Commit Graph

2915 Commits

Author SHA1 Message Date
de1763d40d Renamed neighbor_dist properties / getters / setters for the navigation server. 2023-06-12 08:37:57 +02:00
6b95f31b70 Also fix method qualifiers. 2023-06-11 18:35:22 +02:00
975e5c4a9e Rethink the previous fix. 2023-06-11 18:32:15 +02:00
50c96d5414 Fix building with ptrcall on. 2023-06-11 18:02:58 +02:00
4cc77216d7 Fix codestyle in the InputMapEditor. 2023-06-11 16:12:43 +02:00
3afa1142b9 Merged the functionality of BSInputEventKey to InputEventKey. This new setting can make input event keys act as if they are shortcut matched. 2023-06-11 16:06:09 +02:00
452ec50bf7 Mark the last backported commit. 2023-06-11 13:59:43 +02:00
0a4065bb9e Fix error. 2023-06-11 13:56:35 +02:00
59c6ca8d85 Fix android build. 2023-06-11 13:46:15 +02:00
dbbfcdd526 Ported: Fix issue causing the Android editor to crash when creating a new AudioStreamMicrophone
Fixes #73801
- m4gr3d
9c334fa242
2023-06-11 13:40:47 +02:00
d7499a0868 Ported: Improve touchpad and mouse support for the Android editor
- m4gr3d
ccd36e0dbe
2023-06-11 13:29:53 +02:00
de059c33bc Use the new scaled grab radius in MDIGizmo. 2023-06-11 13:21:45 +02:00
37fa118ec4 Ported: Adds a scale_gizmo_handles entry to the Touchscreen editor settings
When enabled, this scales the editor icons to improve usability on touchscreen devices.
In addition this commit fixes touch detection for the collision_shape_2d_editor_plugin so it scales with the icons size.
- m4gr3d
b78935ef51
2023-06-11 13:16:13 +02:00
d6f5dd35e8 Ported: Enable granular control of touchscreen related settings
- m4gr3d
61e41facc7
2023-06-11 12:57:25 +02:00
4f2f3f4cf0 Fix android editor build. 2023-06-11 10:45:38 +02:00
3331a7ae04 Ported: Augment the InputEvent class with a CANCELED state
The `InputEvent` class currently supports the `pressed` and `released` states, which given the binary nature, is represented by a `bool` field.
This commit introduced the `CANCELED` state, which signals that an ongoing input event has been canceled.
To represent all the states, the `InputEventState` enum is added and the `InputEvent` logic is refactored accordingly.
- m4gr3d
94d6c3dcc6
2023-06-11 10:26:23 +02:00
7e64510427 Ported: Add setting to control the window used to run the project for the Android editor
The follow options were added to the (new) `run/window_placement/android_window` editor setting:

- `Auto`: choose how to run the project based on the device screen size
- `Same as Editor`: run the project in the same window as the editor
- `Side-by-side with Editor`: run the project in an adjacent window to the editor
- m4gr3d
b5a908c985
Removed my force launch adjacent solution in favor of this.
2023-06-11 09:52:39 +02:00
eb8176b701 Ported: Fix compilation of basis unit test
- Calinou
d1c8c5dd30
2023-06-11 09:46:30 +02:00
6c9843e5cb Ported: Test, refactor and fix a bug in Basis.get_axis_angle
- fabriceci
9f1a57d48b
2023-06-11 09:45:23 +02:00
c46c527f01 Backported: [3.x] Fix NODE_POSITION_VIEW Shader Built-In
- paddy-exe
67d3fe4075
2023-06-11 09:38:19 +02:00
552226ab5d Backported: Backport spatial shader built-ins
Backport of this PR: godotengine#63597
This adds these as new Built-Ins to Spatial Shaders
* Object's Position in World Space
* Camera Position in World Space
* Camera Direction in World Space
* Object's Position in View Space
- paddy-exe
be3d331f26
2023-06-11 09:37:10 +02:00
Fredia Huya-Kouadio
2b79cd7446 Follow up to https://github.com/godotengine/godot/pull/76400 to fix input ANR in the Godot Android editor 2023-06-11 09:25:25 +02:00
Pedro J. Estébanez
1225aa2492 Allow concurrent buffering and dispatch of input events 2023-06-11 09:24:49 +02:00
Ninni Pipping
41d0abc83e Fix trim when importing WAV 2023-06-11 09:23:02 +02:00
Ricardo Subtil
3191832c37 Fix PopupMenu's maximum height not being automatically set 2023-06-11 09:22:06 +02:00
kobewi
147640412a Cache text property when toggling BBCode 2023-06-11 09:21:25 +02:00
ShadyChibinko
38bb088c1e Add Tab Metadata 2023-06-11 09:19:03 +02:00
SysError99
830ad2a71d Improve tooltip for CanvasLayer.layer (3.x) 2023-06-11 09:18:20 +02:00
Aaron Franke
a0a6843a25 Fix small mistake in docs, "antecedents" -> "ancestors" 2023-06-11 09:13:12 +02:00
needleful
cfabdb87f0 Add allow_search property to ItemList and Tree 2023-06-11 09:12:26 +02:00
Ninni Pipping
92fe699254 Clarify range of various ID values are 32 bit 2023-06-11 09:10:45 +02:00
David Turner
1fc8096770 Stop dragging when a slider changes editability 2023-06-11 09:05:53 +02:00
MJacred
3227a23031 Warn against using non-uniform scale for 3D physics (in class reference only)
partial backport of #67847
fixes #56824
2023-06-11 09:04:25 +02:00
David Snopek
90100df0b1 Minor improvements to NetworkedMultiplayerCustom.xml 2023-06-11 08:55:49 +02:00
Ryan Roden-Corrent
2a8d12ad59 Fix docs on multiplayer peer signals.
NetworkedMultiplayerPeerENet emits peer_connected and peer_disconnected
on both the client and the server:
6fed1ffa31/modules/enet/networked_multiplayer_enet.cpp (L268)

When trying to implement `NetworkedMultiplayerCustom`, I followed the
documentation and only emitted this signal on the server.
I ended up getting errors like:

```
Invalid packet received. Unabled to find requested cached node
```

While I didn't check other peer implementations, it seems that emitting
on both the client and server is required.

I copied the wording from the `master` branch documentation.

Here's some output from a test program with all the signals connected:
```
1948301815 got multiplayer.network_peer_connected from  1
1948301815 got peer.peer_connected from 1
1948301815 got multiplayer.connected_to_server
1948301815 got peer.connection_succeeded
1413532890 got multiplayer.network_peer_connected from  1
1413532890 got peer.peer_connected from 1
1413532890 got multiplayer.connected_to_server
1413532890 got peer.connection_succeeded
1 got multiplayer.network_peer_connected from  1413532890
1 got peer.peer_connected from 1413532890
1 got multiplayer.network_peer_connected from  1948301815
1 got peer.peer_connected from 1948301815
1413532890 got multiplayer.network_peer_connected from  1948301815
1413532890 got peer.peer_connected from 1948301815
1948301815 got multiplayer.network_peer_connected from  1413532890
1948301815 got peer.peer_connected from 1413532890
1 got multiplayer.network_peer_disconnected from  1948301815
1 got peer.peer_disconnected from 1948301815
1413532890 got multiplayer.network_peer_disconnected from  1948301815
1413532890 got peer.peer_disconnected from 1948301815
1 got multiplayer.network_peer_disconnected from  1413532890
1 got peer.peer_disconnected from 1413532890
```
2023-06-11 08:52:06 +02:00
Ninni Pipping
7579d990c1 Fix NodePath subname index range documentation 2023-06-11 08:50:06 +02:00
Rémi Verschelde
90cd6b3cdc Linux: Don't use udev for joypad hotloading when running in a sandbox
udev doesn't work in sandboxes, notably the new Steam container runtime
as found notably on the Steam Deck, and in Flatpak/Snap packages.

Like SDL does, when we detect such a containerized environment, we fall
back to parsing `/dev/input` directly.
See smcv's comments in #76879 for details.

Fixes #76879.

(cherry picked from commit 788cb74cc676627b6c9b7e29a47200141cca92ff)
2023-06-11 08:47:41 +02:00
e21a020b86 Add unsafe version from asin and acos. 2023-06-11 08:45:19 +02:00
lawnjelly
22d90711da Make acos and asin safe
A common bug with using acos and asin is that input outside -1 to 1 range will result in Nan output. This can occur due to floating point error in the input.

The standard solution is to provide safe_acos function with clamped input. For Godot it may make more sense to make the standard functions safe.
2023-06-11 08:41:42 +02:00
Unai Martinez-Corral
3ab69cc634 update mymindstorm/setup-emsdk to v12
(cherry picked from commit dcb974700b35837ee13e1bd3f170a979ee0af03d)
2023-06-11 08:38:01 +02:00
53358e6825 Removed the PMath singleton. If needed it can easily be recreated as a module. 2023-06-11 08:34:57 +02:00
05e1c55e1c Ported: Document 3D particle color properties requiring vertex color as albedo
- Calinou
c65967c17f
2023-06-11 00:50:20 +02:00
37273d29c9 Ported: Multirect - Fix refining regions for all derived Textures
Fixes allowing all derived texture types to modify region prior to rendering.
- lawnjelly
43b6205887
2023-06-11 00:47:10 +02:00
8642a7c722 Ported: Fix rendering tiles using nested AtlasTextures
- kleonc
12c923cb8b
2023-06-11 00:23:26 +02:00
52ea64d04b Ported: Fix GridContainer max row/column calculations not skipping hidden children
- kleonc
0ce6ef7215
2023-06-10 23:50:41 +02:00
Ninni Pipping
feb55d26d2 Fix size error in BitMap.opaque_to_polygons
Previous estimate of upper limit on size was incorrect
2023-06-10 23:35:51 +02:00
Pedro J. Estébanez
ac350d6651 Allow concurrent buffering and dispatch of input events 2023-06-10 23:32:44 +02:00
5118c434e2 Ported from godot4: Add Navigation Debug for GridMap edge connections
Adds navigation visual debug for GridMap edge connections that use baked navigationmesh with bake_navigation=true.
- smix8
4f0730d4bc
2023-06-10 23:14:09 +02:00
670e465d24 Fix compile error. 2023-06-10 21:25:18 +02:00
23de574af6 Fix non tools build. 2023-06-10 21:11:44 +02:00