Commit graph

6261 commits

Author SHA1 Message Date
Michael Alexsander
fc1f5e149f
Fix WAV resources ignoring the AudioServer's 'global_rate_scale' value
(cherry picked from commit 04ebe4e7a4)
2020-11-17 12:07:01 +01:00
lawnjelly
a79293e0fc Add 2d snap transforms option
This is a cut back backport of reduz snapping PR #43194.

It just offers a global project setting for transform snapping.
2020-11-15 09:40:07 +00:00
PouleyKetchoupp
9b64646bc3
Expose LineEdit scroll offset to scripts
(cherry picked from commit 4775db1600)
2020-11-11 15:44:18 +01:00
Rémi Verschelde
05143ca39a
Tooltips: Improve code clarity and docs
The return type for `_make_custom_tooltip` is clarified as Control, and users
should make sure to return a visible node for proper size calculations.

Moreover in the current master branch, a PopupPanel will be added as parent
to the provided tooltip to make it a sub-window.

Clarifies documentation for `Control._make_custom_tooltip`, and shows how to
use the (until now undocumented) "TooltipPanel" and "TooltipLabel" theme types
to style tooltips.

Fixes #39677.

(cherry picked from commit c5d8dafec4)
2020-11-11 15:30:56 +01:00
volzhs
f4d181179c
Put unselected tabs back in TabContainer control
(cherry picked from commits 9eaa5ffab5
and 8a588343db)
2020-11-11 15:30:54 +01:00
Pedro J. Estébanez
a45bf288e8
Fix premature end of animation playing backwards
(cherry picked from commit 826af5b28a)
2020-11-11 15:12:01 +01:00
Meriipu
969e60f6b2
Make the currently hovered control get updated on mouse-release
Previously, when the mouse was released after dragging a scrollbar,
its highlight was not dropped (if the mouse cursor was still inside
the viewport). This seems to be because the currently hovered control
only gets updated when the mouse is moved.

This commit fixes the dropping of the cosmetic highlight by running
the check for whether the currently hovered control has changed on
mouse-clicks, in addition to to the existing mouse-movements.

(cherry picked from commit e8804b9978)
2020-11-11 15:12:01 +01:00
lawnjelly
fed764b342 Fix editor constant redraw from fxaa and debanding.
Every NOTIFICATION_PROCESS the spatial_editor_plugin.cpp is calling set_use_fxaa which is causing a redraw_request(). Same with debanding.

These can be fixed be checking for noop state changes.
2020-11-02 10:13:18 +00:00
Rémi Verschelde
c43b2ab603
Merge pull request #42942 from Calinou/add-viewport-debanding-3.2
Add a debanding property to Viewport for GLES3
2020-10-30 11:47:57 +01:00
Hugo Locurcio
575dbd4bb2
Fix artifacts in DynamicFont when scaling with filtering enabled 2020-10-29 00:33:11 +01:00
Eric Tuvesson
9320266fe8
fix(sprite2d): Rect is not handling pixel snap
related https://github.com/godotengine/godot/issues/42985

(cherry picked from commit e892a92ad6)
2020-10-28 15:09:16 +01:00
Gilles Roudière
638e24684f
Fixes setting top_level not updating the global position
(cherry picked from commit 131a7b58c8)
2020-10-28 14:05:42 +01:00
Andrii Doroshenko (Xrayez)
921046c822
Add border_width to ReferenceRect
Exposes a hidden parameter behind `CanvasItem.draw_rect()`.

(cherry picked from commit aef00021a9)
2020-10-28 14:05:40 +01:00
Gabriel Van Eyck
7735cdaf8f
Fix emit_signal timing for GraphEdit's begin/end node move
(cherry picked from commit fbc095dc78)
2020-10-28 14:05:40 +01:00
Dominik 'dreamsComeTrue' Jasiński
ba00ced445
TextEdit - fix valid bounds in 'set_line'. Fixes #41967
(cherry picked from commit 99c8a07919)
2020-10-28 14:05:39 +01:00
Yuri Roubinsky
374253242d [3.2] Shows ColorRect in Color constants autocompletion 2020-10-28 12:39:41 +03:00
Hugo Locurcio
3499799cb3
Improve the font oversampling warning messages to be more descriptive 2020-10-27 12:27:41 +01:00
Hugo Locurcio
2dbc329704
Add a debanding property to Viewport for GLES3
It can be enabled in the Project Settings
(`rendering/quality/filters/use_debanding`). It's disabled
by default as it has a small performance impact and can make
PNG screenshots much larger (due to how dithering works).

As a result, it should be enabled only when banding is noticeable enough.

Since debanding requires a HDR viewport to work, it's only supported
in the GLES3 backend.
2020-10-20 19:07:15 +02:00
Rémi Verschelde
150f9ce807
Merge pull request #42009 from Calinou/theme-node-type-3.2
Rename the `type` parameter to `node_type` in Theme and Control (3.2)
2020-10-20 15:58:41 +02:00
Hugo Locurcio
af45c97652
Add fast approximate antialiasing (FXAA) to Viewport
This backports FXAA from the `master` branch.

Co-authored-by: Clay John <claynjohn@gmail.com>
2020-10-20 14:54:52 +02:00
Rémi Verschelde
a239894827
Merge pull request #42902 from akien-mga/3.2-cherrypicks
Cherry-picks for the 3.2 branch (future 3.2.4) - 5th batch
2020-10-19 22:14:05 +02:00
Juan Linietsky
388ebfb498
Merge pull request #41629 from JFonS/disable_baked_lights
Disable lights for objects with baked lighting
2020-10-19 14:12:50 -03:00
Rémi Verschelde
4028414e0e
Revert "Made toplevel a property for Node3D and CanvasItem"
This reverts commit a726d011d5.
2020-10-19 16:58:56 +02:00
volzhs
78143ee93e
Respect Tree.set_icon_max_width size for drawing selection box
(cherry picked from commit cac4fedb2a)
2020-10-19 16:10:00 +02:00
Duroxxigar
11a07d071a
Added a more helpful error message when there is no current animation for the animation player
(cherry picked from commit 8bfeb9d6ae)
2020-10-19 16:09:58 +02:00
Dashcell
c43e8d8fbd
Dropping file on parrent dirrectory fixed
(cherry picked from commit 1ac936f035)
2020-10-19 15:14:13 +02:00
Rémi Verschelde
3495cb91d8
Merge pull request #41577 from FIF15/deprecate-redundant-property-enabled-focus-mode
Deprecate Redundant property enabled_focus_mode
2020-10-19 14:15:43 +02:00
PouleyKetchoupp
5c831bc8d6 Fix mesh instance materials not initialized correctly
This fixes a regression from PR #40313 (support for software skinning in MeshInstance).

Before, the base mesh was always updated on load even if not skinning
was used, which caused mesh instance materials to be reset on the
rendering side.

Now the base mesh is set only when it has been modified, or when
switching software skinning on or off. In this case the mesh instance
materials are always updated properly afterwards.
2020-10-16 09:33:24 +02:00
FIF15
8311a37ed9 Deprecate Redundant property enabled_focus_mode
of BaseButton
see #41529 for details
this closes #41529
2020-10-16 14:14:04 +08:00
lawnjelly
0abae185c8 Change per frame software skinning check to is_visible
My mistake I missed this before the PR got merged:

is_visible_in_tree() should be avoided being called per frame unless absolutely necessary, because it is a recursive function that traverses the scene tree. It should be used when deciding on rare occasions whether to switch on or off skeleton processing, but it is better to use the cheaper is_visible() check on the per frame update.
2020-10-12 19:03:43 +01:00
JFonS
fcb00ca048 Disable lights for objects with baked lighting
Don't apply lighting to objects when they have a lightmap texture and
the light is set to BAKE_ALL. This prevents applying the same direct
light twice on the same object and makes setting up scenes with mixed
lighting much easier.
2020-10-11 20:41:40 +02:00
Hugo Locurcio
ad4e80f2fa
Recommend restarting after changing the reflection atlas size or HDR
This closes #42687.
2020-10-10 17:04:00 +02:00
PouleyKetchoupp
f9544716f4 Option for software skinning in MeshInstance
Option in MeshInstance to enable software skinning, in order to test
against the current USE_SKELETON_SOFTWARE path which causes problems
with bad performance.

Co-authored-by: lawnjelly <lawnjelly@gmail.com>
2020-10-08 16:14:55 +02:00
lolligerjoj
0586c856f6
Expose Animation::value_track_interpolate to GDscript
(cherry picked from commit ff4af94414)
2020-10-04 20:50:34 +02:00
clayjohn
89677b5b7f Use full float UVs in Sprite3D 2020-10-03 10:54:14 -07:00
Marcel Admiraal
be41b818c4 Remove area or body from map before emitting signals. 2020-10-02 17:01:47 +01:00
Rémi Verschelde
10fa15a047
Better validate CollisionShape config. warning after #37226
It could cause a crash when running the test for PlaneShape.
Fixes #42479.
2020-10-02 09:51:45 +02:00
Yuri Roubinsky
ec7228a675 [3.2] Optimizations for Fresnel and Texture nodes in visual shaders 2020-10-02 08:42:06 +03:00
Duroxxigar
a726d011d5
Made toplevel a property for Node3D and CanvasItem
(cherry picked from commit 85a8dbb7b6)
2020-10-01 16:00:47 +02:00
Rémi Verschelde
e40b4eeeea
Merge pull request #37226 from arrowinaknee/fix-node-config-warnings
[3.2] Update get_configuration_warning() overrides to retrieve warnings from parent class
2020-10-01 14:04:26 +02:00
Rémi Verschelde
9da889ff29
Merge pull request #40555 from RandomShaper/fix_debugger_autofocus_3.2
Fix debugger not getting focused on break on Windows (3.2)
2020-10-01 13:54:38 +02:00
Rémi Verschelde
ef223f3aa7
Merge pull request #41185 from Chaosus/vs_uniform_ref_3.2
[3.2] Added UniformRef visual shader node
2020-10-01 13:50:08 +02:00
Danil Alexeev
ebb5821bce
Improve appearance of [connection] and [editable] sections in .tscn files
(cherry picked from commit 02c0edac60)
2020-09-29 13:57:58 +02:00
Haoyu Qiu
fa81e3621f
Fixes ParallaxLayer offset when ignore camera zoom
(cherry picked from commit 5e2167631b)
2020-09-29 13:57:56 +02:00
D00T24
766b637ed0
changed max point limit to 1 instead of 2
(cherry picked from commit bcc0493a4a)
2020-09-29 13:57:56 +02:00
Hugo Locurcio
a4651b59fb
Add a property hint to StyleBoxFlat shadow_size for editor usability
This adds a visible range to the slider so it can be dragged more easily.

This closes #42309.

(cherry picked from commit feb4002017)
2020-09-29 08:54:45 +02:00
Danil Alexeev
44bdd8f16c
Improvement for the Copy button in the Output Log
Now if no text is selected, pressing the Copy button copies the entire text.

(cherry picked from commit fb6eb21afc)
2020-09-29 08:54:45 +02:00
clayjohn
b730c5596c Restore default alpha_scissor_threshold to Sprite3D 2020-09-27 22:54:50 -07:00
Michael Alexsander
2d848227cf
Add 'get_previous_tab()' to 'Tabs'
(cherry picked from commit 2b319889cb)
2020-09-24 14:43:10 +02:00
Jonathan Vice
96ca267209
Reorder sprite h_frames & v_frames
(cherry picked from commit 28326aec60)
2020-09-24 14:43:10 +02:00
HellonLegs
9340385731
LineEdit/TextEdit: solved control + alt issue
(cherry picked from commit f412237f38)
2020-09-24 14:43:08 +02:00
booer
bf9090c23f
Fixes updating CPUParticles emmision shape values
(cherry picked from commit 113921b56c)
2020-09-24 14:43:08 +02:00
Ryan Roden-Corrent
c11edbdcb3
Fix hints on PhysicsMaterial bounce/friction.
These values are only meaningful in the range 0 to 1.
Make sure the editor enforces reasonable values.
Fixes #42202.

(cherry picked from commit 6c18baee9c)
2020-09-24 14:43:07 +02:00
Somnath Sarkar
1f7a3e0f8d
Sort points in a Gradient for color and offset updates.
(cherry picked from commit d5d832417e)
2020-09-24 14:43:06 +02:00
mvl
be13df0a08
Fix bug where leading and trailing spaces werent taken into account with center and right allignment.
(cherry picked from commit 4318ad94ac)
2020-09-24 14:43:05 +02:00
Eric M
e24b9f0520
Fixed bug where spinbox would not update to it's actual value after non-numeric input
(cherry picked from commit e76e39d5f5)
2020-09-24 12:08:10 +02:00
Zak
d94323e37b
Adds automatic update for region_rect
When changing the texture region for a StyleBox, the regions was not updating automatically in the Texture editor.

(cherry picked from commit 7d7727bade)
2020-09-24 12:05:34 +02:00
Rémi Verschelde
c8859f0463
Fix typos with codespell
Using codespell 1.17.1.

Method:
```
$ cat > ../godot-word-whitelist.txt << EOF
ang
curvelinear
dof
doubleclick
fave
findn
leapyear
lod
merchantibility
nd
numer
ois
ony
que
seeked
synching
te
uint
unselect
webp
EOF

$ codespell -w -q 3 -I ../godot-word-whitelist.txt --skip="./thirdparty,*.po"
$ git diff // undo unwanted changes
```
2020-09-18 14:09:51 +02:00
Hugo Locurcio
369e5a7f35
Mark InterpolatedCamera as deprecated
InterpolatedCamera has already been removed from the `master` branch.
This adds a deprecation notice to inform people about the upcoming removal
in Godot 4.0.

Its functionality could be replicated in a GDScript add-on with relative
ease.
2020-09-16 15:36:40 +02:00
clayjohn
a4f2fea2ae Fix axis bug regression in Sprite3D 2020-09-15 08:02:19 -07:00
Hugo Locurcio
e36587751f
Rename the type parameter to node_type in Theme and Control
This makes it clearer that it expects a node type as a string (such as "Label")
instead of a type like "TYPE_ARRAY". This is backwards-compatible since only
the name of the parameter is changed, not its order.

See https://github.com/godotengine/godot-proposals/issues/1495#issuecomment-691507839
2020-09-12 18:42:45 +02:00
Wilson E. Alvarez
2b7c9d9070
Disconnect item_rect_changed when removing a child of GraphEdit 2020-09-11 17:36:55 -04:00
PouleyKetchoupp
819765130d
Fix RichTextLabel alignment for clickable regions
Fixes #41006 (regression from #39164).

The original alignment fix was limited to PROCESS_DRAW mode, which
caused some discrepancies with PROCESS_POINTER mode.
Now only PROCESS_CACHE is excluded with a condition a few lines above.

(cherry picked from commit b783fa1416)
2020-09-11 11:15:40 +02:00
Rémi Verschelde
4a9264271d
doc: Sync classref with current source 2020-09-08 14:20:53 +02:00
Marcel Admiraal
f26131fca5
Check if old mouse column is still available.
(cherry picked from commit 79802b31a9)
2020-09-08 13:39:32 +02:00
PouleyKetchoupp
c21d14fe69
Fix LineEdit not consuming enter events
LineEdit should not return early when processing KEY_ENTER, so it can
consume the event properly.

Regression introduced by mistake while fixing enter events for Android
(PR #40487 - c0b394572f)

(cherry picked from commit 5c63dec36e)
2020-09-08 13:38:58 +02:00
Rémi Verschelde
3f276033c1
Merge pull request #41536 from Chaosus/vs_fix_specular_3.2
[3.2] Fix specular render_mode for visual shaders
2020-09-08 09:46:12 +02:00
Fredia Huya-Kouadio
0af5cded1e Fix the update logic for user-added custom defines.
The previous logic was causing the (unintentional) removal of custom defines automatically added by the engine.
2020-09-06 21:31:09 -07:00
Rémi Verschelde
8a66ea7cb0
Revert "Updated LineEdit to address #41278"
This reverts commit 1b6d116dfb.
2020-09-01 14:01:50 +02:00
Tony-Goat
1b6d116dfb
Updated LineEdit to address #41278
Updated set_max_length() function to actually pull a substring of the current text so it's not all thrown away when the new max length is shorter than the current length.

(cherry picked from commit 71febfd6e2)
2020-08-31 15:53:56 +02:00
Andrii Doroshenko (Xrayez)
7493bc5530
Make AnimatedTexture.MAX_FRAMES public
The constant is already exposed in GDScript, but not in C++.
This information is useful for implementing animated texture
resource importers via modules.

(cherry picked from commit 528056a3c5)
2020-08-31 15:29:43 +02:00
Yuri Roubinsky
7facd00ace [3.2] Fix specular render_mode for visual shaders 2020-08-28 13:06:55 +03:00
Rémi Verschelde
2d42625184
Revert "bug with Tween.is_active, fixes #39760"
This reverts commit 8ef40b9306.
2020-08-25 12:58:40 +02:00
PouleyKetchoupp
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
Rémi Verschelde
a6ef6b10b2 Revert "Fixes the get_visible_line_count() of rich text label"
This reverts commit dc7e9d46e6.
2020-08-17 11:21:36 +02:00
Cheeseness
e70b165c61 Skip indentation of empty lines when indenting a selection.
(cherry picked from commit 1f159306ed)
2020-08-17 11:04:36 +02:00
Rémi Verschelde
5acc78ac81
Merge pull request #41314 from clayjohn/Sprite3D-uvs
Check for uncompressed uvs in Sprite3D
2020-08-17 08:44:51 +02:00
clayjohn
d33a9aaacb Check for uncompressed uvs in Sprite3D 2020-08-16 19:19:14 -07:00
Tomasz Chabora
7ce476c425 Expose NOTIFICATION_POST_ENTER_TREE
(cherry picked from commit 677796a2c3)
2020-08-14 00:32:05 +02:00
Umang Kalra
330afdd6cb Fix RichTextLabel center alignment bug
Fixes #40207.

(cherry picked from commit cec21ab82c)
2020-08-14 00:32:05 +02:00
Yuri Roubinsky
d0c705781c [3.2] Added UniformRef visual shader node 2020-08-11 15:04:06 +03:00
Martin Capitanio
71bad8dba6 Add option to disable virtual keyboard for TextEdit
Adding support for disabling virtual keyboard on mobile platforms, in
order to make it consistent with LineEdit.

It allows implementing a custom virtual keyboard.

See: https://github.com/godotengine/godot/pull/41139
2020-08-09 18:22:11 +02:00
ConorLPBoyle
ba3f0fa971 Fixed reload_goal not being called when SkeletonIK3D::start is invoked with p_one_time = true
(cherry picked from commit fa4d9c9446)
2020-07-28 11:28:34 +02:00
Tomasz Chabora
cd01cda143 Fix ultra long node names
(cherry picked from commit d3f2062d86)
2020-07-28 00:43:37 +02:00
Daniel Ting
6f71bc2a06 Evenly distribute stretched Nodes in BoxContainer
Add any leftover fractional pixels to an error accumulator. When the
accumulator is greater or equal to one, add one pixel to the current
Node's size and subtract one from the accumulator.

Closes #36522

(cherry picked from commit 04ea6ec88d)
2020-07-28 00:39:21 +02:00
Rémi Verschelde
a2edf04fd2
Merge pull request #40469 from nekomatata/virtual-keyboard-enter-fixes-3.2
[3.2] Fix Return key events in LineEdit & TextEdit on Android
2020-07-26 20:26:02 +02:00
Tomasz Chabora
307bac0757 Keep transition value when replacing key
(cherry picked from commit e1a1bb0a6e)
2020-07-24 10:31:57 +02:00
PouleyKetchoupp
930c880fa6 Add option to disable virtual keyboard for LineEdit
Co-authored-by: Alexander Holland <alexander.holland@live.de>
(cherry picked from commit 0aa56e3ab8)
2020-07-24 10:31:57 +02:00
Tomasz Chabora
e511e0f16a Prevent infinite loop in Tree incremental search
(cherry picked from commit c0479496fa)
2020-07-24 10:31:57 +02:00
Umang Kalra
dc7e9d46e6 Fixes the get_visible_line_count() of rich text label
(cherry picked from commit bd32c273ff)
2020-07-24 10:31:56 +02:00
Chistpohe LY
8ef40b9306 bug with Tween.is_active, fixes #39760
(cherry picked from commit d60617de10)
2020-07-24 10:31:56 +02:00
Rémi Verschelde
7b4b83e9dc
Merge pull request #39817 from yrk06/ExposeInertiaTensor
Added Rigid Body Method "get_inverse_inertia_tensor"
2020-07-21 16:50:56 +02:00
clayjohn
fb4e55bb7a Pass Sprite3D AABBs to VisualServer 2020-07-20 20:22:12 -07:00
Pedro J. Estébanez
633b75c9e1 Fix debugger not getting focused on break on Windows
This is a revert of 9d78274e06, which was an attempt to fix #21431, but in the end it seems a different problem was the root of the issue.

Renewing focus steal allowance every time is needed on Windows.
2020-07-21 01:09:17 +02:00
Pedro J. Estébanez
06904ac215 Add DynamicFont::get_available_chars() 2020-07-20 17:45:04 +02:00
Yerik
d09b16512b Added Method get_inverse_inertia_tensor 2020-07-19 13:51:32 -03:00
PouleyKetchoupp
c0b394572f Fix Return key events in LineEdit & TextEdit on Android
Depending on the device implementation, editor actions could be
received with different action ids or not at all for multi-line.

Added a parameter to virtual keyboards to properly handle single-line
and multi-line cases in all situations.

Single-line:
Input type set to text without multiline to make sure actions are sent.
IME options are set to DONE action to force action id consistency.

Multi-line:
Input type set to text and multiline to make sure enter triggers new lines.
Actions are disabled by the multiline flag, so '\n' characters are
handled in text changed callbacks.
2020-07-17 18:25:40 +02:00
Juan Linietsky
ceeb690476 Properly pass safe margin on initialization.
Fixes jitter.

(cherry picked from commit 13e0385702)
2020-07-15 12:48:18 +02:00
Patrick Dawson
8218170b3c Avoid overflow when calculating visible_cells
(cherry picked from commit 9e28df22a0)
2020-07-15 12:11:31 +02:00
Rémi Verschelde
37100384c3
Merge pull request #40300 from 0xafbf/fix-parent-check
Fix parent check for add_child_below_node
2020-07-14 09:14:28 +02:00