| Commit message (Collapse) | Author | Files | Lines |
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Fix/improve it also on certain edge cases for any platform
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When godot was running as the project manager, it tried to call a method on a null pointer (get_tree()->get_edited_scene_root()).
This is undefined behaviour and caused a crash when compiled with sanitizing enabled.
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It was missing from this array and would cause godot to crash or report
bad errors.
Signed-off-by: Saggi Mizrahi <saggi@mizrahi.cc>
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When working with a viewport you should call Viewport.input() to pass
the input, but if the input was unhandled you might also want to call
Viewport.unhandled_input() so that objects in the sub-scene can handle
the event. This adds a way to check if the input was handled so that you
know whether you should call Viewport.unhandled_input() or not.
Signed-off-by: Saggi Mizrahi <saggi@mizrahi.cc>
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When performing polar decomposition in 2D as B = R.S, where R is rotation (with determinant +1) and S is scaling, use the convention that reflections are absorbed into S through a reflection around y axis.
In 3D, this is done by using a reflection along all three axes, but since the dimensionality is even in 2D, one axis needs to be chosen.
Fixes Matrix32::get_rotation and Matrix32::get_scale (which weren't properly fixed in #7445).
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- X11 update input->pos on EnterNotify
- X11 & Win call first-time events processing before main initialization
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Allow sorting tile palette by name
Allow hiding tile ids in tile palette
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in only-one-Node2D dragging
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All the warnings are factored out of the platform-specific files and moved to
SConstruct. Will have to check that it does not introduce regressions on some
platforms/compilers.
(cherry picked from commit 31107daa1a41fe9ab3c7c1868479e78e16848333)
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The ID property for InputEvents is set by `SceneTree` when sending the event down the tree.
So there's no need for the platform specific code to set this value when it will later be overriden anyway...
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Updating project repository,
added jcenter() since Android Studio uses it by default.
https://www.jfrog.com/knowledge-base/why-should-i-use-jcenter-over-maven-central/
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(cherry picked from commit 4b7d1d8c15747a552b7dff52b0eeda4d3e7cec4e)
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Credits to jo_ for the joke and hcorion for finding the typo:
<hcorion> Hi all, I was busy translating godot to Pirate, and I noticed a
spelling error, on line 1035 in platform/uwp/export/export.cpp it mis-spells
certificate as certficate missing the extra i
<jo_> hcorion: Nice catch.
<jo_> If you make a PR, please call it 'i-patch for Pirate."
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Massive diff due to the tools/editor -> editor move.
The real changes are the difference between those two:
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From https://github.com/lucasdemarchi/codespell
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Make snapping affect nodes created by drag & drop
Make snapping for a single Node2D refer to its pivot
Refactor duplicate drag setup code
Replace one occurrence of the old set_pos by set_position
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Also fix detection of single-column dock if width < 1200,
it only worked with hidpi_mode=auto.
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**Breaking change**
Removed the `JOY_SNES_*` and `JOY_SEGA_*` constants. Imho there's no reason for a modern game engine to provide button aliases for decades-old hardware.
Also renamed `JOY_ANALOG_{0,1}_{X,Y}` to `JOY_ANALOG_{L,R}{X,Y}` and removed `JOY_ANALOG_2_*`.
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Fixes #8111.
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- Add blocking mode option to PacketPeerUDP.
- put_packet returns ERR_UNAVAILABLE when operation would block.
- ENet module uses non-blocking UDP.
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Keep compatibility with upstream enet libraries
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Android seems to be working again!
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Fixes #8001
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matrix.
Also added a check that in axis-angle rotations, axis is a normalized vector, and modified the docs accordingly.
Fixes #8113.
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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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Fixes #8097
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Missing download (need to discuss this!)
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rm doc
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Commits or PRs that do not respect the clang-format style that we
enforce will fail the test.
Adding ubuntu-toolchain-r-test as its libstdc++ is necessary to install
libllvm-3.9.
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Before this change the libfreetype_builtin.a lib would be appended
at the very end of the linking flags, after system libs such as -lX11
or -lkernel32.
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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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