Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

[pull] master from godotengine:master #117

Merged
merged 22 commits into from
Jan 21, 2025
Merged

Conversation

pull[bot]
Copy link

@pull pull bot commented Jan 21, 2025

See Commits and Changes for more details.


Created by pull[bot] (v2.0.0-alpha.1)

Can you help keep this open source service alive? 💖 Please sponsor : )

WhalesState and others added 22 commits January 19, 2025 14:21
Before this change we would internationalize the keycode itself in all
`InputEventKey`s, confusing the whole input subsystem.
Fixes #101384 by checking the latest state of the Shift keys before sending the KEYUP event.
This brings CollisionPolygon3D up to feature parity with its counterpart
CollisionShape3D. Closes #101414.

In addition, adding this feature fixes the issue that CollisionPolygon3D
would never be rendered in exported builds, even if Visible Collision Shapes
is enabled at runtime. Closes #101413.
Fix `BottomPanel` excessive width.
Scene debugger fix for remote debugging without editor running
[Windows] Fix left/right Shift key regression
Fix cpuparticles randomness regression
Remove dead variable `end_bone_tip_radius` from SpringBoneSimulator
Wayland: Pass unmodified symbols to key events
…g-colours

Add debug colours and fills to CollisionPolygon3D.
Don't instantiate `ColorPicker` in `EditorPropertyColor` constructor
@pull pull bot added the ⤵️ pull label Jan 21, 2025
@pull pull bot merged commit a7146ef into jcalifornia:master Jan 21, 2025
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Projects
None yet
Development

Successfully merging this pull request may close these issues.