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Fix particle preprocessing
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Remove an incorrect check likely left over from copying from the
normal fixed_fps update case.
Also makes sure that the preprocessing_time is always fully simulated,
rather overshooting the mark than stopping early.
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Fix not being able to select an editor layout created in another language
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Onion skinning
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- Now it is usable from both `CanvasItem` and `Spatial` editors.
- `EditorPlugin` API changes:
- `forward_draw_over_canvas()` becomes `forward_draw_over_viewport()`.
- `update_canvas()` becomes `update_overlays()`, which now triggers the update of every overlay on top of any 2D or 3D viewports present. Also now it returns the number of such viewports, which is useful whenever you need to know the number of draw-over calls you'll get.
- New: `[set/is]_force_draw_over_forwarding_enabled()` to force overlaying regardless it handles the current object type, in a similar fashion as `[set/is]_input_event_forwarding_always_enabled`. This kind of overlay is also on top of those for regular handled node types.
- New: `forward_force_draw_over_canvas()`, which is the callback that gets called for plugins that enable forced overlaying.
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initialize bus_index to 0
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fixes #13305
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Fix shader compilation fail on Android
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Error message from logcat
**ERROR**: SceneShaderGLES3: Fragment Program Compilation Failed:
50:471: S0032: no default precision defined for parameter 'probe'
At: drivers/gles3/shader_gles3.cpp:167:_display_error_with_code() - SceneShaderGLES3: Fragment Program Compilation Failed:
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Enable SCons shared cache for Travis CI (master)
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Enable SCons shared cache for AppVeyor CI (master)
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Fixed issue with 3D selections
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Tweak the default editor camera settings
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- The default FOV is now 70
- The default Z-near plane is now at 0.05 meters
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Tweak the default camera node settings
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- Increase FOV to 70
- Put the Z-near plane at 0.05 meters
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Fix crash on node duplication
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That happened when an instanced scene was being duplicated while it also contained nodes added to it in the scene holding the instance.
Plus:
- Add comments about the logic behind all this.
- Move the null guard to where it can protect the most, but consider it a runtime error rather that a situation we expect.
Fixes #13282.
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Fix constant node value edit
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[GDNative] disable -fPIC flag with msvc compiler
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-Make sure materials are named in OBJ importer, so they can be saved outside as resources.
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Remove contrived JavaScript.eval() return types
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3.0beta - Fixed doesn't close open a file window bug
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Complete bc2e8d9 so that Windows can be built
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wrong function,
leading to unnecesary copy on writes and reduced performance.
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Bind InputEventGesture events.
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