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(cherry picked from commit 63c7fc6358343c3de6cfaa40436063646eb8b7a1)
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(cherry picked from commit 314a41951105bc6c37c570e5a9664d28a40ce985)
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(cherry picked from commit eda1e266c87fc56ab9f1edbbb06785072a021dca)
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(cherry picked from commit 14597dc2b264c02450dfd7a04314e77d27ea7dc7)
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(cherry picked from commit 7792dfe5546d862dc3b97b7c71dc245b35801446)
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Fixes #16923. I'm not a fan of the special case for scripts in editor_node.cpp, but in any case,
I made it so it wouldn't make the external editor to re-open just because we switched scenes.
(cherry picked from commit f5147befb68cc2a021034a55ad64a4e1fae4bba2)
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(cherry picked from commit 7d18334ad2e29a10d9a7b9484aa31a07b6eec697)
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When `p_points.size() > p_colors.size()`, it crashed with invalid
array access to `p_colors`. Also, when `p_colors` was an empty
`Vector` it crashed due a missing `else` checking the `size`
condition, as the code handling that special case exists.
This PR fixes the missing `else` for `p_colors.size == 0` and,
following the `canvas_item_add_multiline` spirit, it only uses the
first color for the whole polyline if points and colors differ in
size.
Fix #17621.
(cherry picked from commit 8eedb2afe2b7e00c6317a30e98a388f78be6ac56)
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Font update after resize relies on the viewport size which was updated
after the font was already refreshed, which resulted in artifacts when
it was rendered into the actual/new viewport size.
Fixes #15173.
(cherry picked from commit 47747718d63c1e5d3949fa4793752b579434bc3e)
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(cherry picked from commit 896e5a64d39e4dd477d961c5c78b480910fb6b09)
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When adding a directory path to the inventory of the pack, an empty file name was being added to the file list. That made `Directory.get_ntext()` signal end-of-list too early so that files in a subdirectory were missed.
Fixes #15801.
Helps with #16798.
(cherry picked from commit 536611704a2be026682ce3d6c7454b97122d341e)
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Changed it to roughly sqrt(FLT_MAX), it's a little less to account for float inaccuracies.
Fixes #1835
(cherry picked from commit 55f79f2e809f27e3e3d24e8f06cb86a9e28cffb0)
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(cherry picked from commit 712d6e724a312cadc8faf64b8b301188ae6bc575)
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This PR fixes the code to avoid saving default environment every time
the project is run whitin the editor.
Should fix #17727. Sorry for the troubles!
(cherry picked from commit 7821b70a00768cb99c0b48450eabe5a687ae276c)
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When `_save_all_scenes` or `save_resource_in_path` was called, they
always saved all the scenes and the resource no matter if they were
modified or not. For example, when `saving before run` option was
checked, it always overwrote the current scene and the default
environment simply by opening and runing the project.
This PR adds checks for unsaved scenes (using the same `unsave` check
others method used) and modified resources (comparing last modified
time and last import time).
Fix #6025.
(cherry picked from commit 28ab60422d648d43d219186ea0ecffce1645188f)
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(cherry picked from commit 479f531635438430a36b487f00824699a6afd575)
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(cherry picked from commit 2b728de8f2a7a79dc150b3ed7a03428c92136ad4)
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As `KEY_F3` was used both for changing to script editor window and, in
the script editor, for finding the next result in the last search, and
the key event is **not** consumed, the resulting behaviour was similar
to press `F3` twice, first to change to script editor and second to
find the next result of a previous search.
This PR sets the `key_pressed` status of `InputEvent` to `false` if
this event is responsible of an editor change, simulating the
consumption of the event.
Fix #17334
(cherry picked from commit 8939f44f6ac5594348e4d671d121680822bd8dc8)
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Add a new function to check action names, `_validate_action_name`, in
the spirit of `_valprop`. Offending characters include non-printable
ascii, and `\/=:"`. Also set only one text for the UI message.
(cherry picked from commit da6c07698f591b3eac773770dc776bf095c3d9ef)
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Now the action name is quoted if it contains spaces. Also, quotation
mark (") is added to the forbidden character list for action names, as
it was also a bug.
Fix #17322
(cherry picked from commit ea94a8259624a1915fa4b92682755e28f2bb6af5)
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(cherry picked from commit caa0d513ab89d46dbf694182ab47a77f5fbe31ed)
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(cherry picked from commit 886156da2ca14bfdd7e06858bfc25f6507944d38)
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See ed3b080ca6ebc4361306a786dcc2d45481ee8ed9
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(cherry picked from commit e12e6cacdb823caf4227f63f4bd175a593918813)
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(cherry picked from commit f494d5ac5cb849f6fbe80e0b84449e9d8f361e32)
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Make TileMap monitor its TileSet for changes and emit a signal when the TileSet changes. This makes the editor update and show the updated version of the TileSet.
(cherry picked from commit 67f4944a21487dce92746bdb716303a7860b081c)
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imprecise UV mapping
Original code used a quick aproximation for simulating the
correspondent texel in the `TextureProgress` texture as radial
progress indicator. This lead to visualization errors. Changed it for
a Liang-Barsky line clipping algorithm stripped to its minimum for
this specific use case.
Fix #17364.
(cherry picked from commit 7991bd168da1e0b8d0dc34635a35057aab466349)
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Make Sprite monitor its Texture for changes and trigger an update when the sprite changes.
(cherry picked from commit a23c0877f1bb26edb75aa344f1049a7b7a91f079)
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(cherry picked from commit 172aa6c61e27f6506f265983fc18e1f5e248efeb)
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Fixes #16904
Restore more out functionality, fix built-ins.
Requested changes, I think?
(cherry picked from commit 25ba49fd88ec460a6c4f39f93222671d5e2bab6e)
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(cherry picked from commit b553b38e7be52003f44bb05165fdae25c5863ab7)
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If you change the type of an existing node, it checks if you have
modified the initial value of their properties before overwriting
their values in the new node.
For example, if you created a `Label` and changed it to
`LineEdit`, the `mouse_filter` property was created as `Ignore`
for the original `Label` node, and was maintained after changing
it to `LineEdit` causing not to work as expected. Now it checks if
`Ignore` is the default value for `Label` nodes, and as it is, the
property value is left unchanged, maintaining the default value
for `LineEdit`, which is `Stop`.
Fix #13955 and alike.
(cherry picked from commit 8ea4ea0d53e772673dea69a9df83aa8445ad49ea)
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(cherry picked from commit 01ec06d9ae9880c065dd6601656a5462c10690fd)
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(cherry picked from commit 06e537fec5a4c4ed16a2f3b616c59d19be573c60)
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(cherry picked from commit 97bef8d9082da17dc1e3d1ee1956f01633f9fa31)
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(cherry picked from commit 6d51b6ab429fca592505d9bdbf44130f12dd3ecc)
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(cherry picked from commit b095e21d91719cf8f454315aedb70616f914eec1)
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(cherry picked from commit 655a4e6540ff91f7b8d684359ca8cea6ab7aa410)
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most probably should keep C#6 yet
(cherry picked from commit 5677aed175f70d5f6762771c1bdfe9425023836e)
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(cherry picked from commit 4fdee1d9f1265e29c836ba8887157682ad6e76f0)
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(cherry picked from commit 3f86fefb64cc8caeaeb1eb65471dfd18191eae85)
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(cherry picked from commit d52722c6da069549f56530fc56fe09e9a74027ce)
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- Setup runtime main args during initialization. This must be done manually by embedders who do not call mono_runtime_run_main. Fixes NullReferenceException in System.Environment.
- Continue to search the assembly in the rest of the search locations if loading it from one of them failed.
(cherry picked from commit fa1d656af4c4ea81ca04c7f0117e421855327a28)
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Disallow reserved keywords as class names and prefix base class with the Godot
namespace if it's the same as the class name.
Fixes #12483
(cherry picked from commit 700d07cf7cae4e28de107e0c274b27c857d98450)
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(cherry picked from commit a38b59b656e6834d466df37379266c29d6364490)
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(cherry picked from commit 9fd606c549ac53ba2ab1a877be564b1fb56531db)
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(cherry picked from commit ef5672d3f94a7321ed779c922088bb72adbb1521)
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in:
* StringExtensions.cs
* Transform.cs
(cherry picked from commit d7020aef8d99cbf1ef7af15088de243061da282c)
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(cherry picked from commit 91f271fa9e7f1dd0fc36f434c4b7a795a8c463c0)
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