Age | Commit message (Collapse) | Author |
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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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Fix unselectable flipped sprites (fixes 16461)
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Fixes Selection of Sprites using AtlasTexture
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FIX Windows enter/exit mouse notifications
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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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Fix weird editor crash when switching from editing one gradient to another keeps 'grabbing' variable to true
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support for in the future
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Fix visibility of gizmos on scene load
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Fixes collisions shape selection
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StyleBoxTexture: Texture instead of RES for texture and normal_map.
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The previous logic with VERSION_MKSTRING was a bit unwieldy, so there were
several places hardcoding their own variant of the version string, potentially
with bugs (e.g. forgetting the patch number when defined).
The new logic defines:
- VERSION_BRANCH, the main 'major.minor' version (e.g. 3.1)
- VERSION_NUMBER, which can be 'major.minor' or 'major.minor.patch',
depending on whether the latter is defined (e.g. 3.1.4)
- VERSION_FULL_CONFIG, which contains the version status (e.g. stable)
and the module-specific suffix (e.g. mono)
- VERSION_FULL_BUILD, same as above but with build/reference name
(e.g. official, custom_build, mageia, etc.)
Note: Slight change here, as the previous format had the build name
*before* the module-specific suffix; now it's after
- VERSION_FULL_NAME, same as before, so VERSION_FULL_BUILD prefixed
with "Godot v" for readability
Bugs fixed thanks to that:
- Export templates version matching now properly takes VERSION_PATCH
into account by relying on VERSION_FULL_CONFIG.
- ClassDB hash no longer takes the build name into account, but limits
itself to VERSION_FULL_CONFIG (build name is cosmetic, not relevant
for the API hash).
- Docs XML no longer hardcode the VERSION_STATUS, this was annoying.
- Small cleanup in Windows .rc file thanks to new macros.
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Found via `codespell -q 3 --skip="./thirdparty,./editor/translations" -I ../godot-word-whitelist.txt`
Whitelist consists of:
```
ang
doubleclick
lod
nd
que
te
unselect
```
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Fixed "Open" button being enabled when nothing is selected in a FileDialog while in "Open folder" mode
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Simplify detection of Sprite clicks
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Tileset Editor Improvement
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Related to this comment: https://github.com/godotengine/godot/pull/16757#discussion_r169470394
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while in "Open folder" mode.
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Improved kinematic body, Now can move rigid body
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Add refraction possibility when triplanar uv mode enabled
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Keep to show current script when closing all docs
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