| Commit message (Collapse) | Author | Files | Lines |
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- added tab highlighting
- other changes to the theme to make use of contrast color
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- almost all the colors are generated now. They get adapted based on
the theme color. All the correct icons are used
- error label now uses error color
- added missing button colors in editor theme
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- deprecated because icon conversion now happens in godot itself
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Namely, automatically pick debug over Wi-Fi for devices with an older release and debug over USB otherwise.
A message is printed both in editor output window and console (uppercase here) to let the user know about what mechanism is being used and why.
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And renaming the `Device.release` field to `api_level` for correctness.
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This new decomposition splits the basis into a rotation-reflection matrix and a positive scaling matrix, which is required for physics calculations.
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Now hopefully with correct code style
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This changes the order of creating some of the dialogs that may appear
during project import/startup. It is possible for the 'accept' dialog to
be required before it is initialized.
This moves all of these dialogs to earlier in the constructor so this
can't happen.
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The changes include work done to ensure that GDNative apps and Nim
integration specifically can run on Android. The changes have been
tested on our WIP game, which uses godot-nim and depends on several
third-party .so libs, and Platformer demo to ensure nothing got broken.
- .so libraries are exported to lib/ folder in .apk, instead of assets/,
because that's where Android expects them to be and it resolves the
library name into "lib/<ABI>/<name>", where <ABI> is the ABI matching
the current device. So we establish the convention that Android .so
files in the project must be located in the folder corresponding to
the ABI they were compiled for.
- Godot callbacks (event handlers) are now called from the same thread
from which Main::iteration is called. It is also what Godot now
considers to be the main thread, because Main::setup is also called
from there. This makes threading on Android more consistent with
other platforms, making the code that depends on Thread::get_main_id
more portable (GDNative has such code).
- Sizes of GDNative API types have been fixed to work on 32-bit
platforms.
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After #10778 master didn't build any longer with GDNative. This removes
the methods removed in that PR from the GDNative bindings for Basis
also.
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Apparently -ffast-math generates incorrect code with recent versions of
GCC and Clang. The manual page for GCC warns about this possibility.
In my tests it doesn't actually appear to be measurably slower in this
case, and this is used in a batch process so it seems safe to disable
this.
This fixes #10758 and fixes #10070
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Those functions were added in #8277 but they did more harm than good. They're subtle, don't do what people think and requires users to understand the non-uniqueness of polar decomposition. They ended up confusing people.
Until we store additional information enough to make a unique polar decomposition, these functions shouldn't be a part of Basis.
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outside by default..
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- Build callbacks now return bool to determine if the build was successful. If the build fails, the editor won't run the game.
- Makes sure build callbacks are called after saving the scene ("Save Before Running" option).
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- Removes hardcoded parameters from built-in vararg methods and adds METHOD_FLAG_VARARG to them.
- Makes EditorHelp display built-in vararg methods correctly.
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- Makes vararg methods automatically use PROPERTY_USAGE_NIL_IS_VARIANT on return types
- Completely removes the ":type" suffix for method names. Virtual methods must use the MethodInfo constructors that takes Variant::Type or PropertyHint as the first parameter for the return type (with CLASS_INFO as a helper to get the PropertyInfo). Parameters must use PROPERTY_HINT_RESOURCE_TYPE and hint string.
- PROPERTY_USAGE_NIL_IS_VARIANT is no longer needed for parameters, because parameters cannot be void.
- Adds missing PROPERTY_USAGE_NIL_IS_VARIANT to virtual and built-in methods that return Variant.
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-Raised the SSAO limits, making the effect a lot more useful
-Still pending to enable tresholding to avoid some hollow places
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'edited_script_changed'
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instruction, fixes #9677
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Now tilemap rotations work again \o/
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-Fix to gridmap cell size (wrong property type)
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Using @akien-mga's patch
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Now it is posible to move spatial nodes along a plane.
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Fix potential issues when MenuOptions enum or the entry in
project metadata file is altered.
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