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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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- 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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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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On KDE (and possibly others) the "default" cursor theme is actually some system default, not the one you've set in the desktop setting.
This was especially annoying when using a white cursor, as Godot would then reset back to a dark one.
In my case it was also keeping the cursor from changing its shape.
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Use a HBoxContainer instead of hardcoded positions.
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There was a missing '!' sign, but autocompletion shows parent script members too.
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According to Issue #8018, a BIND_VMETHOD macro wasn't present in scene/gui/control.cpp, while it was declared to be a virtual method in scene/gui/control.h.
classes.xml was updated to also list this method in Control.
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fixes #7960
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Fixes a bug introduced in #7970
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- Avoid connecting the signals to nonexistent methods
- Preserve only persistent connections
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- getting stuck on pause
- handling input when not visible
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Darkens the editor on WindowDialog popup.
This adds the following new Editor settings:
- interface/dim_editor_on_dialog_popup (true) # Enable/Disable editor dimming
- interface/dim_amount (0.6) # Percentage of how much the editor will be darkened (0-1)
- interface/dim_transition_time # The duration (in seconds) of the color blending effect (0-1), 0 is instant.
Please test this thoroughly, I haven't yet seen a case where it fails to work properly but I'm sure I didn't test all
windows of the editor :P
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windows.h is a mess.
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>> which was done at 5fc084c28e912c54bf64645df3e6cf2cd2c30be6
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Fix regression from 5dbf180 that broke Windows build.
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I can show you the code
Pretty, with proper whitespace
Tell me, coder, now when did
You last write readable code?
I can open your eyes
Make you see your bad indent
Force you to respect the style
The core devs agreed upon
A whole new world
A new fantastic code format
A de facto standard
With some sugar
Enforced with clang-format
A whole new world
A dazzling style we all dreamed of
And when we read it through
It's crystal clear
That now we're in a whole new world of code
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