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Enet: Allow to set client interface/address and port
Enet: More error checks
Fix comment
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If no node is selected, it will default to selecting the tree root node to instance a child under. This solves #18557
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Fixes #18636, so now LinkButtons (like those in the asset store) will change font colour to remain visible in any engine theme, just like Labels etc
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appear like a custom (less important) option now.
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New contributor added to AUTHORS:
@mysticfall
Thanks to all contributors and donors for making Godot possible!
[ci skip]
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classes.
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Now both structs (Vector2 & Vector3) have round, floor & ceil methods.
(see #18603)
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ARVRCamera::project_local_ray_normal gets called.
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This solves #17931 and makes the script editor consistent with other text editors(Sublime, Gedit, Vim) in displaying the position rather than the raw number of characters.
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It also happens to do nothing currently.
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(cherry picked from commit 056348a8c0ee065cb99e4f33da45525d69d6bcff)
Note: Still syncing with the 3.0 code for now to allow updating translations
in the 3.0 branch. We'll eventually switch Weblate to use the strings of the
3.1-dev branch once it is stable enough.
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(cherry picked from commit ddbe559c040d30cd145d3c572dbd3bc6c7664310)
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An error in unix file IO was causing crashes when getting the size of a file larger than max integer size
As ftell returns a long the fix is trivial
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Editing the `Text` property through the editor causes a wrong
placement of the placeholder, as it calls `LineEdit::clear_internal`,
which was wrongly reseting the cached placeholder width.
Fix #18184.
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The GDScriptLanguage::enter_function is wrapped in #ifdef DEBUG but the exit_function is not, resulting in a stack underflow error.
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Curve3D
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- FileAccess was accessed null (remains of GDScript port)
- `_current_file` wasn't going up correctly in case a scanned directory had no subdirectories
- Paths stored in `_files_to_scan` were not full paths
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If at the time of the _GLOBAL_DEF call a setting itself was unknown,
the function would always return the supplied default value instead of
checking for overrides. This commit changes that, lookup now always
happens which correctly takes overrides into account.
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This reverts commit 00c689d625d0243577c225612aa86aa6a85274c4.
Reason: "Missing template" is just one possible explanation for
`err` being != OK here, it does not make sense to hardcode it in
the generic error message (and break translations doing so).
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Was missed in #18391.
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Adds keywords to the autocomplete prediction in GDScript so
they are not replaced by irrelevant predictions.
Fixes: #5972
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I had a situation coming from godot-python where the caller of
Variant::get_call_error_text() passed null for `p_argptrs`. In
addition to fixing that in the caller, seems like good practice to
defend against that situation in the callee to prevent a crash.
So this patch just substitutes some semi-useful text for the source
type name and keeps going so the user's actual error gets emitted.
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Now generating mouse events from touch is optional (on by default) and it's performed by `InputDefault` instead of having each OS abstraction doing it. (*)
The translation algorithm waits for a touch index to be pressed and tracks it translating its events to mouse events until it is raised, while ignoring other pointers.
Furthermore, to avoid an stuck "touch mouse", since not all platforms may report touches raised when the window is unfocused, it checks if touches are still down by the time it's focused again and if so it resets the state of the emulated mouse.
*: In the case of Windows, since it already provides touch-to-mouse translation by itself, "echo" mouse events are filtered out to have it working like the rest.
On X11 a little hack has been needed to avoid a case of a spurious mouse motion event that is generated during touch interaction.
Plus: Improve/fix tracking of current mouse position.
** Summary of changes to settings: **
- `display/window/handheld/emulate_touchscreen` becomes `input/pointing_devices/emulate_touch_from_mouse`
- New setting: `input/pointing_devices/emulate_mouse_from_touch`
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The --no-lto option only works on GCC compilers. This breaks LTO builds
on MacOS and iPhone when building the gdnative wrappers.
-fno-lto works on both brands of compilers.
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