| Commit message (Collapse) | Author | Age | Files | Lines |
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Both the tile map layers and the debug navigation canvas items did fight for the same z order causing a lot of flickering in certain situations.
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When a PathFollow is badly configured it's possible to have code that
call get_progress_ratio just after set_progress_ratio does not return
the value just set, which may be confusing for developer (ie that
myPathFollow2D.set_progress_ratio(0.5)
myPathFollow2D.get_progress_ratio()
does not return 0.5)
This commit makes ensures the developer has useful error messages in
such case, to make it easier to troubleshot it.
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Cleanup of raw `nullptr` checks with `Ref`
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Using `is_valid/null` over checks with `nullptr` or `ERR_FAIL_NULL` etc.
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`AudioStreamPlayer::{2D,3D}::_is_active`
- The `_is_active` method seems to be unused, so it was removed.
- The `_set_playing` method is now exposed, as the setter of the `playing` property.
- The `play` method can't be used as a setter because it takes a `float` parameter instead of a `bool` parameter.
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Prevent Parallax2D autoscroll reset
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Extract navigation-related defaults to separate header
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MarblesFr/feature/collision-occlusion-options-layer-map
Add occlusion enabled option to TileMapLayer
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Propagate `reset_physics_interpolation` through `RemoteTransform2D/3D`
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Fix Bone2D gizmo scaling
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Co-authored-by: Thiago Lages de Alencar <thiagola92@gmail.com>
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kleonc/parallax2d_repeat_offsets_relative_to_source
Fix `Parallax2D` repeats being not relative to its transform
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kleonc/skeleton2d_fix_set_get_always_returning_true
Fix `Skeleton2D.{_set|_get}` always returning true
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Add NavigationLink function to change navigation map
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Adds NavigationLink function to change navigation map.
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Add `stop_callable` to `AudioStreamPlayerInternal`
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raulsntos/gdextension/expose-property-accessors/Polygon2D
Make `Polygon2D::bones` property internal
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/detective_TileMap_uncovers_the_truth_about_tile_rotation
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raulsntos/gdextension/expose-property-accessors/ShapeCast
Expose `ShapeCast{2D,3D}::get_collision_result`
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Fix GPUParticles Inherit Velocity breaking with physics movement
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GPUParticles' Inherit Velocity property used to act strangely
if the physics tick rate was lower than the rendered FPS, as velocity
was tracked in the process and not in the physics process. This
means that on certain rendered frames, the velocity was effectively
0 since there was no movement since the last rendered frame.
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MovaUA/fixes/node-configuration-warning-dialog-text
Fixes/node configuration warning dialog text
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Fix some translations
Revert "Fix some translations"
This reverts commit 61e586ef84fb962eefdc14593241c1d8b0fb7b6b.
Revert "Fix Issue #94145 Incorrect text in the Node Configuration Warning dialog"
This reverts commit d0832dc5e7f0657744780cdfc97ed40772ea717c.
msgid
warnings.push_back(RTR("A SpriteFrames resource must be created or set in the \"Sprite Frames\"
revert editor/translations/editor
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Add pixel snap for `Parallax2D`
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Fix physics tick counter
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The counter is now incremented at the start of a physics tick rather than at the end.
Co-authored-by: lawnjelly <lawnjelly@gmail.com>
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Physics Interpolation: Fix behaviour on pause
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Co-authored-by: lawnjelly <lawnjelly@gmail.com>
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Fix some TileMapLayer editing problems
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Allow selecting TileMapLayers by clicking them
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On playing a different animation to the current backwards will start the new animation on the last animations last frame not the new ones
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Physics interpolation: Fix 2D skinning
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