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Thanks everyone for all your amazing work getting our first stable patch
release out for the 3.0 series. I'd particularly like to thank @fales
and @fire for their work on the server platform.
Onwards to 3.0.2!
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[ci skip]
(cherry picked from commit 2c22c9dcfbad9639fb9254eb822f9f930cf852db)
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(cherry picked from commit 95b8984d5f453f4fc324a9221982abecf3fb4ce9)
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Windows APIs don't really provide a way to change a filename case. This
implements a little juggling to make this work. We first create a
guaranteed unique temporary file, we then replace the original file with
the temporary file and we finally rename it to the desired filename
case.
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(cherry picked from commit c250a9a9f9e3af665daf89c0cbbdaa4cea2a6a83)
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The previous logic with VERSION_MKSTRING was a bit unwieldy, so there were
several places hardcoding their own variant of the version string, potentially
with bugs (e.g. forgetting the patch number when defined).
The new logic defines:
- VERSION_BRANCH, the main 'major.minor' version (e.g. 3.1)
- VERSION_NUMBER, which can be 'major.minor' or 'major.minor.patch',
depending on whether the latter is defined (e.g. 3.1.4)
- VERSION_FULL_CONFIG, which contains the version status (e.g. stable)
and the module-specific suffix (e.g. mono)
- VERSION_FULL_BUILD, same as above but with build/reference name
(e.g. official, custom_build, mageia, etc.)
Note: Slight change here, as the previous format had the build name
*before* the module-specific suffix; now it's after
- VERSION_FULL_NAME, same as before, so VERSION_FULL_BUILD prefixed
with "Godot v" for readability
Bugs fixed thanks to that:
- Export templates version matching now properly takes VERSION_PATCH
into account by relying on VERSION_FULL_CONFIG.
- ClassDB hash no longer takes the build name into account, but limits
itself to VERSION_FULL_CONFIG (build name is cosmetic, not relevant
for the API hash).
- Docs XML no longer hardcode the VERSION_STATUS, this was annoying.
- Small cleanup in Windows .rc file thanks to new macros.
(cherry picked from commit 23ebae01dc7e3df9c842ca7d017f7b233837721d)
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Functions automatically generated by conneting
signals via GUI put whitespaces around the
arguments of the generated function. This is
inconsistent with the style guide.
This commit fixes that.
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(cherry picked from commit be7bfdfac30b3772fde6058d470b81b480f03be7)
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(cherry picked from commit 661ab3c88e7a8bfe69acd90dae7574a11afcea84)
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fix for #16404
(cherry picked from commit f38e819fc1114858c2b5f46b435d2d4c99c7852f)
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(cherry picked from commit 7368978a48127a4c238f51bd0dbdf4c8d091809f)
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Some flags were still parsed but either did nothing or broke everything.
No reason to parse them.
(cherry picked from commit dd198262779c20fcb96a1b7484c77e21f4cf4ba1)
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(cherry picked from commit 6861886f706af841442d599570d5f163cf0688ce)
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(cherry picked from commit d35e48622800f6686dbdfba380e25170005dcc2b)
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Also RTR "Time Left:"
(cherry picked from commit d2e3607fa069924945b1eabed6ebfe8c5a6a0ecc)
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Regression introduced in #16825.
My logic was correct, but not the error code I was expecting.
The error reporting in FileAccess likely needs a review too.
(cherry picked from commit 57d562b394730649266f902db63d63b448dc1d6e)
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And use it to better report errors in the console and project manager
when a project.godot file is corrupted.
Fixes #14963.
(cherry picked from commit 7839076f95679c85e7adfdccdd671b2927c82f2f)
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(cherry picked from commit 32e3f257ace9b24df47510e036f80438bfe9a177)
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Found via `codespell -q 3 --skip="./thirdparty,./editor/translations" -I ../godot-word-whitelist.txt`
Whitelist consists of:
```
ang
doubleclick
lod
nd
que
te
unselect
```
(cherry picked from commit 612ab4bbc6f2396f4dcd68c3f142f7dfa2f5f0a5)
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(cherry picked from commit f4f92b55e102487527fc7f1c7d8ebc1df73c01a7)
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(cherry picked from commit 234b86e6b2d6ca22e0be6b5225b3763c057546cc)
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(cherry picked from commit db2a1544c01e7f52a0a95b58509419c6de949e5d)
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includes new enum, MeshInstance2D, Skeleton2D, Cut, Copy and Paste icons.
(cherry picked from commit cecf2743648c0d48e20b243cb0353c6a0d660c0a)
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(cherry picked from commit 8f04a13c98cf5107c6bad76b1dfa9c95f9a71115)
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(cherry picked from commit cc902cf9ab34ef06084fb23831c2fecbafb90784)
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get_doubleCloses #16160
(cherry picked from commit d2f1c87063162b284d2e13139eb4ec6bcd9662d4)
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(cherry picked from commit 77b1320fb43d92e9090c675714d49fb07201a4c7)
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(cherry picked from commit d327f75392b97bee4ad3debd4560cc7c06fc68ab)
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As this will change bindings API this will have to wait for 3.1
This reverts commit 187c40d64dd733ea77b27d96416ab7ad106069b9.
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(cherry picked from commit c34f18accecfb6f1e257668b7a4746a11a44ad9f)
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(cherry picked from commit 5fb8a6a6c223561e1e7a11699eae8aca68f8abd6)
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Local builds save lives :)
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(cherry picked from commit 24cf4fe062b06205d5fcf3e8824eb14f0fbb0246)
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while in "Open folder" mode.
(cherry picked from commit db80d56388d15c5c70154a68169c4a6d56437c52)
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Some editors seems to use the image resource's mime type (e.g. "image/png") for data embedded uris instead of "application/octet-stream".
(cherry picked from commit 1abf464b59f66811f21e8ca02114327295841ada)
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(cherry picked from commit 24c170555d57ccbbb270f02d0b5d3e98f99b8729)
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(cherry picked from commit 6a48f952ca6969dcbf8e79f11a3859ca426bfba0)
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visual studio.
(cherry picked from commit 72fe70272d540afca691143d3a4f029176e37087)
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(cherry picked from commit ea57a19b34df4d60e740987f858ae225bbd4cc53)
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The GLES3 shader compiler performs certain checks to enable or disable
the usage of certain uniform variables (and with that the set-up of UBOs).
If the `TIME` variable gets used inside the `vertex` function then the
renderer knows that it has to insert that value into the UBO.
The same applies to the `fragment` function.
The `light` function gets executed inside the fragment shader for every
light source that is relevant to the current pixel. If the `TIME` variable
gets used in that function then it needs to be present in the fragment-UBO.
The check for this was missing, so if a shader uses `TIME` inside `light`
but not inside `fragment` then the uniform will not actually be set up.
(cherry picked from commit bb655856e2e8a4805d647369b5416afbc546949b)
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also fix error when removing multiple tabs from TabContainer at same frame.
like closing multiple docs at once.
Fix #16403
(cherry picked from commit df84290a7ee2e4e939fc4eccc030129227c83895)
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(cherry picked from commit 4bfb504c2f047660ce85fda96657d5cb27415f19)
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(cherry picked from commit 2e66730061bd4b0a84f50df9bcc50b8fe6015d2f)
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(cherry picked from commit 4e1923a931a3d849563bbe5d6fe4a52277daf090)
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(cherry picked from commit 2de10aa4679a2a5612a7d7939dbd8e74a4caa886)
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