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
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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
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[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
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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
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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
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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
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- 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.
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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Fix voxelizer normals
2025-03-04 01:00:25 +01:00
Rémi Verschelde
d5a494469d
Merge pull request #102576 from arkology/network-profiler-flow-container
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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
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[.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
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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
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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
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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
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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
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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