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Batch of Bugfixes

-=-=-=-=-=-=-=-=-

-Fixed Export UV XForm (should work now). #923
-Fixed enforcement of limits in property editor. #919
-Fixed long-standing bug of export editings in script inheritance. #914, #859, #756
-Fixed horrible error reporting in shader language. #912
-Added kinematic collision with plane (please test well). #911
-Fixed double animation track insert when using 2D rigs. #904
-VKey updates offset parameter in sprite edition. #901
-Do not allow anymore a script to preload itself. (does not fix #899, but narrows it down)
-Avoid connection editor from overriding selected text. #897
-Fixed timer autostart. #876
-Fixed collision layers in 3D physics. #872
-Improved operators in shader #857
-Fixed ambient lighting bug #834
-Avoid editor from processing gamepad input #813
-Added not keyword #752

Please test!
This commit is contained in:
Juan Linietsky
2014-12-07 02:04:20 -03:00
parent f7c9a4a0a8
commit c79be979d4
35 changed files with 492 additions and 116 deletions

View File

@@ -2513,6 +2513,7 @@ void AnimationKeyEditor::_query_insert(const InsertData& p_id) {
if (insert_frame!=OS::get_singleton()->get_frames_drawn()) {
//clear insert list for the frame if frame changed
if (insert_confirm->is_visible())
return; //do nothing
insert_data.clear();
@@ -2520,6 +2521,12 @@ void AnimationKeyEditor::_query_insert(const InsertData& p_id) {
}
insert_frame=OS::get_singleton()->get_frames_drawn();
for (List<InsertData>::Element *E=insert_data.front();E;E=E->next()) {
//prevent insertion of multiple tracks
if (E->get().path==p_id.path)
return; //already inserted a track for this on this frame
}
insert_data.push_back(p_id);
if (p_id.track_idx==-1) {