Rémi Verschelde
c77e0da1d7
Merge pull request #50090 from Calinou/remove-leftover-optimized-directional-shadow-depth-range
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Remove leftovers from the DirectionalLight3D Optimized shadow depth range
2021-07-02 22:11:17 +02:00
Rémi Verschelde
f2229bb1ea
Merge pull request #50085 from madmiraal/android-replace-stringbuffer
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Use StringBuilder instead StringBuffer in Godot Java code
2021-07-02 22:09:50 +02:00
Rémi Verschelde
aee59c3547
Merge pull request #50083 from madmiraal/android-fix-raw-use
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Fix raw use of parameterized Class
2021-07-02 22:09:39 +02:00
Rémi Verschelde
c2df3e6329
Merge pull request #50087 from madmiraal/android-remove-redundant-explicit-types
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Remove redundant explicit types in Godot Java code
2021-07-02 22:08:55 +02:00
Michael Alexsander
a829e88ddc
Expose Window.get_contents_minimum_size()
to scripts
2021-07-02 15:35:56 -03:00
Hugo Locurcio
5370f4876e
Remove leftovers from the DirectionalLight3D Optimized shadow depth range
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The Optimized shadow depth range was removed in late 2020 in favor
of the Stable shadow depth range, but it still had a (broken) property
that allowed to enable it.
2021-07-02 20:32:43 +02:00
Michael Alexsander
e4d56e4c62
Make invisible SplitContainer
nodes correctly calculate the minimal size of its children
2021-07-02 14:39:50 -03:00
Marcel Admiraal
3f95bbed73
Remove redundant explicit types in Godot Java code
2021-07-02 17:45:30 +01:00
Rémi Verschelde
ee115d7b2d
Merge pull request #50081 from Calinou/doc-randomnumbergenerator
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Improve and clarify documentation for RandomNumberGenerator
2021-07-02 18:32:03 +02:00
Marcel Admiraal
61ee51d2bf
Use StringBuilder instead StringBuffer in Godot Java code
2021-07-02 16:57:12 +01:00
Hugo Locurcio
7d4c20f9db
Improve and clarify documentation for RandomNumberGenerator
2021-07-02 17:47:52 +02:00
Rémi Verschelde
710effdaad
Merge pull request #50078 from madmiraal/android-remove-unused-imports
2021-07-02 17:45:29 +02:00
Marcel Admiraal
d237f7d33d
Fix raw use of parameterized Class
2021-07-02 16:35:52 +01:00
reduz
a632f9fd6e
Add compatibility with old mesh formats
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* Can load 2.x meshes
* Can load 3.x meshes
2021-07-02 12:34:54 -03:00
Rémi Verschelde
83d27ce7d7
Merge pull request #50077 from thebestnom/fix/initialize_mouse_mode
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Android: Initialize mouse mode
2021-07-02 17:25:42 +02:00
thebestnom
e200195564
Android: Initialize mouse mode
2021-07-02 18:00:33 +03:00
Marcel Admiraal
a38fd4a4c2
Remove unused imports from Android Java code
2021-07-02 12:57:55 +01:00
Rémi Verschelde
6ef0b8fcd3
Merge pull request #50074 from madmiraal/android-replace-c-array
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Use Java array declarations not C-style declarations in Android Java code
2021-07-02 13:44:22 +02:00
Rémi Verschelde
42184dd6d5
Merge pull request #50072 from madmiraal/android-remove-interface-modifiers
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Remove redundant interface modifiers from Android Java code
2021-07-02 12:35:14 +02:00
Marcel Admiraal
721b3d56c5
Use Java array declarations not C-style declarations in Android Java code
2021-07-02 11:09:09 +01:00
Rémi Verschelde
04649ecd55
Merge pull request #50071 from madmiraal/android-remove-semicolons
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Remove unnecessary semicolons from Android Java code
2021-07-02 11:23:49 +02:00
Rémi Verschelde
276f25688d
Merge pull request #50065 from SirQuartz/patch-1
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Add `action_get_deadzone()` method to `InputMap`
2021-07-02 10:58:01 +02:00
Marcel Admiraal
a74e803a4f
Remove redundant interface modifiers from Android Java code
2021-07-02 09:37:45 +01:00
Marcel Admiraal
360447001d
Remove unnecessary semicolons from Android Java code
2021-07-02 08:54:09 +01:00
Haoyu Qiu
4a26e61e89
Add numpad emulation in 3D viewport
2021-07-02 15:41:44 +08:00
Nick H
c6f28ed62b
Add get_dead_zone()
method to InputMap
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This commit adds a new method to the `InputMap`, allowing the user to get the value of an action's dead zone as a float.
2021-07-02 03:07:37 -04:00
Juan Linietsky
eefe276a82
Merge pull request #50058 from reduz/fix-surface-from-arrays
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Fix surface from array creation
2021-07-01 17:50:02 -03:00
Rémi Verschelde
97e041e285
Merge pull request #50057 from reduz/force-string-in-dictionary
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Force String as Dictionary key instead of StringName
2021-07-01 22:22:47 +02:00
reduz
8cf812fba1
Fix surface from array creation
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* The debug check was not updated to the new format.
* Bug introduced by #50037
2021-07-01 16:51:55 -03:00
Rémi Verschelde
022640a8fd
Merge pull request #50041 from aaronfranke/prop-usage-flags
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Use `PROPERTY_USAGE_NONE` instead of `0` for no property usage
2021-07-01 21:29:32 +02:00
reduz
379b90fd33
Force String as Dictionary key instead of StringName
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* Lua table syntax uses named indexing: `{ mykey = myvalue }`
* Python style syntax uses string indexing: `{ "mykey" : myvalue }`
* Both are incompatible since a StringName key wont fetch a String key, hence confusing.
* This PR proposes always using String for indexing at a very minimal performance cost. Always indexing with StringNames will be faster, but they are considerably more expensive to create.
2021-07-01 16:03:37 -03:00
Aaron Franke
2508fd0533
Use PROPERTY_USAGE_NONE instead of 0 for no property usage
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Also use const more often.
2021-07-01 14:13:27 -04:00
Rémi Verschelde
382ddd497a
Merge pull request #50052 from Valeryn4/Valeryn4-Fix-GridMap
2021-07-01 20:08:22 +02:00
Pitanov V.V
4da4514b71
Fix GridMap erase Octans
2021-07-02 03:26:26 +10:00
Hugo Locurcio
257a8a337e
Remove unused code related to Travis CI
2021-07-01 18:02:00 +02:00
Rémi Verschelde
ad8a2b3d52
Merge pull request #50040 from reduz/fix-renderingserver-bindings
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Clean up RenderingServer and its bindings
2021-07-01 15:17:33 +02:00
reduz
37776b2867
Clean up RenderingServer and its bindings
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* Rewrote bindings for RenderingServer.
* They are now all up to date.
* Several unused methods and deprecated features were cleaned up.
2021-07-01 09:07:36 -03:00
Rémi Verschelde
9f30638d4b
Merge pull request #50044 from akien-mga/localvector-find-noerror
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LocalVector: Don't error if `from` >= `count`
2021-07-01 13:13:27 +02:00
Rémi Verschelde
230a24a49d
Merge pull request #50026 from lyuma/callable_is_valid
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Add Callable.is_valid() analogous to FuncRef.is_valid() from 3.x
2021-07-01 12:57:14 +02:00
Hugo Locurcio
fab3d136e0
Allow using the 3D editor's View menu while previewing a camera
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This is already allowed when using cinematic preview, but not
when previewing a Camera3D the usual way.
Many operations from the View menu still work while previewing
a camera, such as switching between debug draw modes and toggling
information panes.
2021-07-01 12:43:53 +02:00
Rémi Verschelde
7b7ccf25b6
LocalVector: Don't error if from
>= count
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Vector handles this silently by returning -1, and we should do the same here.
Otherwise we get errors when calling `find()` on e.g. a LocalVector of size 0,
while `find()` is expected to always work (if the parameters are invalid then
it doesn't find anything, so -1).
Fixup to #49925 .
2021-07-01 12:16:33 +02:00
Rémi Verschelde
7ee419f8d9
Merge pull request #50028 from akien-mga/android-isGame-attribute
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Android: Add `isGame` application attribute, default to true
2021-07-01 12:02:42 +02:00
Lyuma
8f1efa656b
Add Callable.is_valid() analogous to FuncRef.is_valid() from 3.x
2021-07-01 02:54:01 -07:00
Rémi Verschelde
40a594c6ea
Android: Add isGame
application attribute, default to true
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It can be turned off in the export preset with `package/classify_as_game`.
Upstream definition: https://developer.android.com/guide/topics/manifest/application-element#isGame
> `android:isGame`
>
> Whether or not the application is a game. The system may group together
> applications classifed as games or display them separately from other
> applications.
Also fixes replacing `android:allowBackup` in custom builds.
2021-07-01 11:00:23 +02:00
Rémi Verschelde
801548fb70
Merge pull request #49994 from akien-mga/script-duplicate-selection
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Script editor: Rename 'Clone Down' to 'Duplicate Selection'
2021-07-01 09:43:02 +02:00
Rémi Verschelde
3f12d0a883
Merge pull request #50018 from fire/port-false
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Network port comparison is always false
2021-07-01 09:42:34 +02:00
Rémi Verschelde
f82c649671
Merge pull request #50038 from Calinou/editor-add-lock-group-shortcuts
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Add keyboard shortcuts for grouping and locking nodes, change grid toggle
2021-07-01 09:40:32 +02:00
Rémi Verschelde
ba376a0452
Merge pull request #50037 from reduz/move-color-to-8bit
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Import mesh colors in 8BPC
2021-07-01 08:15:13 +02:00
Rémi Verschelde
8a4cb96856
Merge pull request #49409 from ekumlin/issue-32596
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Enable Camera2D smoothing on limit change
2021-07-01 08:14:21 +02:00
reduz
9ad0c6cde7
Import mesh colors in 8BPP.
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* Colors were imported as 16BPP (half float)
* Far most common use cases only require 8BPP
* If you need higher data precision, use a custom array, which are supported now.
**WARNING**: 3D Scenes imported in 4.0 no longer compatible with this new format. You need to re-import them (erase them from .godot/import)
2021-06-30 23:33:25 -03:00