Commit Graph

37234 Commits

Author SHA1 Message Date
c97afc033f Merge pull request #38722 from KoBeWi/proposition
Add offset for TextureProgress progress texture
2021-09-01 16:20:05 +02:00
58c30b2626 Merge pull request #51639 from Ev1lbl0w/gsoc21-dap
Implement more advanced features for DAP
2021-09-01 16:17:32 +02:00
8259a3b1c2 Merge pull request #51987 from aaronfranke/fix-docs-gdvirtual
Fix docs after GDVIRTUAL pull request
2021-09-01 09:39:35 -03:00
e78ee616f7 Add offset for TextureProgress progress texture 2021-09-01 14:39:08 +02:00
25ae279317 Merge pull request #52270 from KoBeWi/goodbye_polar
Remove cartesian2polar and polar2cartesian
2021-09-01 09:33:13 -03:00
cf59028972 Merge pull request #48237 from KoBeWi/they_came_from_angle
Add Vector2.from_angle() method
2021-09-01 09:32:42 -03:00
ac7541c1b1 Merge pull request #52026 from Calinou/constiterator-fix-const
Fix ConstIterator to allow `for` range loops on Packed*Array
2021-09-01 14:25:01 +02:00
a2f808fc92 Merge pull request #52300 from kleonc/tab_container_drawing_disabled_current_tab
TabContainer Fix drawing current tab when it's disabled
2021-09-01 09:14:46 +02:00
3311a5b593 TabContainer Fix drawing current tab when it's disabled 2021-09-01 03:59:45 +02:00
83baecdff0 Add AnimatableBody inherited from StaticBody for moving platforms
Instead of having a physics node named Static that can be either Static
or Kinematic, AnimatableBody is added again as a separate node:
-Inherited from StaticBody to make its usage clearer
-Still separated from CharacterBody to make its usage more focused

Properly implemented constant velocity for kinematic bodies in godot
physics servers (induced velocity without actually moving).

Also updated description for the different physics nodes to make their
usage clearer.
2021-08-31 18:14:32 -07:00
6be702bace Fix negative delta arguments
Three attack points, all after the regular calculations:
1. Prevent negative physics timestep counts. They could occur if
   physics_jtter_fix is changed at runtime.
2. idle_step is not allowed to go below 1/8th of the input step.
   That could happen on physics_jitter_fix changes or heavily
   fluctuating performance.
3. Prevent that the idle_step modification breaks the promise
   that Engine.get_physics_interpolation_fraction() is between
   0 and 1 by doing more physics steps than the base system wants.

Fixes #26887

Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro>
2021-08-31 22:16:23 +02:00
036b7a0985 Merge pull request #51873 from Chaosus/fix_uniform_error_spam
Fix incorrect checking of uniform set to prevent error spam (2)
2021-08-31 11:28:48 -07:00
7946066577 Merge pull request #49471 from nekomatata/body-state-sync-callback
Clean physics direct body state usage in 2D and 3D physics
2021-08-31 14:30:17 -03:00
0ee1179c1c Merge pull request #52279 from fabriceci/delta-double
Change delta type to double in Physics_body_2/3D
2021-08-31 08:25:36 -07:00
a9fcbb1001 Merge pull request #51364 from bengtsts/master
Expose soft body pin methods to GDScript
2021-08-31 07:41:34 -07:00
854f328517 Capitalize properties in the remote inspector
This makes property casing consistent with the editor.

If property capitalization is disabled in the Editor Settings,
the remote inspector will also disable capitalization.
2021-08-31 16:39:37 +02:00
71dd26dd43 Merge pull request #52269 from fabriceci/change-platform-detection
Change platform detection by allowing select layers by type (wall or …
2021-08-31 16:29:14 +02:00
292ed61c18 Implemented advanced features of DAP
Respect client "supportsVariableType" capability

Implement "breakpointLocations" request

Implement "restart" request

Implement "evaluate" request

Fix error messages not being shown, and improved wrong path message

Removed thread option and behavior

Implemented detailed inspection of complex variables

Fix "const"ness of functions

Added a configurable timeout for requests

Implement Godot custom data request/event

Implement syncing of breakpoints

Added support for debugging native platforms
2021-08-31 15:17:58 +01:00
f9d548627d delta time as double 2021-08-31 14:32:56 +02:00
1a481c8191 Change platform detection by allowing select layers by type (wall or floor) 2021-08-31 09:59:04 +02:00
7ab78c4cad Merge pull request #49598 from Calinou/web-editor-improve-download-project-source-zip-name
Improve the generated ZIP archive name when using Download Project Source
2021-08-31 02:36:02 +02:00
3f3739ccb5 Add Vector2.from_angle() method 2021-08-31 01:53:58 +02:00
bcd73fc00a Merge pull request #52240 from Rubonnek/rename-rel-path
Rename `String::is_rel_path` to `String::is_relative_path`
2021-08-30 20:45:45 -03:00
26bd432707 Harmonize default value for collision mask in ray/shape queries
The default mask for queries was 0, 0x7FFFFFFF or 0xFFFFFFFF depending
on the cases.

Now always using 0xFFFFFFFF (in the form of UINT32_MAX to make it clear)
in order to use all layers by default.
2021-08-30 16:42:49 -07:00
017c94222e Remove cartesian2polar and polar2cartesian 2021-08-31 01:41:41 +02:00
d085b2d04d Merge pull request #43838 from lupoDharkael/cancel-member
Clear connection data from/to empty after used
2021-08-30 19:38:51 -03:00
3a323c4b97 Documented soft body pinning methods 2021-08-30 21:48:52 +02:00
08a80962cf Expose soft body pin methods to GDScript 2021-08-30 20:07:14 +02:00
efc87481e4 Merge pull request #52254 from godotengine/revert-51985-coll
Revert " Improve collision generation usability in the new 3D scene import workflow."
2021-08-30 11:30:55 -03:00
6dab6e4136 Revert " Improve collision generation usability in the new 3D scene import workflow." 2021-08-30 11:30:36 -03:00
b60a51f023 Merge pull request #51985 from AndreaCatania/coll
Improve collision generation usability in the new 3D scene import workflow.
2021-08-30 07:25:51 -07:00
503244d452 Merge pull request #52245 from AndreaCatania/AndreaCatania-patch-4
EditorPropertyText, pass changing variable false.
2021-08-30 08:51:11 -03:00
847d9c29c7 Update editor_properties.cpp 2021-08-30 11:35:17 +02:00
d332a546c6 EditorPropertyText, pass changing variable false.
When the `EditorPropertyText`  change is triggered, it pass the `changing` as true, while there is an early return that blocks such event to be emitted when the Editor is updating.
This commit aligns the early return with the passes parameter.
2021-08-30 11:34:01 +02:00
61d681cfb9 Merge pull request #50365 from timothyqiu/ip-candidates
Try other resolved IPs if one fails to connect
2021-08-30 07:25:14 +02:00
fd52e18d19 Try other resolved IPs if one fails to connect 2021-08-30 13:00:48 +08:00
9d38ebdc3c Merge pull request #51481 from Faless/mp/4.x_no_pup
[Net] Rename RPC "puppet" to "auth", drop "master".
2021-08-30 03:25:32 +02:00
d11c1afc04 Rename String::is_rel_path to String::is_relative_path 2021-08-29 20:41:29 -04:00
fafddbc143 [GDScript] [Net] Allow mixing rpc annotation paramters.
The strings no longer needs to be in order.
The last parameter (channel), still requires all the other parameters to
be present.
2021-08-30 00:54:38 +02:00
64b9f30b92 [Net] Rename RPC "puppet" to "auth" (authority). Drop "master".
This commit completely removes the RPC_MODE_MASTER ("master" keyword),
and renames the RPC_MODE_PUPPET to RPC_MODE_AUTHORITY ("auth" keyword).

This commit also renames the "Node.[get|set]_network_master" methods to
"Node.[get|set]_network_authority".

This commit also renames the RPC_MODE_REMOTE constant to RPC_MODE_ANY.

RPC_MODE_MASTER in Godot 3.x meant that a given RPC would be callable by
any puppet peer on the master, while RPC_MODE_PUPPET meant that it would
be callable by the master on any puppet.

Beside proving to be very confusing to the user (referring to where it
could be called instead of who can call it) the RPC_MODE_MASTER is quite
useless. It is almost the same as RPC_MODE_REMOTE (anyone can call) with
the exception that the network master cannot. While this could be useful
to check in some case, in such a function you would anyway need to check
in code who is the caller via get_rpc_sender_id(), so adding the check
there for those rare cases does not warrants a dedicated mode.
2021-08-30 00:54:38 +02:00
838a449d64 Merge pull request #51788 from Faless/mp/4.x_replicator_sync
[Net] MultiplayerReplicator state sync.
2021-08-30 00:48:10 +02:00
72bf79186e Merge pull request #30391 from KoBeWi/hiding_children
Add support for internal nodes
2021-08-29 19:36:30 -03:00
3a3c94bec8 Merge pull request #52235 from godotengine/revert-47635-node2d3d-transform
Revert "Display a matrix for Node2D and don't display a duplicate origin"
2021-08-29 17:01:33 -03:00
07707a3627 Revert "Display a matrix for Node2D and don't display a duplicate origin" 2021-08-29 17:01:07 -03:00
f27fa5139d Merge pull request #47635 from aaronfranke/node2d3d-transform
Display a matrix for Node2D and don't display a duplicate origin
2021-08-29 14:49:13 -05:00
ee7bb9bbb9 Display a matrix for Node2D and don't display a duplicate origin 2021-08-29 10:34:50 -05:00
65d83cc99b Bind TabContainer::get_tab_idx_at_point() to ClassDB 2021-08-29 09:10:44 -05:00
fbac863bfb Add source rectangle to blit 2021-08-29 14:57:16 +10:00
4d08a737fb Merge pull request #52180 from timothyqiu/config-file-prop
Quote and escape ConfigFile keys when necessary
2021-08-28 23:49:00 +02:00
921bc71293 Merge pull request #52198 from mhilbrunner/fix-array-doc 2021-08-28 23:11:13 +02:00