- 19 Jun, 2020 6 commits
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Rémi Verschelde authored
It's otherwise too easy to be confused between 'Windows Desktop' (Win32) and 'Windows Universal' (UWP).
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Rémi Verschelde authored
Mono: Always define options in main.cpp to keep them in docs
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Rémi Verschelde authored
Option in RichTextLabel for height to fit content
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Rémi Verschelde authored
Rename "Identifier" to "Bundle Identifier" in macOS/iOS export presets
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Hugo Locurcio authored
"Bundle Identifier" is more well-understood among macOS and iOS developers and is less ambiguous. This is a slight breaking change as export presets will need to be updated to account for this change. See https://github.com/godotengine/godot-docs/pull/3295.
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Rémi Verschelde authored
Dont slice 64-bit integers marshaled to mono in dynamic contexts
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- 18 Jun, 2020 9 commits
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Rémi Verschelde authored
Otherwise generating docs with non-Mono builds removes them, which is not so convenient for the documentation work.
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Rémi Verschelde authored
Fix editor texture preview for certain specific dimensions
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Rémi Verschelde authored
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Rémi Verschelde authored
Document Mono-specific classes
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Maganty Rushyendra authored
Ensures no error is issued when attempting to preview a resource that may be scaled down to <1 pixel when resizing to fit the thumbnail.
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Hugo Locurcio authored
This fully documents all Mono-specific classes.
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Rémi Verschelde authored
Search result highlights follow font size
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Rémi Verschelde authored
Fix a random crash in the TileSet editor
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Rémi Verschelde authored
Restore previous mouse position when leaving the editor freelook mode
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- 17 Jun, 2020 9 commits
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Michael Belousov authored
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Bojidar Marinov authored
Occurred when selecting polygon collision mode, then drawing a single point, then selecting rectangle mode, and finally trying to select a rectangle.
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Hugo Locurcio authored
- Remove the crosshair as it no longer serves a purpose (the cursor will now appear where the user "expects" it to). This closes https://github.com/godotengine/godot-proposals/issues/1076.
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Rémi Verschelde authored
GDScript debugger incorrect error line fixed
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Thakee Nathees authored
if the first line of an else or an elif throws a runtime error the debugger shows incorrect line number.
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Rémi Verschelde authored
DocData: Skip language-specific ClassDoc without methods/constants
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Rémi Verschelde authored
Removes the useless `@C#`, `@NativeScript` and `@VisualScript` entries.
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Rémi Verschelde authored
Simplify and fix Transform2D get_rotation
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Aaron Franke authored
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- 16 Jun, 2020 16 commits
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Stijn Hinlopen authored
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Rémi Verschelde authored
Fix code editor Replace tool to work with 'Selection Only' option
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Rémi Verschelde authored
Allow Godot to kill its own PID
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Rémi Verschelde authored
Expose disable_render_loop property to GDScript
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Rémi Verschelde authored
Clean up the GodotPlugin public API
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Fredia Huya-Kouadio authored
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Ev1lbl0w authored
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Maganty Rushyendra authored
Ensures that when the `Selection Only` option is selected, the Replace tool replaces occurrences of the search phrase only within the selected region, and in order of occurrence.
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Rémi Verschelde authored
Added shadowed var warning for `for` loop counter
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Rémi Verschelde authored
Bind Shape2D draw method
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Rémi Verschelde authored
Add a suffix to the window title when running from a debug build
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Rémi Verschelde authored
Allow duplicating files when holding Control
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Rémi Verschelde authored
Display freelook speed and zoom in units in the 3D editor viewport
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Rémi Verschelde authored
Normalise p_up_direction vector in move_and_slide()
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Hugo Locurcio authored
Since projects started from the editor or exported in debug mode run slower than those exported in release mode, this should be clearly presented to the user. This partially addresses #20219.
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Marcel Admiraal authored
move_and_slide_with_snap() and fix tolerance in move_and_slide_with_snap() max floor angle.
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