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Commit Graph

72295 Commits

Author SHA1 Message Date
kleonc
91170d0a30 Use Viewport's default texture filter/repeat in GUI tooltips 2025-03-05 18:03:39 +01:00
Thaddeus Crews
0e3ffe55c2 CI: Ensure "valid" dummy key 2025-03-05 10:59:40 -06:00
Thaddeus Crews
937fccf24d Merge pull request #100457 from Repiteo/ci/cache-persistence
CI: Ensure default branch cache persists
2025-03-05 10:35:12 -06:00
Thaddeus Crews
0b9871590c CI: Ensure default branch cache persists 2025-03-05 10:32:19 -06:00
Cyclone
144d95d96c EditorInterface: Add get_open_scene_roots to retrieve all opened scenes root nodes 2025-03-05 11:57:40 +01:00
Pāvels Nadtočajevs
6597fa24a9 [Windows] Fix get_modified_time on locked files. 2025-03-05 11:40:37 +02:00
Rémi Verschelde
b24656090f Merge pull request #103616 from bruvzg/mtl_stage
[Metal] Add missing stage info to shader description.
2025-03-05 10:04:33 +01:00
Pāvels Nadtočajevs
ff118b63e2 Add missing default values to the read_*_from_stdin binds. 2025-03-05 10:23:31 +02:00
Pāvels Nadtočajevs
76e2e9f81f [Metal] Add missing stage info to shader description. 2025-03-05 09:06:06 +02:00
Stuart Carnie
2b8cb36434 Metal: Use uniform set index passed by RenderingDevice
This does not resolve the errors noted in #101696, as the project is
incorrectly binding incompatible uniform set descriptors, as set 0
and set 1 have a single `readonly` image and set 2 has a single
`writeonly` texture. The `RenderingDevice` is reporting the errors with
Metal, as it uses a different `_reflect_spirv`, which correctly
determines the read / write attribute. A separate PR will be required
to fix the shared `_reflect_spirv`

Helps #101696
2025-03-05 17:52:52 +11:00
Hilderin
dba92c9354 Fix headless import always emits errors 2025-03-04 18:45:40 -05:00
Bernat Arlandis
0882702827 Theora: Fix YUV422/444 to RGB. Fixes #87705
The last line wasn't being converted thus was missing in the resulting frame.
2025-03-04 22:49:18 +01:00
TrueJole
555caeaecc Use text_overrun for project export errors 2025-03-04 21:40:10 +01:00
Pedro Yang
9270fcd9d2 Fix #103433: Added space for BBCode Ordered Lists
Now [ol] and [ul] have a seperating space by default
2025-03-04 20:01:18 +00:00
Pāvels Nadtočajevs
4187c48a15 [iOS export] Restore one-click deploy device enumeration using Xcode. 2025-03-04 21:37:47 +02:00
Yyf2333
e972ff27f3 Prevent inline error printing functions. 2025-03-05 03:31:07 +08:00
Olle Lukowski
fc1461cfe0 Make NavigationLink3D properly update on NOTIFICATION_VISIBILITY_CHANGED 2025-03-04 20:11:08 +01:00
arkology
92c6920272 Restore "Show in File Manager" button functionality in ProjectManager
- now "Show in File Manager" button is invisible on Android and web (as it should be) when project path is valid.
- tooltip is visible again.
2025-03-04 20:50:23 +03:00
Haoyu Qiu
554aa6ad95 Improve error message from JavaClassWrapper.wrap() 2025-03-04 21:14:05 +08:00
Pāvels Nadtočajevs
6ed12bfc5d [Linux/BSD] Offload RenderingDevice creation test to subprocess. 2025-03-04 13:18:26 +02:00
Olle Lukowski
3f1594ab90 Delete rendering device on the same thread it was created 2025-03-04 09:18:35 +01:00
clayjohn
338c12fc9a Implement LIMIT_MAX_COMPUTE_SHARED_MEMORY_SIZE to limit_get in all Rendering backends.
Also add a more helpful warning that is only displayed in dev builds to
match the D3D12 backend
2025-03-03 21:43:12 -08:00
Hotkey
7bc030172e Fix crash when calling get_argument_count() on invalid Callable
https://github.com/godotengine/godot/issues/103438
2025-03-04 13:32:34 +09:00
Etherealxx
9cbfeff940 Add "Go Online" button on Export Template Manager
Godot 4.4 introduces network mode, which by default sets to offline.
Some features are disabled on offline mode, including downloading export
templates. Newcomers to the engine that has no knowledge about the network
mode might be confused on why the Export Template Manager tells them that
they're offline, despite them having internet connection.

This commit introduces a message that tells the user that online mode is
required, and a link button that user can click to enable online mode from
the Export Template Manager popup UI. Some code changes also made to make
sure that the button and message only shows on official build only.
2025-03-04 09:04:09 +07:00
Rémi Verschelde
1753893c60 Merge pull request #103523 from akien-mga/android-fix-disable_3d
Android: Fix build with `disable_3d`
2025-03-04 01:02:46 +01:00
Rémi Verschelde
6e0d67ef47 Merge pull request #103519 from Calinou/doc-glow-upscale-mode-compatibility
Document Glow Upscale Mode project setting only affecting Forward+/Mobile
2025-03-04 01:02:43 +01:00
Rémi Verschelde
a3dcd98032 Merge pull request #103514 from dsnopek/github-actions-godot-cpp
CI: Use correct godot-cpp branch
2025-03-04 01:02:40 +01:00
Rémi Verschelde
6536f5f2df Merge pull request #103480 from beicause/rd-validate-pre-raster-shader
RenderingDevice: Validate pre-raster (vertex) shader in `render_pipeline_create`
2025-03-04 01:02:35 +01:00
Rémi Verschelde
e5565a637e Merge pull request #103447 from timothyqiu/root-domain
Set editor's translation domain at root node
2025-03-04 01:02:32 +01:00
Rémi Verschelde
c301b2ad9a Merge pull request #103419 from Alex2782/fix_issue_96770
Fix crash after changing device language
2025-03-04 01:02:27 +01:00
Rémi Verschelde
2e57cbe57a Merge pull request #103413 from m4gr3d/request_pointer_capture_on_ui_thread
Fix Android mouse capture issues
2025-03-04 01:02:23 +01:00
Rémi Verschelde
4ca2449470 Merge pull request #103410 from kitbdev/fix-te-adjust-viewport-scroll
Fix TextEdit scrolls wrong on text selection
2025-03-04 01:02:19 +01:00
Rémi Verschelde
e8c555b002 Merge pull request #103409 from darksylinc/matias-swappy-2025-01
Update to latest version of Swappy
2025-03-04 01:02:14 +01:00
Rémi Verschelde
f3fe36289b Merge pull request #103396 from berarma/vsp_clean_exit_tree
VideoStreamPlayer: Stop video on exit tree
2025-03-04 01:00:59 +01:00
Rémi Verschelde
77dc8320e9 Merge pull request #103320 from akien-mga/packed-scene-dnp-base
PackedScene: Use ObjectID for DeferredNodePathProperties base
2025-03-04 01:00:55 +01:00
Rémi Verschelde
6e62cab8a8 Merge pull request #103309 from dugramen/tileset-inspector-spacing
Fix vbox separation in sections with `PROPERTY_USAGE_ARRAY`
2025-03-04 01:00:51 +01:00
Rémi Verschelde
b33e20be21 Merge pull request #103301 from marcgpuig/unify-csgpolygon3d-gizmos
Unify CSGPolygon3D gizmos with the other geometries
2025-03-04 01:00:47 +01:00
Rémi Verschelde
b408ce7a64 Merge pull request #103121 from OhiraKyou/fix-gpu-particle-zero-scale
Fix GPU particles not emitting at some configured rates when scale curve is zero
2025-03-04 01:00:43 +01:00
Rémi Verschelde
d831381296 Merge pull request #103092 from darksylinc/matias-luminance-uninit
Fix uninitialized value in Tonemap
2025-03-04 01:00:38 +01:00
Rémi Verschelde
1fd8d7df2f Merge pull request #103063 from WinnerWind/fix-black-bars-in-minimap
Fix black bars appearing when using `background_color` on a TextEdit/CodeEdit.
2025-03-04 01:00:34 +01:00
Rémi Verschelde
59beee5860 Merge pull request #102908 from kleonc/primitive_quad_second_triangle_lighting_fix
Fix 2D quad primitive missing lighting data in GLES3 renderer
2025-03-04 01:00:30 +01:00
Rémi Verschelde
3e3cabdcbd Merge pull request #102893 from orange-anvil-games/fix_voxelizer_normals
Fix voxelizer normals
2025-03-04 01:00:25 +01:00
Rémi Verschelde
d5a494469d Merge pull request #102576 from arkology/network-profiler-flow-container
Use `FlowContainer` for `EditorNetworkProfiler` bar
2025-03-04 01:00:20 +01:00
Rémi Verschelde
a414fed4c5 Merge pull request #98034 from raulsntos/dotnet/variant-object-id
[.NET] Use `ObjectID` when converting `Variant` to `GodotObject`
2025-03-04 01:00:16 +01:00
Rémi Verschelde
daa28e8338 Merge pull request #95912 from etodd/particle-pause-jitter-fix
Fix particle jitter when scene tree is paused
2025-03-04 01:00:10 +01:00
Jamie Pate
4f14f722b8 Fix check for is_maximized in x11 to require both horizontal and vertical
Fixes #103522

Persistent window state doesn't work if your window is 'tiled' in X11
gnome

3.x checks for `horz && vert`
4396e98834/platform/x11/os_x11.cpp (L1708)

4.x also checked `horz && vert` until this change where it was switched
to `horz || vert`
524f061c01 (diff-05f85bc3bf96d384f6b96260c758e63e10bbdd52b04f8ccb34649372e7bc1f48R1382)

The corrected logic is:
Check `horz && vert` for 'is_maximized'
Check `horz || vert` for 'can_maximize'
2025-03-03 15:45:21 -08:00
Matias N. Goldberg
89ea5b3d00 Update to latest version of Swappy
Fixes #103294
2025-03-03 20:43:14 -03:00
Raul Santos
7dcad4c9ad Move entries from AnalyzerReleases.Unshipped.md to AnalyzerReleases.Shipped.md 2025-03-04 00:35:42 +01:00
Hugo Locurcio
4cd2d9e210 Use physical keys for the Q/W/E/R 3D editor shortcuts
This ensures they work consistently regardless of keyboard layout,
like freelook already does. The intent is to use the first 4 letter
keys on the top row of the keyboard.
2025-03-04 00:11:17 +01:00
Matias N. Goldberg
62c1a4782d Fix inefficient upload in Mobile Shadows
Clustered performs the following shadow rendering steps

1. Process objects [0; 10) for cascade 0.
2. Process objects [10; 30) for cascade 1.
3. Process objects [30; 100) for cascade 2.
4. Upload objects [0; 100) to GPU.
5. Draw all cascades.

Mobile was supposed to be doing the same, but instead was doing:

1. Process objects [0; 10) for cascade 0.
2. Upload objects [0; 10) to GPU.
3. Process objects [10; 30) for cascade 1.
4. Upload objects [0; 30) to GPU.
5. Process objects [30; 100) for cascade 2.
6. Upload objects [0; 100) to GPU.
7. Draw all cascades.

That is, always reuploaded everything from scratch.
Therefore it pointlessly (and with geometric growth) wasted BW.
2025-03-03 19:57:27 -03:00