| Commit message (Collapse) | Author | Files | Lines |
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(cherry picked from commit 1ee40206d49736d57d97c37f738c961ab0bda28c)
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(cherry picked from commit 31f28885f93aeff6db45fcf6dab147cddaab509f)
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how you setting your display scale
(cherry picked from commit eeb05344267580a25bc59d3c363537ade363f82e)
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(cherry picked from commit 5b0ddb1354e211a6a6ef0ddfe27c0f47d69406b3)
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This allows for more precise adjustments.
(cherry picked from commit 0eb2f6c2235ba13409c169225321cd5eafd6ad5b)
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Adds keywords to the autocomplete prediction in GDScript so
they are not replaced by irrelevant predictions.
Fixes: #5972
(cherry picked from commit 6e32157a65b208ba223c8e75c5e7a842d1684314)
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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
(cherry picked from commit c364a1278e1e499f40dccadbd78b76bbe6e44604)
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Windows detect.py: Detect missing WindowsSdkDir
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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.
(cherry picked from commit c17de1f70fcba19f2afdfe49d194b9b175791ea8)
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(cherry picked from commit 9080e96bc81328e658a03e2cd248c06ddbf9f2ec)
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Not considering a paste operation as a complex one ends up
adding an unneeded extra step when pasting over a selection.
This fixes issue #18325
(cherry picked from commit b09e0454bb4049c2cf92b92a7194d9c016fbb736)
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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.
(cherry picked from commit 9149b119733aa9444a59c6940e7d8b875dfc31e8)
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(cherry picked from commit f48ff4dc64ac05900eb3e7a5c10b9c9d2f5e4bad)
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(cherry picked from commit 95dfa5b96d85d4cb02e70d70f0808101249abc54)
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(cherry picked from commit 38865345d9d26ae679795e1afdac43a072c1b463)
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(cherry picked from commit 223f08585775ad09f7196ee408eaa0d8bef992a8)
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(cherry picked from commit ccd986f53e468321b9eeb09474c77cfab2c988da)
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(cherry picked from commit 164dceab283e638ebcd4912d3b3df33d5c630883)
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(cherry picked from commit 93d13bee8bef4bc010ab32bbf6209dc8754db437)
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(cherry picked from commit a1aa98e05ad0ce1ba877ba77e187bc7ebc4f819a)
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(cherry picked from commit 63e258cc8fa653a66b6020d091abce3fad8e9db7)
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(cherry picked from commit 07f590046ad1ac96098989f8c266bfa0cc414f18)
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(cherry picked from commit 56c2463f8c1240fcf2376b7979991cbce3a3f1d3)
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(cherry picked from commit 474eda9e30cd86ff93ebf317df2e904b770a8851)
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(cherry picked from commit 965b6ac2736dd7bac8686cd447f0e9430e020349)
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(cherry picked from commit d78b10313b78e56a65ef4fdfeef6d85ae8ad5311)
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(cherry picked from commit 48f9e6a05b928bdd9085827c4f6b341f960be75e)
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(cherry picked from commit 9a50a4442da3fa9fcdb798f017b396ce73dadf32)
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PR #18675 (commit 96301e9) revealed a problem with how iOS lifecycle
callbacks were handled by Godot. Before that PR it was possible to get
NOTIFICATION_WM_FOCUS_IN callback without getting the corresponding
NOTIFICATION_WM_FOCUS_OUT. That commit added a flag to ensure they are
always coupled, but now there is an issue when, for example, you open a
notification panel on iOS without moving the app to background.
It resulted in view.stopAnimation being called without the
corresponding startAnimation when the app moves to foreground again, so
it looked like the game hanged.
I changed focus out notification to be sent in applicationWillResignActive,
because it makes more sense than to do it in applicationDidEnterBackground,
because it is always called in pair with applicationDidBecomeActive, where
focus in is sent. applicationDidEnterBackground may not come under
circumstances that are now described as a comment in code.
(cherry picked from commit 08a924bcee3b4d128ddcf261a8c2fc915db486fc)
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When a phone call or an alarm triggers on iOS, the application receives
an "audio interruption" and it's up to the application to resume
playback when the interruption ends. I added handling for audio
interruptions same as if the game is focused out and then back in.
(cherry picked from commit 96301e934d7600975922c5f373a488a532d77aad)
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(cherry picked from commit ce64c2a32e0f1db8f0f75e1091a24d01fd669044)
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It appears that some time ago users were supposed to be able to include the playback of sound effects in their animations by placing keys on the "playing" property. Back then the key frame editor took the value of the checkbox in the property_editor.
Somewhere / Sometime this behaviour changed and the key frame editor is now reading the actual value from the object instead of relying on the property editor.
This commit introduces a fake active field that is returned when reading the playing property in the editor. While the actual active flag is changed when playback is finished the fake one will stay the same thus allowing the user to take their time with setting the key in the animation editor.
(cherry picked from commit bc1522e26865c9b84159ff4b4bcde7896fd73496)
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Matches the change for 2.1 in #18626, and the new requirements from Google
for new apps starting with August 2018 (targetSdkVersion 26 or higher):
https://android-developers.googleblog.com/2017/12/improving-app-security-and-performance.html
(cherry picked from commit a6552819b1d357c0ee1afdbec7485afafa544793)
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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
(cherry picked from commit 8a7840a304818aa4a15c8781f1402e7ed8733a36)
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(cherry picked from commit d7218c742cef965e92b8eeb7e38436e73183eae6)
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(cherry picked from commit 28eb97c8ab9f8b3b44f54af5ff1c8bb22e6bc30e)
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(cherry picked from commit b431264f773f250a580d6c61fa7858fca3833bf0)
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(cherry picked from commit d3182248c4ab29ab20decabe17066018298a8073)
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New contributor added to AUTHORS:
@mysticfall
Thanks to all contributors and donors for making Godot possible!
[ci skip]
(cherry picked from commit bd54ff78d995f84ce1684b85ac8137130fa1e57a)
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interpret as relative path.
(cherry picked from commit 828744195526e44a30d07c232db25066cf0fc984)
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(cherry picked from commit cf4371a0ad7c6dd92a7913504637d48a320baccc)
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(cherry picked from commit 11078101db321ba94334d349caf3ff4778f4c18e)
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(cherry picked from commit a3aa5ad0d036e9824ec87bd747277c6e7779ce33)
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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.
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Taken from https://github.com/Microsoft/vswhere/wiki/Find-MSBuild
without '-products *' vswhere does not locate msbuild when installing a
tools-only (no IDE) version of the microsoft compilers.
(cherry picked from commit 0ec912a79e867dbd4beff9c19c393dce87d9a419)
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This needs to go to master also
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