Nathan Lovato
4e7ac43cfe
Replace close icon with button in the Bezier editor
2021-08-26 19:21:49 -06:00
Hugo Locurcio
60116b17b5
Add an Array.pop_at()
method to pop an element at an arbitrary index
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Negative indices are supported to pop an element relative from the end.
2021-08-27 00:51:17 +02:00
Tomek
f6f5e0f934
Merge pull request #39404 from rcorre/proposal-106-copy-prop-path
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Allow copying property path from inspector.
2021-08-27 00:39:42 +02:00
fabriceci
4da0cfe459
Remove velocity transmission on_wall when collider is CharacterBody.
2021-08-26 23:02:30 +02:00
Camille Mohr-Daurat
adafc509f3
Merge pull request #52132 from nekomatata/fix-physics-process-delta
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Fix delta passed in _physics_process
2021-08-26 11:27:38 -07:00
PouleyKetchoupp
cbce1550ff
Fix delta passed in _physics_process
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Regression due to typo in recent GDVIRTUAL_CALL change.
2021-08-26 10:49:12 -07:00
K. S. Ernest (iFire) Lee
98d55ba66f
Merge pull request #52131 from nekomatata/fix-blend-tree-reset
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Fix AnimationBlendTree reset on resource loading
2021-08-26 10:06:09 -07:00
Juan Linietsky
22cae39c1e
Merge pull request #52121 from groud/fix_localvector_insert
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Fix LocalVector crash on insert.
2021-08-26 13:31:35 -03:00
Juan Linietsky
d19b12dbd2
Merge pull request #52107 from timothyqiu/overriden
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Fix misspelled "overriden"
2021-08-26 13:07:52 -03:00
PouleyKetchoupp
aae50da074
Fix AnimationBlendTree reset on resource loading
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When reset_state was called on an existing AnimationBlendTree, the
output node would disappear, causing some errors in the editor and
preventing animations to play properly.
This change ensures the output node is always present in the node tree.
2021-08-26 09:07:13 -07:00
Camille Mohr-Daurat
f89adbf112
Merge pull request #51801 from nekomatata/area-one-directional-layer-check
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One-directional layer check for Area vs. RigidBody/SoftBody/Area
2021-08-26 07:59:06 -07:00
Juan Linietsky
227ab24738
Merge pull request #51870 from BastiaanOlij/half_resolution_3d
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Optionally render 3D content at scaled resolution
2021-08-26 10:24:48 -03:00
Bastiaan Olij
86ff7f8550
Adding GDExtension support to XRInterface
2021-08-26 23:24:44 +10:00
Juan Linietsky
eb940ca2a0
Merge pull request #51928 from reduz/extension-loader
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Implement Extension Loader
2021-08-26 10:24:25 -03:00
Juan Linietsky
34e286d6a3
Merge pull request #52077 from reduz/error-ret-doc
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Implement error return documentation
2021-08-26 08:42:06 -03:00
Bastiaan Olij
64626cc435
Optionally scale 3D render content
2021-08-26 20:48:40 +10:00
Gilles Roudière
de0765b94a
Fix LocalVector crash on insert.
2021-08-26 11:54:56 +02:00
Balloonpopper
4fae7ae9dc
Correct null and boolean values being capitalised by the str command
2021-08-26 17:11:34 +10:00
Bastiaan Olij
6e87d62873
Merge pull request #50883 from BastiaanOlij/mobile_hdr
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Scale color output in the mobile renderer to provide HDR support
2021-08-26 11:23:22 +10:00
PouleyKetchoupp
511c80b2ec
Fix segment intersection consistency in Geometry2D
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Segment collision results could be different depending on the direction
when they exactly touch (order of the points in segments). This was due
to the way parallelism was checked, using different logic based on
positive or negative sign of cross products.
Now the results are the same whatever the direction, without changing
the current design, which is that parallel or colinear segments are
not considered colinear.
Fixes inconsistencies with raycasts exactly on edges of convex shapes
depending on the direction.
2021-08-25 18:17:52 -07:00
Juan Linietsky
5b01a3b3be
Merge pull request #52084 from reduz/engine-singleton-register
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Add ability to register singletons from Engine API
2021-08-25 18:50:15 -03:00
Gilles Roudière
ae3a422427
Merge pull request #52102 from Calinou/gdscript-tests-add-readme
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Add a README to link to the GDScript integration tests documentation
2021-08-25 20:37:09 +02:00
K. S. Ernest (iFire) Lee
b3ada9cb1a
Merge pull request #51969 from Calinou/doc-image-generate-mipmaps-no-threading
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Document `Image.generate_mipmaps()` always running on the main thread
2021-08-25 11:17:23 -07:00
Haoyu Qiu
eba7265a1c
Fix misspelled "overriden"
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In recent GDVIRTUAL PR and SkeletonModification3DJiggle doc.
2021-08-26 01:44:01 +08:00
LoipesMas
f3883ea59e
Fix zoom label not being updated
2021-08-25 18:53:40 +02:00
Louis Dumont
79578a5625
Fixed crash when parsing an empty assignment.
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Resolves #51620 .
2021-08-25 18:48:08 +02:00
Max Hilbrunner
ee4a8e6a85
Merge pull request #52087 from raulsntos/expose-simplify-path
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Expose `String.SimplifyPath` in C#
2021-08-25 18:37:08 +02:00
Max Hilbrunner
4308800fba
Merge pull request #52086 from raulsntos/rename-string-is-abs-path-method
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Rename `String.IsAbsPath()` to `String.IsAbsolutePath()`
2021-08-25 18:36:20 +02:00
Hugo Locurcio
181d93ed94
Merge pull request #52103 from Calinou/ci-diffs-color-codes
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Print colored diffs when there are formatting failures in CI
2021-08-25 18:31:56 +02:00
Hugo Locurcio
38424714b1
Print colored diffs when there are formatting failures in CI
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This makes diffs more readable in CI logs.
2021-08-25 17:17:29 +02:00
Hugo Locurcio
9c2ec6e697
Add a README to link to the GDScript integration tests documentation
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This makes the documentation about creating and running GDScript
integration tests more discoverable.
2021-08-25 16:51:28 +02:00
Raul Santos
126b1ea149
Expose String.SimplifyPath
in C#
2021-08-25 16:51:14 +02:00
JFonS
353bb45e21
Merge pull request #51995 from drcd1/sphere-mesh-normals-fix
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Fixes the normals of SphereMesh when the sphere/hemisphere is oblong
2021-08-25 16:22:20 +02:00
George Marques
c3378d5650
Merge pull request #52098 from mhilbrunner/fix-ci
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Fix CI after concurrency
2021-08-25 10:40:23 -03:00
Max Hilbrunner
5139a19877
Fix CI after concurrency
2021-08-25 15:04:05 +02:00
K. S. Ernest (iFire) Lee
04e1aa4328
Merge pull request #52079 from mhilbrunner/ci-concurrency
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CI: Cancel previous builds if new commit is pushed
2021-08-25 05:56:07 -07:00
Max Hilbrunner
40bb1ded7e
CI: Cancel previous builds if new commit is pushed
2021-08-25 14:54:48 +02:00
Max Hilbrunner
4bb65b2bc6
Merge pull request #52023 from mhilbrunner/vs-fix-reloaded
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Fix VisualScriptEditor after namespaces
2021-08-25 14:41:28 +02:00
reduz
e2f8df8c5b
Add ability to register singletons from engine API
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* Exposed functions in Engine to register and unregister singletons.
* Added the concept of user singletons, which can be removed (the system ones can't).
2021-08-25 08:32:25 -03:00
kleonc
d35ef5fab0
Tree Fix line rendering when drag and dropping TreeItem
2021-08-25 13:29:54 +02:00
JFonS
c334989e00
Merge pull request #51821 from Calinou/builtin-shaders-add-comments
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Add comments at the top of each built-in shader to ease debugging
2021-08-25 11:37:57 +02:00
Hugo Locurcio
6a6c0890c2
Remove leftovers of anisotropy in the VoxelGI shader code
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Anisotropy support was removed when VoxelGI was reworked as it was
too demanding on the GPU.
2021-08-25 10:23:28 +02:00
Hugo Locurcio
bb0122c933
Merge pull request #48374 from Calinou/gradienttexture-add-hdr-property
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Add an `use_hdr` property to GradientTexture to allow storing HDR colors
2021-08-25 08:03:34 +02:00
Hugo Locurcio
3db8359324
Merge pull request #47829 from Calinou/improve-crash-handler-display
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Improve crash handler message display
2021-08-25 08:03:10 +02:00
K. S. Ernest (iFire) Lee
24f562bd1e
Merge pull request #52024 from V-Sekai/anim-length
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Calculate proper animation length.
2021-08-24 19:29:02 -07:00
K. S. Ernest (iFire) Lee
ffe54af0db
Calculate proper animation length.
2021-08-24 18:50:22 -07:00
Raul Santos
4e6e6bcd2f
Rename String.IsAbsPath()
to String.IsAbsolutePath()
2021-08-25 03:02:55 +02:00
PouleyKetchoupp
3d5dc80348
Rename RayShape to SeparationRayShape
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Makes it clearer that it's used for special cases when picking a
collision shape.
2021-08-24 17:34:55 -07:00
PouleyKetchoupp
aa4791735d
Rename slips_on_slope to slide_on_slope
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Also added some precision to the documentation.
2021-08-24 17:34:55 -07:00
PouleyKetchoupp
d9720d4395
Fix CharacterBody motion with RayShape
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Make separation ray shapes work properly in move_and_slide, wihtout the
specific code in CharacterBody like before.
Now most of the logic is handled inside the physics server. The only
thing that's needed is to use ray shapes only for recovery and ignore
them when performing the motion itself (unless we're snapping or slips
on slope is on).
2021-08-24 17:34:55 -07:00