48935e93b3
Fix the fix.
2024-11-14 01:24:40 +01:00
d75d3591ed
Better solution for the previous fix.
2024-11-14 01:06:33 +01:00
Haoyu Qiu
4585110a29
Fix split_floats behavior when spaces are used as separators
2024-11-13 23:59:35 +01:00
Rémi Verschelde
672cea4d08
CI: Update Ubuntu runners to 24.04, but keep 22.04 for Linux builds
...
Pin clang-format to version 16, and black to 24.10.0.
Keep using Ubuntu 22.04 for Linux builds for portability.
2024-11-13 23:48:04 +01:00
kilian-diener
63f96fa90e
Fix error when non-ASCII characters in resource pack path
...
Co-authored-by: Haoyu Qiu <timothyqiu32@gmail.com>
2024-11-13 23:28:04 +01:00
Haoyu Qiu
c2da31c377
Cache results for TranslationServer.compare_locales()
2024-11-13 23:21:28 +01:00
jitspoe
b0701da063
Do not auto add default script and country codes to the locale.
2024-11-13 23:19:26 +01:00
951ae7b11d
Backported from godot4: Add the ability to look-at in model-space.
...
This is a much simpler attempt to solve the same problem as #76060 , but
without breaking any compatibility.
* Adds a description of what model space is in the Vector3 enums
(MODEL_* constants). This has the proper axes laid out for imported 3D
assets.
* Adds the option to `look_at` using model_space, which uses
Vector3.MODEL_FRONT as forward vector.
The attempt of this PR is to still break the assumption that there is a
single direction of forward (which is not the case in Godot)
and make it easier to understand where 3D models are facing, as well as
orienting them via look_at.
- reduz
5fdc1232ef
Also bound the new Basis helper methods.
2024-09-30 17:04:00 +02:00
422314a8fd
Added set_look_at helper method to Basis.
2024-09-30 16:41:20 +02:00
6f53257e05
Transform now uses Basis::create_looking_at.
2024-09-30 16:41:05 +02:00
010e1b51a8
Added non-static looking_at and from_scale helper methods to Basis.
2024-09-30 16:27:21 +02:00
ee1e40f1b0
Renamed looking_at to create_looking_at, and from_scale to create_from_scale in Basis.
2024-09-30 16:17:19 +02:00
lawnjelly
78b9753e37
Object::call()
prevent debug lock accessing dangling pointer
...
Self deleting an object within a call was leading to crashes due to referencing freed memory, due to a raw pointer stored in the debug lock.
Co-authored-by: RandomShaper <pedrojrulez@gmail.com>
2024-09-20 09:02:15 +02:00
Haoyu Qiu
fabd5c32f5
Fix parsing of 4.
in Expression
2024-09-20 09:01:03 +02:00
bruvzg
8479340f52
Add audio/general/text_to_speech project setting to enable/disable TTS.
2024-09-07 11:55:21 +02:00
bruvzg
66af3f29eb
Backport text-to-speech support.
2024-09-07 10:28:39 +02:00
lawnjelly
08f4960b23
Verify GLTF indices to prevent crash with corrupt files
...
Also verify prior to vertex optimization.
2024-09-07 09:24:37 +02:00
f9507dc475
Clang format everything again.
2024-07-16 21:29:26 +02:00
8181808b74
Ran the header guard move script.
2024-07-16 21:27:34 +02:00
c7ac1db971
Clang format everything.
2024-07-16 21:23:54 +02:00
9d6680ce6d
Adding back the GLES3 renderer pt1. Unlike in godot it can be disabled compile time. It will be enabled afer if works.
2024-07-16 00:14:10 +02:00
Fabio Alessandrelli
0c95ddb60d
Use unztell64 in FileAccessZIP to ensure 64 bit return
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(cherry picked from commit efccebd3db90d7baf0947cd02612ab987ab87868)
2024-07-14 21:04:32 +02:00
lawnjelly
1be9006ab0
Physics Interpolation - refactor Camera
and fix get_camera_transform()
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* Moves 3D Camera interpolation scene side.
* Automatically switches `get_camera_transform()` to report interpolated transform during `_process()`.
* Fixes `ClippedCamera` to work with physics interpolation.
2024-07-14 11:18:12 +02:00
Rémi Verschelde
ef997c9d2b
Sync controller mappings DB with SDL 2 community repo
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Synced with mdqinc/SDL_GameControllerDB@5b4efa3a20
(cherry picked from commit 1da02fa7be4ace876a53802d19711ec7037d94f3)
2024-07-14 08:52:59 +02:00
Rémi Verschelde
91beeffbd8
Sync controller mappings DB with SDL 2 community repo
...
Synced with mdqinc/SDL_GameControllerDB@4c9b8dace8
(cherry picked from commit 6772047e5077b3bfe1f81cd24c128f02b904c20e)
2024-07-14 08:52:50 +02:00
lawnjelly
131880d444
Physics Interpolation - Fix Transform2D::interpolate_with()
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Ports the `interpolate_with()` routine from 4.x which works correctly with skew.
2024-07-14 08:08:05 +02:00
0bdb0ccac8
Don't access a Message's memory after calling it's destructor in MessageQueue. (Even though the way the code works currently this was not really a bug, but it can easily become one.)
2024-06-18 10:38:58 +02:00
3f996fad22
Remove unnecessary template parameters from constructors and desctuctors.
2024-06-18 10:17:14 +02:00
eebeadbe47
Added more helper methods to StringBuilder.
2024-04-27 18:53:54 +02:00
f09ab537e0
Clang-format everything.
2024-04-21 15:27:36 +02:00
6faa98c32a
Backported from godot4: Save PackedByteArrays as base64 encoded.
...
- groud
de5073519e
2024-04-14 17:32:05 +02:00
ed224298e5
Also add is_zero_approx() to Vector4.
2024-04-14 16:59:12 +02:00
Haoyu Qiu
441bb29fd3
Add is_zero_approx methods to Vector{2,3}
2024-04-14 16:44:38 +02:00
f6d9ca069f
Fix build.
2024-04-06 13:46:57 +02:00
ececc7991c
Backported dome of the codestyle improvements to math types from 3fb36bf395
.
2024-04-06 13:05:32 +02:00
bruvzg
620b30a86a
Backport locale selection improvements.
2024-04-06 12:37:02 +02:00
SysError99
487b454506
Add a get_or_add
method to Dictionary
...
Co-authored-by: Aaron Franke <arnfranke@yahoo.com>
2024-04-06 10:46:31 +02:00
e17cc864bc
Added exp2 to the Math singleton.
2024-03-18 11:04:37 +01:00
60eb59ab19
Backpoered from Godot 4: Add is_built_in() method to Resource.
...
- KoBeWi
e393c2a734
2024-03-08 21:16:16 +01:00
27b73fa9f9
Removed Vector2i(Vector2) constructor, added a Vector2i conversion operator to Vector2 instead. This solves ambigous Variant to Vector2i conversion errors.
2024-03-07 18:56:55 +01:00
4abb1a23e9
Work on layered tile maps.
2024-03-04 22:15:59 +01:00
3e533b33bb
Fix typo.
2024-03-04 21:15:00 +01:00
7779439e28
Backported comparison operators to Array from godot4.
2024-03-03 12:59:57 +01:00
2b57397fa7
Backported PROPERTY_USAGE_ARRAY from Godot 4. Reused one of the old deprecated property usage flags for it.
...
Original commit:
Implement properties arrays in the Inspector.
- groud
4bd7700e89
2024-03-02 22:35:19 +01:00
bd53556507
Use bitshifts for all property usage flags.
2024-03-02 19:36:29 +01:00
37e287d86d
Backported goodies to SelfList from Godot4.
2024-03-02 12:01:27 +01:00
4cdb163626
Backported create_reference() helper methods for InputEvents from godot 4.
2024-03-01 21:45:27 +01:00
cf7b59b6c8
Fix small formatting inconsistencies.
2024-03-01 16:25:19 +01:00
dcd00dec81
Fix incorrect clipping in String::substr_index().
2024-02-26 13:22:15 +01:00
8c06dce33f
Now PROPERTY_HINT_BUTTON adds the property's name as the called method's first parameter.
2024-02-25 22:09:25 +01:00