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[DOCS] Typo fix for CollisionShape[2D]
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Fix bug in HTML5 HTTPClient.
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The URL parameter already has a slash, adding an extra one results in
an invalid resource path
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Added the "GLES2" option for the video-driver in the terminal help
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Fix IPhone and OSX cross compilation
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[Docs] Control, VehicleWheel: fix typos
[ci skip]
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* [DOCS] Node: SceneSaver -> PackedScene
* [DOCS] PackedScene: Code example, resolve TODO
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Simplify CanvasItemEditor anchor drag logic
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Enable snapping in 2D when control key pressed
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Refactor HTML5 platform build script
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Fix mono basis GetEuler bug and marshalling/unmarshalling
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[Mono] Replace float with real_t, other misc C# improvements
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Replace float with real_t in most files, defined at the top of each file via using. Objects such as Vector3 now accept doubles as inputs, and convert to real_t internally. I've added default Vectors such as Vector3.Zero. Other misc C# improvements such as Mathf.RoundToInt(). Color continues to use float only because high precision is not needed for 8-bit color math and to keep things simple. Everything seems to compile and work fine, but testing is requested, as this is the first time I've ever contributed to Godot.
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Fix bug added in PR #17589. Resources couldn't be saved to files
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This PR fixes the code to avoid saving default environment every time
the project is run whitin the editor.
Should fix #17727. Sorry for the troubles!
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Overhaul the display scaling editor settings
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This adds more scaling options, in addition to a custom scaling option
which allows any scale between 0.75 and 3.0 to be used.
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Fix switching WindowDialog types leaves garbage buttons
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We can distinguish between node-specific children and custom children by `child->is_owned_by_parent()`.
Fixes: #16350
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Allow Attach and Clear Script on multiple nodes
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Fix non-valid characters for `input_action`
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Add a new function to check action names, `_validate_action_name`, in
the spirit of `_valprop`. Offending characters include non-printable
ascii, and `\/=:"`. Also set only one text for the UI message.
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Fix pressing `F3` do both changing to script editor AND find next text
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As `KEY_F3` was used both for changing to script editor window and, in
the script editor, for finding the next result in the last search, and
the key event is **not** consumed, the resulting behaviour was similar
to press `F3` twice, first to change to script editor and second to
find the next result of a previous search.
This PR sets the `key_pressed` status of `InputEvent` to `false` if
this event is responsible of an editor change, simulating the
consumption of the event.
Fix #17334
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add option to invert y-axis
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Warn about WorldEnvironment being ignored
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Revert "Implement OS_OSX::execute"
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This reverts commit e42576548f2c0ae2c6cb24ce2b0437ffb8978d65.
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a way to ensure that camera is disabled
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Allow users to add items to Tool menu
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Fix compressor audio effect sidechain selection
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Fix bad rendering of BBCode tables in `RichTextLabel`
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Text overflowed canvas as tables didn't calculate correctly the width
of their columns. They used the whole table width available for each
column. Also, the `cell` parameter was wrongly parsed if used with its
optional argument (expand ratio).
This PR fixs the parsing of `cell` parameter (i.e. `cell=e`) and the
distribution of the full table width between columns, but it overrides
automatically the `expand` flag if the column is smaller than it could
be, to allow a better UX out-of-the-box. It keeps the `expand_ratio`
flag to let the user customize how every column grows in relation to
the rest.
Partially fix #6289.
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A few enhancements on the ARVR Server
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