| Commit message (Collapse) | Author | Age | Files | Lines |
|\
| |
| |
| | |
Expose more Ninja-related build options
|
| | |
|
|\ \
| | |
| | |
| | | |
Document shader time rollover project setting
|
| | | |
|
|\ \ \
| | | |
| | | |
| | | | |
Add a material preview to visual shader editor
|
| | | | |
|
|\ \ \ \
| | | | |
| | | | |
| | | | | |
Add RichTextLabel `is_finished()`, deprecate `is_ready()`
|
| | | | | |
|
|\ \ \ \ \
| | | | | |
| | | | | |
| | | | | | |
Implement `ClassDB::class_call_static_method`
|
| | | | | | |
|
|\ \ \ \ \ \
| | | | | | |
| | | | | | |
| | | | | | | |
[Tests] Ensure all default method arguments can be encoded
|
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | | |
Checks that all arguments of bound methods can be encoded in extensions, checking non-empty or non-null cases for containers and objects
|
|\ \ \ \ \ \ \
| | | | | | | |
| | | | | | | |
| | | | | | | | |
[Core] Optimize some `String` methods
|
| | | | | | | |
| | | | | | | |
| | | | | | | |
| | | | | | | | |
Avoids unnecessary COW checks by using pointers directly.
|
|\ \ \ \ \ \ \ \
| | | | | | | | |
| | | | | | | | |
| | | | | | | | | |
Improve layered texture preview
|
| | |/ / / / / /
| |/| | | | | | |
|
|\ \ \ \ \ \ \ \
| | | | | | | | |
| | | | | | | | |
| | | | | | | | | |
Fix some legacy code
|
| | | | | | | | | |
|
|\ \ \ \ \ \ \ \ \
| | | | | | | | | |
| | | | | | | | | |
| | | | | | | | | | |
Simplify `Control` internal transform calculation
|
| | |_|_|_|_|/ / /
| |/| | | | | | | |
|
|\ \ \ \ \ \ \ \ \
| | | | | | | | | |
| | | | | | | | | |
| | | | | | | | | | |
Fix visual shader inputs to follow the alphabet order
|
| | | | | | | | | | |
|
|\ \ \ \ \ \ \ \ \ \
| | | | | | | | | | |
| | | | | | | | | | |
| | | | | | | | | | | |
Remember editor window mode, screen, size and position on restart
|
| | | | | | | | | | | |
|
|\ \ \ \ \ \ \ \ \ \ \
| | | | | | | | | | | |
| | | | | | | | | | | |
| | | | | | | | | | | | |
Prevent empty post-import script paths throwing errors.
|
| | | | | | | | | | | | |
|
|\ \ \ \ \ \ \ \ \ \ \ \
| | | | | | | | | | | | |
| | | | | | | | | | | | |
| | | | | | | | | | | | | |
Fix `Array.sort_custom` example code
|
| | | | | | | | | | | | |
| | | | | | | | | | | | |
| | | | | | | | | | | | |
| | | | | | | | | | | | | |
Array.sort_custom descending sort example was comparing index 0, but had expected result based on comparing index 1. Updated to use index 1 consistently.
|
|\ \ \ \ \ \ \ \ \ \ \ \ \
| | | | | | | | | | | | | |
| | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
Fix owner warning when importing FBX.
|
| | |/ / / / / / / / / / /
| |/| | | | | | | | | | | |
|
|\ \ \ \ \ \ \ \ \ \ \ \ \
| | | | | | | | | | | | | |
| | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
Revert scaled armature advanced importer preview fix.
|
| | |/ / / / / / / / / / /
| |/| | | | | | | | | | |
| | | | | | | | | | | | |
| | | | | | | | | | | | | |
This reverts commit 06709e68657ad6595c8ae8603d17b62ec984539d.
|
|\ \ \ \ \ \ \ \ \ \ \ \ \
| | | | | | | | | | | | | |
| | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
Fix invalid `Skeleton3D` bone pose updates
|
| | |/ / / / / / / / / / /
| |/| | | | | | | | | | |
| | | | | | | | | | | | |
| | | | | | | | | | | | | |
The issue would cause log spams when trying to update the bone pose position or rotation with an invalid bone index.
|
|\ \ \ \ \ \ \ \ \ \ \ \ \
| | | | | | | | | | | | | |
| | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
Metal: Minor improvements to shader cache
|
| |/ / / / / / / / / / / / |
|
|\ \ \ \ \ \ \ \ \ \ \ \ \
| | | | | | | | | | | | | |
| | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
[Doc] Clarify `is_null` methods of `Callable` and `Signal`
|
| | | | | | | | | | | | | | |
|
|\ \ \ \ \ \ \ \ \ \ \ \ \ \
| | | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
| | | | | | | | | | | | | | | |
Fix C# code example for `Object._get_property_list`
|
| |/ / / / / / / / / / / / /
| | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
There were two small errors in this code example that kept it from working when copied to a new node locally. These are the fixes I used locally to test the example.
|
|\ \ \ \ \ \ \ \ \ \ \ \ \ \
| | | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
| | | | | | | | | | | | | | | |
Remove spaces and punctuation from the beginning of translatable strings.
|
| | | | | | | | | | | | | | | |
|
|\ \ \ \ \ \ \ \ \ \ \ \ \ \ \
| | | | | | | | | | | | | | | |
| | | | | | | | | | | | | | | |
| | | | | | | | | | | | | | | | |
Enable revert button for `ShaderMaterial::next_pass` and `ShaderMaterial::render_priority`.
|
| |/ / / / / / / / / / / / / /
| | | | | | | | | | | | | | |
| | | | | | | | | | | | | | |
| | | | | | | | | | | | | | | |
`ShaderMaterial::render_priority`.
|
|\ \ \ \ \ \ \ \ \ \ \ \ \ \ \
| | | | | | | | | | | | | | | |
| | | | | | | | | | | | | | | |
| | | | | | | | | | | | | | | | |
Add movement caveats to InputEventMouseMotion docs
|
| | | | | | | | | | | | | | | |
| | | | | | | | | | | | | | | |
| | | | | | | | | | | | | | | |
| | | | | | | | | | | | | | | |
| | | | | | | | | | | | | | | |
| | | | | | | | | | | | | | | |
| | | | | | | | | | | | | | | |
| | | | | | | | | | | | | | | |
| | | | | | | | | | | | | | | | |
InputEventMouseMotion may fire when the mouse hasn't moved.
Also, it generally won't fire when the mouse stops moving.
This makes reliably detecting when the mouse isn't moving tricky.
Update the docs for InputEventMouseMotion to capture these caveats
and give guidance for the best way to detect lack of mouse movement.
|
|\ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \
| | | | | | | | | | | | | | | | |
| | | | | | | | | | | | | | | | |
| | | | | | | | | | | | | | | | | |
Only reset the tooltip timer when the mouse has actually moved
|
| | |_|_|_|_|_|_|/ / / / / / / /
| |/| | | | | | | | | | | | | |
| | | | | | | | | | | | | | | |
| | | | | | | | | | | | | | | |
| | | | | | | | | | | | | | | |
| | | | | | | | | | | | | | | |
| | | | | | | | | | | | | | | |
| | | | | | | | | | | | | | | |
| | | | | | | | | | | | | | | |
| | | | | | | | | | | | | | | |
| | | | | | | | | | | | | | | |
| | | | | | | | | | | | | | | | |
InputEventMouseMotion isn't guaranteed to fire only on actual mouse
movement. It's not uncommon for the underlying OS motion event to be
sent either by the OS itself or another application even though the
mouse hasn't moved. Godot will generate such zero-motion
InputEventMouseMotion events itself for things like cursor shape
changes.
Once started, the tooltip timer is reset only after a mouse movement of
at least 5 pixels in one frame.
|
|\ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \
| | | | | | | | | | | | | | | | |
| | | | | | | | | | | | | | | | |
| | | | | | | | | | | | | | | | | |
Enable `SpriteFramesEditor` to "guess" the amount of rows and columns of a sprite sheet when loading it for the first time
|
| | |_|_|_|_|_|_|_|_|_|_|_|_|/ /
| |/| | | | | | | | | | | | | |
| | | | | | | | | | | | | | | |
| | | | | | | | | | | | | | | | |
sprite sheet when loading it for the first time
|