Age | Commit message (Collapse) | Author |
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(cherry picked from commit fabd9535f0b5cb3f14238d267f6ab48f245fd149)
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(cherry picked from commit 10f385fb792dc74ffb8be221fec88ba9ef7aaa25)
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Add Unit Tests for Viewport InputEvent handling
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Fix String.split() with empty string and delimeter
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This serves no longer any purpose and can be removed.
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On mouse-button release, the mask is 0.
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[unittests] Send Mouse events via DisplayServer instead of push_input
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Add Unit test for InputEventMouse
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Currently Unittests simplify mouse-events by just pushing them to Viewports.
For dealing with mouse-screen-coordinates (caused by the introduction of
multiple native Windows) it becomes necessary to extend the
DisplayServer functionality for unittests.
This PR introduces DisplayServerMock based on DisplayServerHeadless,
which additionally supports basic Mouse-Input handling.
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- Unify keycode values (secondary label printed on a key), remove unused hardcoded Latin-1 codes.
- Unify IME behaviour, add inline composition string display on Windows and X11.
- Add key_label (localized label printed on a key) value to the key events, and allow mapping actions to the unshifted Unicode events.
- Add support for physical keyboard (Bluetooth or Sidecar) handling on iOS.
- Add support for media key handling on macOS.
Co-authored-by: Raul Santos <raulsntos@gmail.com>
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Implement BiDi override mode for GDScript source.
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Fix LOD sort order; checks in add_surface; and document all parameters of `ArrayMesh::add_surface_from_arrays`
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`ArrayMesh::add_surface_from_arrays`
Also clarify some related documentation and expose the misssing `ArrayFormat::ARRAY_FLAG_USES_EMPTY_VERTEX_ARRAY`
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Add unit tests for Curve2D
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Testing the following functions:
- reparent
- duplicate
- replace_by (also with keeping groups)
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Also includes #71080.
Co-authored-by: Psychpsyo <60073468+Psychpsyo@users.noreply.github.com>
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* All core types masks are now correctly marked as bitfields.
* The enum hacks in MouseButtonMask and many other types are gone. This ensures that binders to other languages non C++ can actually implement type safe bitmasks.
* Most bitmask operations replaced by functions in BitField<>
* Key is still a problem because its enum and mask at the same time. While it kind of works in C++, this most likely can't be implemented safely in other languages and will have to be changed at some point. Mostly left as-is.
* Documentation and API dump updated to reflect bitfields in core types.
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screen detection.
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`AnimatedSprite{2D,3D}` improvements
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As many open source projects have started doing it, we're removing the
current year from the copyright notice, so that we don't need to bump
it every year.
It seems like only the first year of publication is technically
relevant for copyright notices, and even that seems to be something
that many companies stopped listing altogether (in a version controlled
codebase, the commits are a much better source of date of publication
than a hardcoded copyright statement).
We also now list Godot Engine contributors first as we're collectively
the current maintainers of the project, and we clarify that the
"exclusive" copyright of the co-founders covers the timespan before
opensourcing (their further contributions are included as part of Godot
Engine contributors).
Also fixed "cf." Frenchism - it's meant as "refer to / see".
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* Add support for individual frame duration to `SpriteFrames`.
* Various minor improvements.
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Remove duplicate Month and Weekday enums
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Rename `get_points_count()` to `get_point_count()` in Gradient
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Initial tests for node
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- Test simple and complex cases for:
-> add, remove, move, get, find, count, is_inside_tree
-> name, nodepath
-> verify the scene tree
- Simple tests for the processing setup
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- Adding signals
- Emitting signals
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Well, they were duplicately-exposed, but triplicately-defined.
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