| Commit message (Collapse) | Author | Files | Lines |
|
PR #18675 (commit 96301e9) revealed a problem with how iOS lifecycle
callbacks were handled by Godot. Before that PR it was possible to get
NOTIFICATION_WM_FOCUS_IN callback without getting the corresponding
NOTIFICATION_WM_FOCUS_OUT. That commit added a flag to ensure they are
always coupled, but now there is an issue when, for example, you open a
notification panel on iOS without moving the app to background.
It resulted in view.stopAnimation being called without the
corresponding startAnimation when the app moves to foreground again, so
it looked like the game hanged.
I changed focus out notification to be sent in applicationWillResignActive,
because it makes more sense than to do it in applicationDidEnterBackground,
because it is always called in pair with applicationDidBecomeActive, where
focus in is sent. applicationDidEnterBackground may not come under
circumstances that are now described as a comment in code.
|
|
Fixes #18774.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Allows using startGame() with main packs exported as .zip, but also any
other custom extension, for example if a web game host does not allow
the .pck filename extension.
|
|
Some web game hosts only allow certain filename extensions. If .wasm is
not allowed, this function allows overriding the WebAssembly filename
extension to work around that restriction.
|
|
close #15660
|
|
Fix #18582
GLOBAL_DEF("input/something") is treated as Input Map setting, not as General.
|
|
|
|
|
|
|
|
|
|
Not considering a paste operation as a complex one ends up
adding an unneeded extra step when pasting over a selection.
This fixes issue #18325
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Matches the change for 2.1 in #18626, and the new requirements from Google
for new apps starting with August 2018 (targetSdkVersion 26 or higher):
https://android-developers.googleblog.com/2017/12/improving-app-security-and-performance.html
|
|
|
|
|
|
Fixes #15787.
The issue occurred when two (or more) separate DynamicFont instances
used the same DynamicFontAtSize instance due to having equal
properties. The first instance updated its data_at_size and emitted
"changed" signal, but the second did not because it considered the
data_at_size to be up to date, even though it has just been updated.
|
|
It was mistakenly changed to RGBA in #18525 when it should have
stayed RGB (the 3D grid does not currently support transparency).
|
|
Only the class name retain the MultiplayerAPI name
|
|
- Implement outlines based on FreeType Stroker API. This allows
artifact-free results, similar to what you will see in Web or any text
editing tools. Outline is a part of DynamicFont rather than Label,
because outlines have to be baked into the font's atlas. Font has a
default outline_color and a Label can specify font_outline_modulator
that will be multiplied with the Font's color to get the final result.
- draw_char now has to be called twice to fully render a text - first
with p_outline == true for each character and then with
p_outline == false for each character.
- Number of draw-calls is reduced from 5 to 2 per outlined character.
- Overall cleanup of DynamicFont code, extracted duplicated code pieces
into separate methods.
- The change is backward-compatible - Labels still have outline
properties that work exactly as they worked before.
Closes #16279.
|
|
|
|
|
|
- Adds q/quit option to console debugging
- Adds options (variable_prefix)
- Breaks into debugger with Ctrl-C in local debug mode (Unix/Windows)
- Added option to list all breakpoints
- Fixes add/remove breakpoint bug (invalid path parsing)
- Minor cleanup
|
|
|
|
|
|
|
|
Implementing ragdoll
Implementing ragdoll
Implementing ragdoll
Implementing ragdoll
Implementing ragdoll
a
Implemented implicit hierarchy.
Improved
Added some physics properties
Added bone offset to preserve COM, partially fixed scaling
work in progress
WIP
wip
Implemented Joint Gizmos
Implemented pin joint joint
Implemented all joints
|
|
|
|
|
|
|
|
|
|
|
|
|
|
how you setting your display scale
|
|
When a phone call or an alarm triggers on iOS, the application receives
an "audio interruption" and it's up to the application to resume
playback when the interruption ends. I added handling for audio
interruptions same as if the game is focused out and then back in.
|
|
|
|
Enet: Allow to set client interface/address and port
Enet: More error checks
Fix comment
|
|
|