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[pull] master from godotengine:master #58

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merged 60 commits into from
Nov 27, 2024
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Calinou and others added 30 commits April 16, 2024 00:21
This makes Tab and Enter act identical by default for autocompletion.

If Shift is held, the suggestion is added in-place without the word
being replaced. This matches the behavior found in Visual Studio Code
where the following occurs:

- Pressing Tab accepts the suggestion and replaces the word.
- Pressing Enter accepts the suggestion and replaces the word.
- Pressing Shift + Tab accepts the suggestion and doesn't replace the word.
- Pressing Shift + Enter accepts the suggestion and doesn't replace the word.
`LightmapGI`'s documentation currently doesn't mention the fact it only bakes nodes under its parent.
This can make the user think there is something wrong with their scene setup or 3D models, as it refuses to bake when the user's models / world isn't under the same parent as the `LightmapGI`.
`Viewport.get_stretch_transform()` returns the automatically computed
2D stretch transform. Combined with `Transform2D.get_scale()`, this is
useful when using the `canvas_items` stretch mode in a project.

There are many situations where knowing this factor is useful:

- Divide Camera2D zoom to keep the size of the 2D game world identical
  regardless of the 2D scale factor (so that UI elements can still be scaled).
- Make certain controls always drawn at 1:1 scale
  (e.g. for the crosshair in a FPS). This is done by dividing the Control
  node's scale by the scale factor.
This PR aims to help "fix" #43440
Fixes #99592

The following variables were set too early, and later code never ran..
prev_shader, prev_variant, prev_spec_constants variables

These variables were shared in two different branch conditions but were
updated inside the first one, so the second could never be true..

The condition to update lighting also should check prev_spec_constants
since it updates that uniform.
Adds ShadowCastingSetting to MeshLibrary / GridMap items.
Primitive meshes are special in that they aren't created until calling
one of their methods which cause it to actually create the mesh
resources.  If this is not done early enough, a changed signal can be
triggered from an unexpected thread resulting in a threading warning.

This follows the pattern of mesh_instance_3d which also does this before
connecting to the change signal.  Future cleanup could provide a better
means to populate the meshes.
Add note about LightmapGI only baking nodes under its parent
Round DDS width/height to next divisor multiple for block compression
…ontext-4.4

Add documentation note on Object's boolean context
Fix regression in SSS with reverse-z
Fix gl_compatibility lightmap uniforms not being set
Add Camera3D preview in Inspector
Ensure primitive meshes are created before connected to  changed signal.
Generate thumbnails on imported scenes.
Use Vector4 for texture mask in BaseMaterial to avoid converting to and from Plane
Style: Downgrade `.clang-format` arguments to 17.x
Fix crash when re-importing model with AnimationPlayer panel open and node selected
Fix Camera3D::project_position() when depth=zfar
…upport

Implement extension support for native file dialog on Android
Add descriptions to RDVertexAttribute's properties
Add ShadowCastingSetting to MeshLibrary / GridMap items
…-factor

Add a Viewport method to get automatically computed 2D stretch transform
…n-isolation-headers

[Web] Ensure editor crossorigin isolation headers
Add theme type variations for secondary Trees and ItemLists
Fix uneditable `LineEdit`, `TextEdit` and `CodeEdit` virtual keyboard popup on mobile
Update `screen_get_scale` documentation.
LSP: Fix spec violations that break the VSCode outline
Improve documentation for tooltip-related methods
…-replace-if-not-shift

Make TextEdit autocompletion replace word unless Shift is held
Show file names in remove files confirmation dialog
Automatically resolve initial and final action for draw lists.
…urn-value

Android: `OS.create_instance()` should return `-1` on failure
Fix `ScrollBar` grabber mouse input ignores scroll content margins.
@pull pull bot added the ⤵️ pull label Nov 27, 2024
@pull pull bot merged commit f128f38 into jcalifornia:master Nov 27, 2024
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