| Commit message (Collapse) | Author | Age | Files | Lines |
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Remove unused duplicate wireframe shortcut
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It also happens to do nothing currently.
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Fix for ARVRCamera::project_local_ray_normal not getting called.
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ARVRCamera::project_local_ray_normal gets called.
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updated OAHashMap to use robinhood hashing
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API hash fixes
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Fix delay in rename_error windows save loop, should be 100msec, not 1sec
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Folder name with trailing space fix
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(cherry picked from commit 056348a8c0ee065cb99e4f33da45525d69d6bcff)
Note: Still syncing with the 3.0 code for now to allow updating translations
in the 3.0 branch. We'll eventually switch Weblate to use the strings of the
3.1-dev branch once it is stable enough.
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(cherry picked from commit ddbe559c040d30cd145d3c572dbd3bc6c7664310)
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Fix for large .pck files
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An error in unix file IO was causing crashes when getting the size of a file larger than max integer size
As ftell returns a long the fix is trivial
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Fix placeholders position in `LineEdit` when editing inside the Editor
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Editing the `Text` property through the editor causes a wrong
placement of the placeholder, as it calls `LineEdit::clear_internal`,
which was wrongly reseting the cached placeholder width.
Fix #18184.
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Check invalid node name
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Fix MSVC check when building with mono
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Fix editor detecting msbuild with a msvc 'tools only' install
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Fixes locks and groups on 2d editor
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Editor: update favorite dirs when dir got deleted
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bzztbomb/fix/stack_underflow_when_debuggin_in_release
Fix a crash when trying to run Godot debugger on a release build.
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The GDScriptLanguage::enter_function is wrapped in #ifdef DEBUG but the exit_function is not, resulting in a stack underflow error.
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Implement universal translation of touch to mouse (3.1)
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Now generating mouse events from touch is optional (on by default) and it's performed by `InputDefault` instead of having each OS abstraction doing it. (*)
The translation algorithm waits for a touch index to be pressed and tracks it translating its events to mouse events until it is raised, while ignoring other pointers.
Furthermore, to avoid an stuck "touch mouse", since not all platforms may report touches raised when the window is unfocused, it checks if touches are still down by the time it's focused again and if so it resets the state of the emulated mouse.
*: In the case of Windows, since it already provides touch-to-mouse translation by itself, "echo" mouse events are filtered out to have it working like the rest.
On X11 a little hack has been needed to avoid a case of a spurious mouse motion event that is generated during touch interaction.
Plus: Improve/fix tracking of current mouse position.
** Summary of changes to settings: **
- `display/window/handheld/emulate_touchscreen` becomes `input/pointing_devices/emulate_touch_from_mouse`
- New setting: `input/pointing_devices/emulate_mouse_from_touch`
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Fix Find in Files
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- FileAccess was accessed null (remains of GDScript port)
- `_current_file` wasn't going up correctly in case a scanned directory had no subdirectories
- Paths stored in `_files_to_scan` were not full paths
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fix API string path
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Fix enums without class name not opening docs page
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Adds keywords to autocomplete predictions.
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Adds keywords to the autocomplete prediction in GDScript so
they are not replaced by irrelevant predictions.
Fixes: #5972
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Changed Sprite Frame buttons for icons
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hide tab changed debug print
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Handle missing arg pointer in Variant::get_call_error_text
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I had a situation coming from godot-python where the caller of
Variant::get_call_error_text() passed null for `p_argptrs`. In
addition to fixing that in the caller, seems like good practice to
defend against that situation in the callee to prevent a crash.
So this patch just substitutes some semi-useful text for the source
type name and keeps going so the user's actual error gets emitted.
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Fix Coverity reports of uninitialized scalar variable
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Fixes most current reports on Coverity Scan of uninitialized scalar
variable (CWE-457): https://cwe.mitre.org/data/definitions/457.html
These happen most of the time (in our code) when instanciating structs
without a constructor (or with an incomplete one), and later returning
the instance. This is sometimes intended though, as some parameters are
only used in some situations and should not be double-initialized for
performance reasons (e.g. `constant` in ShaderLanguage::Token).
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