabContainer documentation for 'get_tab_control()'
2020-04-15Merge pull request #37914 from clayjohn/VULKAN-decal-fixRémi Verschelde
Fix texture check in decal setup
2020-04-15Merge pull request #37911 from madmiraal/fix-32876Rémi Verschelde
Run SpringArm3D's process within physics.
2020-04-15Fix texture check in decal setupclayjohn
2020-04-15Run SpringArm3D's process within physics.Marcel Admiraal
2020-04-15Add "node_unselected" signal for GraphEditasheraryam
2020-04-15Merge pull request #37896 from NutmegStudio/decal-enum-constant-fixRémi Verschelde
Change DecalTexture bind from BIND_CONSTANT to BIND_ENUM_CONSTANT
2020-04-15Change DecalTexture bind from BIND_CONSTANT to BIND_ENUM_CONSTANTNutmegStudio
2020-04-15Fix typo in light3d (Texture -> Texture2D)NutmegStudio
2020-04-14Merge pull request #37887 from reduz/implement-projectorsRémi Verschelde
Add support for projectors in spot and omni lights.
2020-04-14Add support for projectors in spot and omni lights.Juan Linietsky
2020-04-14Merge pull request #37316 from nekomatata/physical-bone-settingsRémi Verschelde
Add PhysicalBone rotation, damping, axis lock & can sleep