Commit Graph

27561 Commits

Author SHA1 Message Date
dea530d5ca Add information to get thread id
(cherry picked from commit aa08023115)
2020-08-31 15:29:42 +02:00
14e1c83350 Improve touch screen button description
(cherry picked from commit 416cac96fa)
2020-08-31 15:29:42 +02:00
45e596e02f Document where the center of mass is for RigidBody nodes
(cherry picked from commit 555f4f3e17)
2020-08-31 15:29:42 +02:00
d0b0dc6333 Remove community health files from this repository
They've been moved to the @godotengine organization's .github
repository, which works as a fallback for all repositories in the
organization. This way, the Sponsor button is automatically displayed
on all repositories.

This closes #40972.

(cherry picked from commit f516dc1198)
2020-08-31 15:29:42 +02:00
636fe1bab9 Gives the theme editor a horizontal scrollbar
Fixes #34509 where the theme editor would push away the inspector
if something like "hseperation" is really high.
Now `set_enable_h_scroll` is true which fixes this.

(cherry picked from commit d602be077d)
2020-08-31 15:29:41 +02:00
96ad9dc4c6 Document supported platforms for Input.get_accelerometer() and related
This closes #41303.

(cherry picked from commit eee704e6f6)
2020-08-31 15:29:41 +02:00
8466f9147b Mention listener node in AudioStreamPlayer3D description
(cherry picked from commit 51367c1bcf)
2020-08-31 15:29:41 +02:00
d7065106ef State how 'MOUSE_MODE_CAPTURED' actually works in the 'Input' docs
(cherry picked from commit 4f13a7f47f)
2020-08-31 15:29:41 +02:00
cadd39d415 Mono: Improve MSBuildFinder logic on Windows
Support detecting both 32-bit and 64-bit installations of `vswhere.exe`.

(cherry picked from commit 5dc3900727)
2020-08-31 15:29:41 +02:00
2e1e1af1d2 Add defaults to tilemap set_cell function example
(cherry picked from commit 43ab91ca02)
2020-08-31 15:29:41 +02:00
b76aa91402 Mention performance caveats about find_node() and find_parent()
See https://github.com/godotengine/godot-proposals/issues/1303.

(cherry picked from commit ab2f41f598)
2020-08-31 15:29:31 +02:00
a068f40535 Merge pull request #41603 from Calinou/scons-linuxbsd-x11-alias
Alias the "linuxbsd" platform to "x11" for forward compatibility
2020-08-31 14:18:49 +02:00
7d825e2c05 Merge pull request #41046 from Calinou/doc-windowdialog-exclusive
Mention caveats for `popup_exclusive` in the WindowDialog documentation
2020-08-31 13:24:09 +02:00
b71f8dbd78 Merge pull request #41615 from hhsdev/3.2-issue-40828
Documentation: specify how WindowDialog's default title bar is made
2020-08-31 12:57:21 +02:00
90ba819e7b Documentation: specify how WindowDialog's default title bar is made 2020-08-31 16:17:53 +06:30
18fc857b9f Merge pull request #41612 from neikeq/3.2-issue-41444
[3.2] C#: Fix crash on export when incorrectly freeing MonoAssemblyName
2020-08-30 12:03:11 +02:00
789d7fac8a C#: Fix crash on export when incorrectly freeing MonoAssemblyName 2020-08-30 02:01:38 +02:00
9790168b48 Alias the "linuxbsd" platform to "x11" for forward compatibility
This makes it possible to follow documentation designed for the
`master` branch while building the `3.2` branch.
2020-08-29 18:09:48 +02:00
6b5102cf90 Merge pull request #41504 from naithar/fix/analyzer-3.2
[3.2] [iOS] Leaks and deprecations fix
2020-08-25 18:37:02 +02:00
f81c6c52fc iOS: fix deprecations and leaks
Fixes some deprecations and leaks reported by Xcode Analyzer
2020-08-25 17:17:17 +03:00
a8e1a0f0bc C#: Fix 'Parameter toolsPath cannot be null' error
(cherry picked from commit 2bd6252e92)
2020-08-25 14:36:40 +02:00
30c4b1b67e GitHub Actions: Prepend emoji to platform names for easy visual grepping
(cherry picked from commit 82b30f36cb)
2020-08-25 14:36:22 +02:00
5a96c24243 Revert "Check if global class file still exists before registering it"
And revert follow-up regression fix "Remap script path when registering class."

After the regression fix, the original issue is valid again so it's better
to go back to the previous state.

This reverts commits e264ae20d2 and
fceb64827e.

(cherry picked from commit f13207254c)
2020-08-25 14:33:46 +02:00
2d42625184 Revert "bug with Tween.is_active, fixes #39760"
This reverts commit 8ef40b9306.
2020-08-25 12:58:40 +02:00
3b080845a8 Link to 2D Sprite animation tutorial in relevant class documentations
(cherry picked from commit 6d62e8b917)
2020-08-25 12:58:31 +02:00
e880956943 Mention that body_set_state is deferred
(cherry picked from commit 255129a5d9)
2020-08-25 12:58:24 +02:00
c5abc57f8a Merge pull request #41451 from ThakeeNathees/autocompletion-in-comment-bug
autocompletion inside comments bug fixed
2020-08-24 01:09:48 +02:00
d04d329a1f autocompletion inside comments bug fixed
Fix: #41438
2020-08-23 23:01:54 +05:30
dbb0ad3b59 doc: Sync classref with current source 2020-08-21 02:33:44 +02:00
5954f82e44 Update CollisionShape2D doc
(cherry picked from commit fe8d998858)
2020-08-21 02:28:28 +02:00
d82cc621e1 Fix 2D Particle velocity with directed emission mask
Changed CPU velocity calculation for EMISSION_SHAPE_DIRECTED_POINTS
to follow the same logic as in the GPU version:
mat2 rotm;
rotm[0] = texelFetch(emission_texture_normal, emission_tex_ofs, 0).xy;
rotm[1] = rotm[0].yx * vec2(1.0, -1.0);
VELOCITY.xy = rotm * VELOCITY.xy;

Now both CPUParticles2D & CPUParticles3D (z disabled) show the same results
as their GPU counterparts and take the initial velocity settings into account.

(cherry picked from commit 1c231cacb3)
2020-08-21 02:28:19 +02:00
f3ed06cfd7 Mono/C#: Fix editor using wrong project assembly path in rare cases
We were removing invalid path characters from the
name in C++ code, but the C# editor code wasn't.

(cherry picked from commit 8bb48ae57a)
2020-08-21 02:28:18 +02:00
eb30c04c4d C#: Save newly created csproj files without BOM
(cherry picked from commit b5f6285f34)
2020-08-21 02:28:18 +02:00
a7bd28760e C#: Fix null exception in our MSBuild logger
(cherry picked from commit 7eed8c5a0c)
2020-08-21 02:28:18 +02:00
cd2da16d63 Clarify points in Line2D doc
(cherry picked from commit 3c9c541c59)
2020-08-21 02:28:18 +02:00
a430f68364 fix GDScript UTI
changed from public.data to public.script

(cherry picked from commit 5e5100afca)
2020-08-21 02:28:18 +02:00
13175b6387 Document limitations related to centering text with RichTextLabel
This is a relatively common question on various community channels.

(cherry picked from commit 95c2e43095)
2020-08-21 02:28:18 +02:00
c8845291c3 C#: Fix editor unable to play game after IDE PlayRequest
The editor wasn't clearing the debugger agent
settings properly after a processing a play
request from an IDE. This caused consequent play
attempts to fail if not launched from the IDE,
as the game would still attempt and fail to
connect to the debugger.

The concrete cause: Forgetting to clear the
`GODOT_MONO_DEBUGGER_AGENT` environment variable.

(cherry picked from commit 6e7da72648)
2020-08-21 02:28:18 +02:00
f90931c47a Add more error explanations in the BMP image loader
This closes #32166 and closes #30629.

(cherry picked from commit 40485e2479)
2020-08-21 02:28:17 +02:00
a6f0810d51 Make the lack of AtlasTexture support in AnimatedTexture more prominent
See https://github.com/godotengine/godot/issues/33855.

(cherry picked from commit a7ad7ce3bd)
2020-08-21 02:28:17 +02:00
336bc03d66 Add an editor setting to invert 3D pan/orbit on the X axis
This also makes the invert Y axis option apply to 3D panning.

This closes #28082.

(cherry picked from commit 2c9d4ef961)
2020-08-21 02:28:17 +02:00
42dca43c50 Merge pull request #41029 from masi456/fix/40888
Make sure that Image is not locked before creation
2020-08-21 02:27:22 +02:00
2a692f41a3 Merge pull request #41364 from m4gr3d/fix_textedit_movement_bug_3_2
Fix issue causing the textedit to move upward
2020-08-21 02:25:25 +02:00
4d51c16b28 Merge pull request #41394 from Yetizone/3.2
Viewport Usage enumeration documentation
2020-08-21 02:05:14 +02:00
20e411545c Merge pull request #41408 from neikeq/senkyu
3.2 New csproj style with backport of Godot.NET.Sdk
2020-08-21 01:57:54 +02:00
c3954441f3 3.2 New csproj style with backport of Godot.NET.Sdk
This is a cherry-pick of
ced77b1e9b
with several 3.2 specific alterations.

There are a lot of build issues coming from
old style projects. At this point fixing every
single one of those would require adding patch
after patch to the project file, which is a
considerable amount work and makes the csproj
even more bloated than it already is.

As such I decided this effort would be better
spent back-porting the Sdk style support that's
already available in 4.0-dev to the 3.2 branch.

This will prevent many issues, but it will also
introduce other benefits, among them:

- While target framework stays as .NET Framework
  v4.7.2, it can be changed to .NET Standard 2.0
  or greater if desired.
- It makes it much easier to add future patches.
  They are added to Godot.NET.Sdk and the only
  change required in Godot code is to update the
  Sdk version to use.
- Default Godot define constants are also
  backported, which fixes IDE issues with the
  preprocessor.

There are a few differences in the changes
applied during patching of the csproj compared
to 4.0 with the purpose of preventing breaking
builds:

- 'TargetFramework' stays net472 both for new
  projects and when importing old ones. It can
  be manually changed to netstandard 2.0+ if
  desired though.

The following features are enabled by default for
new projects. Enabling them in imported projects
may result in errors that must be fixed manually:

- 'EnableDefaultCompileItems' is disabled as it
  can result in undesired C# source files being
  included. Existing include items are kept.
  As long as 'EnableDefaultCompileItems' remains
  disabled, Godot will continue taking care of
  adding and removing C# files to the csproj.
- 'GenerateAssemblyInfo' is disabled as it
  guarantees a build error because of conflicts
  between the existing 'AssemblyInfo.cs' and the
  auto-generated one.
- 'Deterministic' is disabled because it doesn't
  like wildcards in the assembly version (1.0.*)
  that was in the old 'AssemblyInfo.cs'.

Of importance:

This is a breaking change. A great effort was
put in avoiding build errors after upgrading a
project, but there may still be exceptions.

This also breaks forward compatibility. Projects
opened with Godot 3.2.3 won't work out of the box
with older Godot versions. This was already the
case with changes introduced in 3.2.2.

Albeit C# support in 3.2.x was still labeled as
alpha, we've been trying to treat it as stable
for some time. Still the amount of problems this
change solves justifies it, but no more changes
that break project compatibility are to be
introduced from now on (at least for 3.x).
2020-08-20 21:48:59 +02:00
4d7b7d9b73 3.2 C#: Upgrade GodotTools to nuget Microsoft.Build
This upgrade is needed in order to support
reading and editing project files that use Sdks
as well as other new features. A common example
in 3.2 is having to specify a PackageReference
version with a child element rather than the
attribute. This is no longer the case now.

Partial cherry-pick of f3bcd5f8dd
Most of the other changes from that commit were already partially
cherry-picked in 3928fe200f.
2020-08-20 21:45:34 +02:00
e1f17a0b35 3.2 C#/Mono: Check assembly version when loading
Not sure if we should check revision too, but this is good enough for what we want.
This will be needed to load the correct Microsoft.Build when we switch to the nuget version.

Manual cherry-pick of af4acb5b11 (relevant parts)
2020-08-20 21:38:33 +02:00
5bc06c7014 Viewport Usage enumeration
Mention that 3D effects are not available when using USAGE_2D
2020-08-20 17:54:14 +03:00
9bf5a0b791 Merge pull request #41081 from naithar/feature/ios-framework-import-3.2
[iOS] [3.2] Export: Add a method to embed a framework
2020-08-19 14:11:27 +02:00