Age | Commit message (Collapse) | Author |
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3.0 recompute_aabb on add_surface
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auto_accept_quit value is set first properly with GLOBAL_DEF("application/auto_accept_quit", true) in main.cpp
after that it's reset to true in SceneTree:init() whatever value was.
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Fixed #8102, by renaming FixedSpatialMaterial to SpatialMaterial
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Apply is_ceiling/is_wall swap fix to 2D move_and_slide
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Ported move_and_slide to KinematicBody (3D)
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Prevent to uncheck selected item with button group
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Added various functions basic math classes. Also enabled math checks …
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Show 3D raycasts when debugging collisions
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"ALL IS GOOD" was a lie.
In particular, removes verbose "path not recognized" false positive.
The actual logic is to (somewhat naively) check all ResourceFormatLoaders
and to pick the first good match, so no need to warn about the formats
that do not match the type hint.
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This version of the commit has the on_ceiling/on_wall fix without any
explaination of that code, since apparently it wasn't complicated enough.
As for the notes at the top of the function, they're still there.
move_and_slide is rather useful for character-controllers, etc.
It reduces the amount of boilerplate code.
Not having move_and_slide makes the APIs somewhat inconsistent.
(It might be nice to figure out a way to share the code between the two
move_and_slide implementations, but that's for someone who knows what
the policy is on shared code like that.)
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Fixes a bug where the VERSION_PATCH define is not yet in scope if
typedefs.h is included before version.h at compilation time.
(cherry picked from commit 3b687c5474113b64f186388883ca85cdfe6523d4)
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External editor improvements and fixes
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Respect the expand margin for StyleBoxTextures again.
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Notable changes:
- Now ScriptLanguages have the option to override the global external editor setting.
If `ScriptLanguage::open_in_external_editor()` returns `ERR_UNAVAILABLE` (which it does by default), then the global external editor option will be used.
- Added formatting to the external editor execution arguments. Now it's possible to write something like this: `{project} -g {file}:{line}:{col}`.
- `VisualScript::get_member_line()` now can return the line of functions (well, it returns the id of the _Function_ node of the function). I guess there is nothing else we can get a "line" from.
Fixes:
- Fixes a bug where `ScriptEditor::script_goto_method()` would not work if the script is not already open in the built-in editor.
- Fixes wrong DEFVAL for `cursor_set_column` and `cursor_set_line` in TextEdit.
- `Script::get_member_line()` now returns -1 ("found nothing") by default.
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As it turns out, is_ceiling would be true when hitting a wall,
and is_wall would be true momentarily when hitting a ceiling.
This makes a tiny one-line change to fix that.
Without trying to explain the code for anyone else having to
mess around with it.
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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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for debug builds.
Added set_scale, set_rotation_euler, set_rotation_axis_angle. Addresses #2565 directly.
Added an euler angle constructor for Basis in GDScript and also exposed is_normalized for vectors and quaternions.
Various other changes mostly cosmetic in nature.
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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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