| Commit message (Collapse) | Author | Age | Files | Lines |
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Proper GDNative export on Android
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Fixed the Remote tab not complying with the "Draw Relationship Lines" setting
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Allow for getting/setting "dotted" properties of objects
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Performance is around the same as using pure set() through GDScript.
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To use this behavior, pass `null` in place of the initial_value parameter.
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[GDNative] fix gdnative_api_struct.gen.h generation
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Set gravity on change body mode
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Fixes #13140
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Restore rendering on a separate thread
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Use "Command" instead of "Meta" for macOS (#1619)
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Remove the "." and "/" (at the end of folders name) from file manage dialog (open scene, open file, ...)
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Also removed the "." from game control's FileDialog component.
Also remove the "/" at the end of folders name.
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Preserve duplicate signal flags
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Return and repair file logging
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And make it configurable, too.
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Fix invalid scroll
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Add bsearch and bsearch_custom to Array
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Native pan and zoom for macOS + InputEventGesture
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Revert this change, we need to export symbols on the library side
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It was a regression of f8e8b7d1a231bb5e54abd3c7ed26a76fcb8a89cd,
thanks to @dragmz for finding it.
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Add extra link tags for editor help
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Now [member], [enum], and [signal] tags give links to their respective
definitions.
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Fix extra separator in filesystem dock right click menu
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Re-order add_separator calls to stop adding an extra separator if no item was selected.
It is possible for no items to be selected by right clicking the ".." item.
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Files list: Add "Show in Explorer" popup when nothing under mouse cursor
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clicked anywhere on the files list (when no files under mouse cursor)
Small fix
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Fixed not being able to use the "Open a Directory" dialog with the "Default Export Path" setting
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Export Path" setting.
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*Feature freeze* means that from now on, no new features will be considered
for Godot 3.0, unless explicitely decided by core developers.
New pull requests implementing additional features will be automatically
set for the 3.1 milestone, and will only be considered for merging once the
3.0 version goes stable and the *master* branch reopens for feature
development.
Existing PRs made before the freeze will still be reviewed and potentially
be merged, if the features that they implement are deemed important enough
or don't risk to introduce issues.
Otherwise, PRs should now focus on:
- Fixing bugs
- Enhancing existing 3.0 features
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Attempt at fixing size mismatch in _compress_etc
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Use j for inner loop
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This caused issues if one decided to export many formats in a row.
The new file extension would be appended to the previous one.
Now, the filename is retained without its extension for successive exports.
Fixes #7291
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Allow exporting third-party iOS Frameworks
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- EditorExportPlugin's _export_begin accepts all the arguments related
to the current export (is_debug, path, flags).
- EditorExportPlugin API is extended with methods allowing to configure
iOS export: add_ios_framework, add_ios_plist_content,
add_ios_linker_flags, add_ios_bundle_file.
- iOS export template now contains Godot as a static library so that
it can be linked with third-party Frameworks and GDNative static
libraries.
- Adds method to DirAccess for recursive copying of a directory.
- Fixes iOS export to work with Xcode 9 (released recently).
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Enhanced debugger for godot 3.0
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Ignore all script constants in the global section of the breakpoint stack.
Check property size before send to avoid too large of data be sent.
Fix crash while clear the remote objects from the debugger.
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