summaryrefslogtreecommitdiff
path: root/scene
AgeCommit message (Collapse)Author
2018-03-13Merge pull request #17422 from robfram/fix-radial-textureprogressRémi Verschelde
Implement line clipping for `TextureProgress` to avoid bad rendering
2018-03-13Merge pull request #17410 from groud/fix_grid_containerRémi Verschelde
Fixes infinite loop in GridContainer
2018-03-13Merge pull request #17191 from garyo/fix_grid_contRémi Verschelde
Fix infinite loop in GridContainer layout
2018-03-13Merge pull request #17432 from ShyRed/tilemapupdateRémi Verschelde
Update TileMap when its TileSet changes
2018-03-11Update TileMap when its TileSet changesShyRed
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.
2018-03-11expose Itemlist.is_anything_selectedAlexander Holland
2018-03-10Implement line clipping for `TextureProgress` to avoid bad rendering due to ↵robfram
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.
2018-03-10Fix infinite loop in GridContainer layoutGary Oberbrunner
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.
2018-03-10Update Sprite when Texture changesShyRed
Make Sprite monitor its Texture for changes and trigger an update when the sprite changes.
2018-03-10Fixes infinite loop in GridContainerGilles Roudiere
2018-03-08Merge pull request #17341 from poke1024/fix16461Rémi Verschelde
Fix unselectable flipped sprites (fixes 16461)
2018-03-08Merge pull request #17189 from CodeAndWeb/masterRémi Verschelde
Fixes Selection of Sprites using AtlasTexture
2018-03-07Fix unselectable flipped sprites (fixes 16461)poke1024
2018-03-07Prevent division by zero in GridContainerLeon Krause
2018-03-06Merge pull request #17205 from Ranoller/patch-3Rémi Verschelde
FIX Windows enter/exit mouse notifications
2018-03-05Merge pull request #17262 from poke1024/fix-sprite-get-rectsRémi Verschelde
Fix uninitialized data in Sprite::_get_rects()
2018-03-04Fix uninitialized data in Sprite::_get_rects()Bernhard Liebl
2018-03-03FIX Windows enter/exit mouse notificationsRanoller
Fix to this issue #17202
2018-03-02Fix more regressions in RichTextLabel from PR 15711Bernhard Liebl
2018-03-02Fix selection of Sprites using AtlasTexture in the editor.Andreas Loew
Fixes #16261.
2018-03-02Fix serialization of identifiers with non printable ASCII charactersRémi Verschelde
Fixes #6888.
2018-03-02Don't crash when trying to add an invalid navmeshHein-Pieter van Braam
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.
2018-03-01Fix regression through fa98637acaab9135568bf0d43a65c9c96b59c32dpoke1024
2018-03-01Viewport: Fix missing tooltips w/ disabled physics object pickingRémi Verschelde
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.
2018-02-28Fix various valgrind reported uninitialized variable usesHein-Pieter van Braam
2018-02-27Merge pull request #16656 from JFonS/fix_gradient_crashRémi Verschelde
Fix weird editor crash when switching from editing one gradient to another keeps 'grabbing' variable to true
2018-02-25Add a split editor to polygon 2D UV editor, moving an inch closer to adding ↵Juan Linietsky
support for in the future
2018-02-25Fix Line2D tile mode for non-square texturesMarc Gilleron
2018-02-24Merge pull request #16973 from JFonS/fix_initial_gizmo_visibilityRémi Verschelde
Fix visibility of gizmos on scene load
2018-02-24Fix visibility of gizmos on scene loadJFonS
2018-02-24Merge pull request #16932 from groud/fix_collision_shape_selectionRémi Verschelde
Fixes collisions shape selection
2018-02-24Merge pull request #16930 from PJB3005/18-02-22-styleboxtexture-textureRémi Verschelde
StyleBoxTexture: Texture instead of RES for texture and normal_map.
2018-02-23Refactor version macros and fix related bugsRémi Verschelde
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.
2018-02-22Fixes collisions shape selectionGilles Roudiere
2018-02-22StyleBoxTexture: Texture instead of RES for texture and normal_map.Pieter-Jan Briers
2018-02-22Skeleton2D: Fix missing return value in comparatorRémi Verschelde
2018-02-212D Skeletons WORK IN PROGRESSJuan Linietsky
2018-02-21Fix typos with codespellluz.paz
Found via `codespell -q 3 --skip="./thirdparty,./editor/translations" -I ../godot-word-whitelist.txt` Whitelist consists of: ``` ang doubleclick lod nd que te unselect ```
2018-02-21Fixed disappearing text on filedialog buttonsMax
2018-02-21Add base support for 2D meshes in Godot, including Sprite -> Mesh2D conversion.Juan Linietsky
2018-02-21Merge pull request #16710 from YeldhamDev/filedialog_nothing_disabledRémi Verschelde
Fixed "Open" button being enabled when nothing is selected in a FileDialog while in "Open folder" mode
2018-02-21Merge pull request #16756 from willnationsdev/shifted-rect-spriteRémi Verschelde
Simplify detection of Sprite clicks
2018-02-21Merge pull request #16772 from damarindra/tileset_editor_improvementRémi Verschelde
Tileset Editor Improvement
2018-02-21Added forgotten infinite_inertia to bindingsAndrea Catania
Related to this comment: https://github.com/godotengine/godot/pull/16757#discussion_r169470394
2018-02-20Tileset Editor ImprovementDamar Indra
2018-02-20Fixed "Open" button being enabled when nothing is selected in a FileDialog ↵Michael Alexsander Silva Dias
while in "Open folder" mode.
2018-02-20Merge pull request #16757 from AndreaCatania/kinpushRémi Verschelde
Improved kinematic body, Now can move rigid body
2018-02-20Improved kinematic body 2D and 3D, Now can move rigid bodyAndrea Catania
2018-02-20Merge pull request #16718 from Chaosus/triplanarfixRémi Verschelde
Add refraction possibility when triplanar uv mode enabled
2018-02-20Merge pull request #16455 from volzhs/close-docsRémi Verschelde
Keep to show current script when closing all docs