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* Fixed missed IDHandler dependency in GodotFetchArthur Bikmullin2021-06-081-1/+1
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* Merge pull request #49394 from akien-mga/fileaccess-store_buffer-err-len-0Rémi Verschelde2021-06-075-1/+5
|\ | | | | FileAccess: Don't err in `store_buffer` with buffer of size 0
| * FileAccess: Don't err in `store_buffer` with buffer of size 0Rémi Verschelde2021-06-075-1/+5
| | | | | | | | | | | | | | | | | | | | | | The error check was added for `FileAccessUnix` but it's not an error when both `p_src` and `p_length` are zero. Added correct error checks to all implementations to prevent the actual erroneous case: `p_src` is nullptr but `p_length > 0` (risk of null pointer indexing). Fixes #33564.
* | Merge pull request #48742 from pycbouh/editor-subresource-selectorRémi Verschelde2021-06-074-59/+162
|\ \ | | | | | | Make several actions in the Inspector dock more obvious
| * | Make several actions in the Inspector dock more obviousYuri Sizov2021-06-044-59/+162
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* | | Merge pull request #49397 from nekomatata/query-uninitialized-membersRémi Verschelde2021-06-072-10/+10
|\ \ \ | | | | | | | | Fix uninitialized members in physics query results
| * | | Fix uninitialized members in physics query resultsPouleyKetchoupp2021-06-072-10/+10
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* | | | Merge pull request #49318 from reduz/native-extensionRémi Verschelde2021-06-075-5/+197
|\ \ \ \ | |_|_|/ |/| | | Add API for registering native extensions
| * | | Add API for registering native extensionsreduz2021-06-045-5/+197
| | | | | | | | | | | | | | | | | | | | * First step for GDNative to behave more like modules * Only Object and ClassDB, the rest needs to happen on the GDNative side.
* | | | Merge pull request #49390 from Calinou/pre-commit-allow-clang-format-12Rémi Verschelde2021-06-071-3/+4
|\ \ \ \ | | | | | | | | | | Allow clang-format 12 in the pre-commit hook
| * | | | Allow clang-format 12 in the pre-commit hookHugo Locurcio2021-06-071-3/+4
| | | | | | | | | | | | | | | | | | | | clang-format 12's formatting is identical to clang-format 11's.
* | | | | Merge pull request #49128 from Calinou/improve-position-node-axis-visibilityRémi Verschelde2021-06-072-11/+69
|\ \ \ \ \ | | | | | | | | | | | | Improve axis awareness and visibility for Position2D and Position3D
| * | | | | Improve axis awareness and visibility for Position2D and Position3DHugo Locurcio2021-06-022-11/+69
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* | | | | | Merge pull request #49296 from NoFr1ends/fix-49294Rémi Verschelde2021-06-071-4/+4
|\ \ \ \ \ \ | |_|_|_|/ / |/| | | | | EditorSettings: Look for binding while filtering too
| * | | | | EditorSettings: Look for binding while filtering tooJonas Bernemann2021-06-041-4/+4
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* | | | | | Merge pull request #49367 from Calinou/gdscript-highligher-add-annotationsRémi Verschelde2021-06-072-3/+23
|\ \ \ \ \ \ | | | | | | | | | | | | | | Highlight annotations in the GDScript syntax highlighter
| * | | | | | Highlight annotations in the GDScript syntax highlighterHugo Locurcio2021-06-062-3/+23
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | By default, a orange color is used to highlight annotations in the script editor.
* | | | | | | Merge pull request #49221 from Faless/mp/4.x_rpc_refactorRémi Verschelde2021-06-0723-1545/+251
|\ \ \ \ \ \ \ | |_|_|_|/ / / |/| | | | | | [Net] Refactor RPCs, remove RSETs
| * | | | | | [Net] Refactor RPCs, remove RSETsFabio Alessandrelli2021-06-0123-1545/+251
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | In this PR: - Removed rset - rpc_config can now optionally configure transfer mode (reliable/unreliable/ordered) and channel (channels are not actually implemented yet.) - Refactor how the RPC id is computed to minimize the logic in Node and scripts that now only needs a single `get_rpc_methods` function.
* | | | | | | Merge pull request #49307 from pycbouh/tabs-update-on-theme-changesRémi Verschelde2021-06-071-0/+1
|\ \ \ \ \ \ \ | | | | | | | | | | | | | | | | Make sure `Tabs` reflect theme changes
| * | | | | | | Make sure Tabs reflect theme changesYuri Sizov2021-06-041-0/+1
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* | | | | | | | Merge pull request #49308 from pycbouh/theme-prevent-type-overrideRémi Verschelde2021-06-071-0/+18
|\ \ \ \ \ \ \ \ | | | | | | | | | | | | | | | | | | Fix `Theme` overriding existing theme types with empty
| * | | | | | | | Fix Theme overriding existing theme types with emptyYuri Sizov2021-06-041-0/+18
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* | | | | | | | Merge pull request #49386 from KoBeWi/is_instance_or_is_not_instanceRémi Verschelde2021-06-071-0/+10
|\ \ \ \ \ \ \ \ | | | | | | | | | | | | | | | | | | Don't remap resources belonging to instance
| * | | | | | | | Don't remap resources belonging to instancekobewi2021-06-071-0/+10
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* | | | | | | | Merge pull request #49382 from akien-mga/misc-cleanupRémi Verschelde2021-06-0734-99/+49
|\ \ \ \ \ \ \ \ | | | | | | | | | | | | | | | | | | Style: Cleanup uses of double spaces between words
| * | | | | | | | Style: Cleanup uses of double spaces between wordsRémi Verschelde2021-06-0734-99/+49
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Or after punctuation. Tried to leave third-party stuff alone, unless it has been heavily modified for Godot.
* | | | | | | | | Merge pull request #49383 from madmiraal/android-ci-remove-ndkRémi Verschelde2021-06-071-6/+0
|\ \ \ \ \ \ \ \ \ | | | | | | | | | | | | | | | | | | | | Don't install Android NDK in CI
| * | | | | | | | | Don't install Android NDK in CIMarcel Admiraal2021-06-071-6/+0
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* | | | | | | | | | Merge pull request #49379 from madmiraal/fix-android-deprecatedRémi Verschelde2021-06-071-2/+2
|\ \ \ \ \ \ \ \ \ \ | | | | | | | | | | | | | | | | | | | | | | Update Gradle archiveName and destinationDir properties
| * | | | | | | | | | Update Gradle archiveName and destinationDir propertiesMarcel Admiraal2021-06-071-2/+2
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* | | | | | | | | | Merge pull request #49384 from madmiraal/rename-collisionobject3d-input_eventRémi Verschelde2021-06-072-8/+8
|\ \ \ \ \ \ \ \ \ \ | |_|/ / / / / / / / |/| | | | | | | | | Rename CollisionObject3D input_event signal position and normal parameters
| * | | | | | | | | Rename CollisionObject3D input_event signal position and normal parametersMarcel Admiraal2021-06-072-8/+8
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* | | | | | | | | | Merge pull request #49337 from Chaosus/vs_texture_funcRémi Verschelde2021-06-078-0/+274
|\ \ \ \ \ \ \ \ \ \ | | | | | | | | | | | | | | | | | | | | | | Adds `UVFunc` for panning/scaling on UV's to VisualShader's.
| * | | | | | | | | | Adds `UVFunc` for panning/scaling on UV's to VisualShader's.Yuri Roubinsky2021-06-078-0/+274
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* | | | | | | | | | Merge pull request #49349 from SirQuartz/patch-5Rémi Verschelde2021-06-071-0/+1
|\ \ \ \ \ \ \ \ \ \ | | | | | | | | | | | | | | | | | | | | | | Amend the quit() method description in `SceneTree` to include an exception for iOS
| * | | | | | | | | | Edit "quit()" method description in `SceneTree`Nick Huelin2021-06-051-0/+1
| | |/ / / / / / / / | |/| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Updated the `SceneTree.quit()` method to include a note that on iOS this method won't work as apps are expected to be closed via the Home button, not programmatically. Update Popup.xml
* | | | | | | | | | Merge pull request #49372 from KoBeWi/do_not_save_do_not_save_do_not_saveRémi Verschelde2021-06-071-1/+3
|\ \ \ \ \ \ \ \ \ \ | |_|/ / / / / / / / |/| | | | | | | | |
| * | | | | | | | | Don't save built-in script when adding methodkobewi2021-06-061-1/+3
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* | | | | | | | | | Merge pull request #49360 from Chaosus/fix_shader_crashYuri Roubinsky2021-06-071-7/+1
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| * | | | | | | | | Prevent shader crash when returning array when return type is scalarYuri Roubinsky2021-06-061-7/+1
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* | | | | | | | | Merge pull request #49365 from Chaosus/fix_visual_scripts_header_colorYuri Roubinsky2021-06-061-0/+1
|\ \ \ \ \ \ \ \ \ | |/ / / / / / / / |/| | | | | | | |
| * | | | | | | | Fixed color for node headers in visual scriptsYuri Roubinsky2021-06-061-0/+1
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* | | | | | | | Merge pull request #49325 from reduz/rename-gi-classesRémi Verschelde2021-06-0667-1465/+1467
|\ \ \ \ \ \ \ \ | | | | | | | | | | | | | | | | | | Rename GI Classes
| * | | | | | | | Rename GI Classesreduz2021-06-0567-1465/+1467
| |/ / / / / / / | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | * GIProbe is now VoxelGI * BakedLightmap is now LightmapGI As godot adds more ways to provide GI (as an example, SDFGI in 4.0), the different techniques (which have different pros/cons) need to be properly named to avoid confusion.
* | | | | | | | Merge pull request #47872 from ↵Rémi Verschelde2021-06-0647-608/+6586
|\ \ \ \ \ \ \ \ | |/ / / / / / / |/| | | | | | | | | | | | | | | | | | | | | | | TwistedTwigleg/GSOC_2020_Working_Branch_2D_IK_SQUISHED New and improved IK system for Skeleton2D - Squished
| * | | | | | | New and improved IK system for Skeleton2DTwistedTwigleg2021-06-0547-608/+6586
|/ / / / / / / | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | This PR and commit adds a new IK system for 2D with the Skeleton2D node that adds several new IK solvers, a way to control bones in a Skeleton2D node similar to that in Skeleton3D. It also adds additional changes and functionality. This work was sponsored by GSoC 2020 and TwistedTwigleg. Full list of changes: * Adds a SkeletonModifier2D resource * This resource is the base where all IK code is written and executed * Has a function for clamping angles, since it is so commonly used * Modifiers are unique when duplicated so it works with instancing * Adds a SkeletonModifierStack2D resource * This resource manages a series of SkeletonModification2Ds * This is what the Skeleton2D directly interfaces with to make IK possible * Adds SkeletonModifier2D resources for LookAt, CCDIK, FABRIK, Jiggle, and TwoBoneIK * Each modification is in its own file * There is also a SkeletonModifier2D resource that acts as a stack for using multiple stacks together * Adds a PhysicalBone2D node * Works similar to the PhysicalBone3D node, but uses a RigidBody2D node * Changes to Skeleton2D listed below: * Skeleton2D now holds a single SkeletonModificationStack2D for IK * Skeleton2D now has a local_pose_override, which overrides the Bone2D position similar to how the overrides work in Skeleton3D * Changes to Bone2D listed below: * The default_length property has been changed to length. Length is the length of the bone to its child bone node * New bone_angle property, which is the angle the bone has to its first child bone node * Bone2D caches its transform when not modified by IK for IK interpolation purposes * Bone2D draws its own editor gizmo, though this is stated to change in the future * Changes to CanvasItemEditor listed below: * Bone2D gizmo drawing code removed * The 2D IK code is removed. Now Bone2D is the only bone system for 2D * Transform2D now has a looking_at function for rotating to face a position * Two new node notifications: NOTIFICATION_EDITOR_PRE_SAVE and NOTIFICATION_EDITOR_POST_SAVE * These notifications only are called in the editor right before and after saving a scene * Needed for not saving the IK position when executing IK in the editor * Documentation for all the changes listed above.
* | | | | | | Merge pull request #39202 from Calinou/editor-import-invert-green-channelRémi Verschelde2021-06-051-6/+11
|\ \ \ \ \ \ \ | | | | | | | | | | | | | | | | Replace "Invert" import option with more useful "Normal Map Invert Y"
| * | | | | | | Replace "Invert" import option with more useful "Normal Map Invert Y"Hugo Locurcio2021-06-041-6/+11
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | This can be used to invert a normal map's direction. The "Invert" import option is no longer useful in Godot 4.0 since it uses height maps instead of depth maps in StandardMaterial3D. This closes https://github.com/godotengine/godot-proposals/issues/785.
* | | | | | | | Merge pull request #45364 from madmiraal/rename-quatRémi Verschelde2021-06-0589-731/+730
|\ \ \ \ \ \ \ \ | | | | | | | | | | | | | | | | | | Rename Quat to Quaternion