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(cherry picked from commit e3fdacdf90477da67a06681cf101255374cc070c)
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Check for a main scene after loading project settings and exit if there's none (except if launching in editor mode).
(cherry picked from commit 3f8a4cc7193e964f716fde2cd28a946669e2d8d6)
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(cherry picked from commit b766a849adb027762baabc89c0b58635883cd9d7)
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Address #15208
(cherry picked from commit 484f664331a0aa45f0b6bbee46a9d1d631edf23e)
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(cherry picked from commit b72c9b85d04f7c5c0e2a1098484a809bc5a974e9)
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(cherry picked from commit f7547a7f28c88e7a271a96bee011d1c2b1f7f9b0)
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(cherry picked from commit 586e7351252b8c0a3c29b31e51c0959e76f4a531)
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(cherry picked from commit 853b1daa499cf3add4014cf4d825c01603e2d1ea)
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(cherry picked from commit 3dcf0567a11887a460aefc76b3bce8636d688019)
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(cherry picked from commit 84437b48645ac688bd182eb9f5f58896e46a752f)
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(cherry picked from commit d1a471f90967b5591b7bb072514b459cbc1bcb33)
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(cherry picked from commit 5e0821e867ee2b63297d527d2fe7aaae377a2007)
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(cherry picked from commit 08d4bfacafa8abe435d51a6afecb276030a23280)
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close #16232
Option for expanding all directories on start up is a bit tricky and buggy.
(cherry picked from commit 127d1241bdb8c66f574f219c466eb97da4dcbb72)
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(cherry picked from commit 2109bd3f9722929a1d8b6850b235677a03a1313a)
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(cherry picked from commit bb936b5503be983c24414df3765cf4fe8539531b)
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The description of this function seems to be duplicated from the preceding description.
(cherry picked from commit 9d735ffacbc92d854c9625c2c6930a32282b3e96)
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(cherry picked from commit ba8c5bff69a776322a7633e9d3e18da5257039ff)
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(cherry picked from commit b80bc73a179cae249121ac3c93fd771978c05bb0)
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(cherry picked from commit 87be0bc1101d7cf52ca40c5b3b7fc87b785edfb1)
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(cherry picked from commit d664d6e634635e7386a9883b0058fba923769c66)
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(cherry picked from commit 5a26e0786c518f9056e9eec4e1594e39815084d4)
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(cherry picked from commit ffcbb0c3585b03f871197715eb418d22c95ea8e2)
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Pass enabled arg
Rename set_nodelay to set_no_delay
Add description to the method
Change description
(cherry picked from commit 87adf9cfbab00a40aad483b4e709518d5f61b6d1)
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This behavior better matches other gui toolkits. A selected disabled
button still can't be interacted with but it can now be selected. This
seems to be what QT and GTK do also.
This fixes #16131
(cherry picked from commit 713f190a30ceac123125d216448ef322b1841286)
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(cherry picked from commit 517ff5c8d71884a09114191ac79bf8c990f391ca)
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if the audio player is set to play again due to the order of calls in
_notification. First it emits the signal, and later it disable the internal
processing regardless what the callback did.
Changed to emit the signal at the end to ensure the changes done at callback
remains.
(cherry picked from commit d588fe2740e3cb98b0f126e80490353333a5f97e)
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[ci skip]
(cherry picked from commit f13d0344853edda03d56e44365a90ad4eed22883)
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This works together with the new Blender to Godot exporter.
(cherry picked from commit 1322ca6fb254f31d9f6133ad083588b5d21e97be)
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Current this is hardcoded as '1' for any platform except Unix. The
little is_wow64() dance is required to get correct output on a 32bit
compiled godot running on 64bit Windows according to MSDN.
This code should be UWP safe but I have no way to test that so it's not
implemented for UWP yet.
(cherry picked from commit b4d369c887001a824a4f27e59e3e300c8d4a5bb7)
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(cherry picked from commit 9ef0315b06634614bcd20700b73b562fe4411666)
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(cherry picked from commit ebe23375156fbc0d610460b2a0e995bb5c966f84)
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The target of the TARGETS type should be XA_ATOM and not XA_TARGETS when
requested. Since we are sending a number of ATOMS the size should be set
to the integer size and not the char size.
The size field of the atoms is also the number of atoms and not the size
of the array. This caused some clients to wrongly interpret the data and
read garbage in the X11 packet.
I also add the more modern representation for UTF-8 and clarify the
error message if a client attempts to request a type we don't know
about.
This fixes #10431
(cherry picked from commit fb60f2dbe649c03a8357a277eccb6d06dfe07b68)
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(cherry picked from commit 10f0451cc2e114d0077609359149c876589f0b42)
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(cherry picked from commit 8a9f1c2a5d7364016b9c67dc158557607f6de4bd)
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Onwards, but slowly, towards stability. And the stars.
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Congratulations to everyone in the Godot community for the tremendous work
done on this release since 18 months, with hundreds of contributors pushing
almost 7500 commits with more than 3000 PRs and closing over 2000 issues
(and fixing even more than that, as many work-in-progress bugs were fixed
before an issue could be filled).
Godot 3.0 is definitely our biggest and boldest release so far, and we want
to thank the whole community for their unswerving support during this long
wait.
From there on, there is a lot of work to do to strengthen the foundations
that we built with 3.0, fixing the bugs that the many refactorings probably
introduced, optimizing new features and enhancing the usability again...
The 3.x era should be a fruitful one for Godot, and we hope that you will
continue using it to create awesome 2D and 3D games and increase the
notoriety of your favourite engine in the game development industry.
And now, let's all start waiting for 3.1...
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works fine). Fix #16095.
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Dictionaires did not use the VariantHasher and VariantComparator making
them unsafe for use with NaN values as keys. This PR uses the
appropriate Variant implementations for these functions.
var d = {}
d[Vector2(NAN, NAN)] = 0
d[Vector2(NAN, NAN)] = 0
print(d.size())
will now output '1' and not '2'
This fixes #16031
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This adds a separate_debug_symbols option to the x11, windows, and osx
targets. This will default to adding normal debugging symbols to the
artifacts and only splits them when separate_debug_symbols=yes on the
Scons command line.
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Looks like we are using cutting edge methods which are not even
if the current stable 2.87.
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Fix #16078
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It's going to be called anyway after `mono_domain_finalize`.
This also prevents crashes, since the MessageQueue singleton could already be freed at this point (see: #15702).
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