- 29 Apr, 2020 12 commits
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Rémi Verschelde authored
Fix shader constant sorting
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Rémi Verschelde authored
Improve shortcut formatting in docs
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Rémi Verschelde authored
Allow to rename animation just after it was duplicated in Editor
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Rémi Verschelde authored
Print errors when passing an invalid type to xform
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Rémi Verschelde authored
Drag multiple resources onto exported array variable at once
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Rémi Verschelde authored
Clarify Transform scaled Method description
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Rémi Verschelde authored
Fix copy paste array index bug
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Rémi Verschelde authored
Add set_frame, pause, and oneshot to AnimatedTexture
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Rémi Verschelde authored
Mention how to remove TreeItem from a Tree
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Rémi Verschelde authored
Fixed shuffling editor help tabs
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Rémi Verschelde authored
display server window position bug fix
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Rémi Verschelde authored
Remove unneccessary increment in TextEdit
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- 28 Apr, 2020 17 commits
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Tomasz Chabora authored
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Rémi Verschelde authored
Fixed flipped scene preview thumbnail
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Rémi Verschelde authored
Better damping implementation for Bullet rigid bodies
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Rémi Verschelde authored
Improve the Vector2 rotated code
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Rémi Verschelde authored
glTF: Fix tangent generation for non-blend shapes
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Aaron Franke authored
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qarmin authored
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Revan Ji authored
Add API documentation for said changes.
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Rémi Verschelde authored
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Rémi Verschelde authored
Rename InputFilter back to Input
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Rémi Verschelde authored
Input: Drop obsolete versions of SDL gamecontrollerdb
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Rémi Verschelde authored
It changed name as part of the DisplayServer and input refactoring in #37317, with the rationale that input no longer goes through the main loop, so the previous Input singleton now only does filtering. But the gains in consistency are quite limited in the renaming, and it breaks compatibility for all scripts and tutorials that access the Input singleton via the scripting language. A temporary option was suggested to keep the scripting singleton named `Input` even if its type is `InputFilter`, but that adds inconsistency and breaks C#. Fixes godotengine/godot-proposals#639. Fixes #37319. Fixes #37690.
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Rémi Verschelde authored
The 204 and 205 are the older, SDL 2.0.4 and 2.0.5 compatible mappings, but since all new mappings have only been added to the main gamecontrollerdb.txt which overrides the older entries, it doesn't make much sense for us to keep the old databases. We do not support the SDL2 half axes and inverted axes features from gamecontrollerdb.txt, but this only impacts the specific controllers which can use those features, the rest are parsed and used properly. As for godotcontrollerdb.txt, it doesn't make sense for us to maintain our own custom mappings instead of submitting them upstream. The only exception is the Javascript and UWP platforms for which no bindings are available upstream, so we keep those entries.
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Rémi Verschelde authored
Fix CSG vertex normal calculation.
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Rémi Verschelde authored
Fix Android export throwing Unicode errors.
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Rémi Verschelde authored
Expose the cell_size affecting VisibilityNotifier2D precision
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Bojidar Marinov authored
Refs: #4803
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- 27 Apr, 2020 11 commits
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Rémi Verschelde authored
Add caching the lightmap unwrapping on import
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Rémi Verschelde authored
Improve the compression project settings documentation
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PouleyKetchoupp authored
Apply old method for linear & angular damping in Bullet, in order to make it easier to tweak and consistent with Godot Physics.
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Rémi Verschelde authored
Fix: export var type reduce() implemented
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Rémi Verschelde authored
Update to bullet master (2.90)
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Thakee Nathees authored
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PouleyKetchoupp authored
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Rémi Verschelde authored
(cherry picked from commit ae958b89ab9cb98c9b754140ba9924cb0f279598)
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Rémi Verschelde authored
[MoltenVK] Fix "redefinition of 'ssr' with a different type" shader compile error.
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Rémi Verschelde authored
Improve path search behavior discoverability in the project manager
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Rémi Verschelde authored
Add const to InputEventMouseButton::get_factor
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