| Commit message (Collapse) | Author | Age | Files | Lines |
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Fixes a bug where the VERSION_PATCH define is not yet in scope if
typedefs.h is included before version.h at compilation time.
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(cherry picked from commit b5414024179635f19a16d206d1f016e349dc3d66)
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Fixes #8111.
(cherry picked from commit 3730e0533cceaefe7981387804556810442865e1)
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Fixes #8097
(cherry picked from commit 927d15b815ff5bbc9693b98fb6ce177b84a76def)
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Implement warped mouse panning for 2D & 3D editors (2.1)
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Enabled by default as in Blender, but can be disabled separately for 2D & 3D;
the core functionality is in Input so this could be reused or even exposed to scripts in the future
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- TCP:
- `listen` bind to wildcard "*" -> dual stack socket
- `listen` bind to address -> socket from address type
- `connect` -> resolve using best protocol (UNSPEC), socket from address type
- UDP:
- `listen` bind to wildcard "*" -> dual stack socket
- `listen` bind to address -> socket from address type
- `put_packet`/`put_var` -> resolve using TYPE_ANY (UNSPEC), socket from address type
(to change socket type you must first call `close` it)
(cherry picked from commit 88a56ba783d36d52a1023759e69f026b1ae255b4)
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(cherry picked from commit 2fe4ef66991b483640f59873c22b3af671626ccc)
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(cherry picked from commit b2839343cab66880f647c77da7b2e1826761776a)
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(cherry picked from commit 4198291cd45da7fce278d21cd5ef4a506086d5f8)
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(cherry picked from commit 98a7e2b4e09791705cd9dfd4d13611bc02fe47d4)
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When using get_tree().input_event(ev), the engine will JUST send the event down the SceneTree.
However, you won't get any of the benefits of the Input singleton:
- No InputMap actions will be emitted
- The internal input state won't be modified, so methods like `Input.get_mouse_pos()` or `Input.is_joy_button_pressed` won't return the expected output after sending the event.
This is fixed by using `Input.parse_input_event(ev)` instead.
I guess we'll also have to update the docs to reflect that this is the preferred method of sending custom InputEvents.
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Applies the clang-format style to the 2.1 branch as done for master in
5dbf1809c6e3e905b94b8764e99491e608122261.
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(cherry picked from commit 5e13a762ecbdfe6a643977b74c790d479a0636e2)
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(cherry picked from commit 2a0ddc1e89ec7b947152c8d0cb132d58f2c00a81)
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(cherry picked from commit f44ee891beaad397481dd88da41cb80e6539774f)
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clang-format does not play well with tab-aligned multiline statements...
Some more research will be needed if we want to set a column limit.
(cherry picked from commit e2a3f06f3d0c49d87b86c12407d69174b58ae448)
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clang-format does not handle that well *at all*.
For the reference, found the relevant pieces of code with:
`ag "=[ "$'\t'"]?"$'\n'"[ "$'\t'"]?{" --ignore=thirdparty`
(cherry picked from commit 40323407df65ef8f40648c51ab9b4574ea985d7f)
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Closes #7613
(cherry picked from commit 5ec0610c606f529b21ffc13596ae5a57ead368cb)
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Implement single-field property change for multinode edit (2.1)
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Fix zero padding formatting
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HTTPClient properly handle partial data in non-blocking mode
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Use block to send DVector::Write out of scope in
HTTPClient::read_response_body_chunk()
(cherry picked from commit 833994b2949cbdd191dfdb095bb96913a7b3b03a)
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JSON::parse reports errors on open-ended objects
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(cherry picked from commit 6b5c595e400893cb8dba51ede8f60c70f8512687)
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Serialize dictionaries adding newlines between key-value pairs
Serialize group lists also with newlines in between
Serialize string properties escaping only " and \ (needed for a good diff experience with built-in scripts and shaders)
Bonus:
Make AnimationPlayer serialize its blend times always sorted so their order is predictable in the .tscn file.
This PR is back-compat; won't break the load of existing files.
Cherry-picked from 7dbb1c0571c0d1fb26c28552b09430807cc4d717
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Fixes #6931.
(cherry picked from commit ede36aca8d65e39b78520d45d3b3c29a99d4e17e)
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(cherry picked from commit fbfcc981d95d94a3d7dfbc214e37bb02da3dec66)
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That year should bring the long-awaited OpenGL ES 3.0 compatible renderer
with state-of-the-art rendering techniques tuned to work as low as middle
end handheld devices - without compromising with the possibilities given
for higher end desktop games of course. Great times ahead for the Godot
community and the gamers that will play our games!
(cherry picked from commit c7bc44d5ad9aae4902280012f7654e2318cd910e)
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Calling localize_path will return a localized path in res:// if the
path starts with the resource file-system/folder, and will return
the unchanged absolute path otherwise.
Closes #6979 and #7161.
(cherry picked from commit cdc97ca4535e99fdcb10f21c4609c2f79e94589b)
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Fixes #7337
(cherry picked from commit 474eafbbf68036251666cc1c4e86a82876b59e61)
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Names and values taken from https://en.wikipedia.org/wiki/X11_color_names
(cherry picked from commit 23381a530bb4a9c8e8c3e883a7d588bf832cd277)
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(cherry picked from commit bf4fda64fd403d589278919cff01c3207164207e)
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(cherry picked from commit d194e1c48e5d161f0310ee17e63f1951e2c50de6)
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(cherry picked from commit c1c1ec690e66c09178b6883e332a38fc9d8ad890)
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IP_Address changes:
- Converts to and from String transparently while handling IPv4 as IPv6
mapped (::ffff:[IP]) address internally.
- Completely remove AddrType enum.
- Setting/Getting of ip array is now only possible through dedicated functions
(ie. set_ipv4, get_ipv4, set_ipv6, get_ipv6)
- Add function to know if the address is a valid IPv4 (for IP implementation and enet)
(cherry picked from commit 1aff508dd9713abf0db0d0436fa7f7c4788c5a4a)
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(cherry picked from commit a77a0118f6b0d0878a53e2c963d91763b311163d)
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(cherry picked from commit c18c5013f837ea7d4de2f022d36f84e0abce6439)
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PacketPeerUDP/StreamPeerTCP/TCP_Server now uses an instance variable
to store the selected ip_type (IPv4/IPv6/ANY, where ANY = dual stack).
All calls to resolve addresses, sending/receving data, connecting/listening
will use that socket type.
(cherry picked from commit 95bdd977686005d3d813eb09aca625384f1774c1)
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