forked from godotengine/godot
-
Notifications
You must be signed in to change notification settings - Fork 0
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
Gradle log #1
Merged
Merged
Gradle log #1
Conversation
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
…ys-optimize Remove useless polygons from StyleBoxFlat drawing
…tocomplete Cancel autocomplete after initiating drag
Make `NinePatchRect` listen to texture changes
Fix volumetric fog in stereo by projection vertex in combined space
…rs_4.x Fix potential crashes in navmesh bake geometry functions
Clarify that the function returns the whole string if there is no instances of the delimiter in the string.
fix(android): add conditional check for minimum sdk version fix(android): formatting fix(android): formatting fix(android): formatting fix(android): formatting again
…-name-collision GDScript: Fix `_get_script_name()` function collision for SCU build
Android: Set pending intent flag to stop insta-crash
…us-out Fix that the focus-out notification got sent deferred
…hods C#: Add compat overloads
…ormat-valid macOS: Finish checking templates before validating texture formats
…_doc Clarify `String.get_slice` behavior
It's the slowest build so a speedup from SCU is welcome. The other purpose of this change is to actually catch global scope conflicts which would break the SCU build. SCU builds have drawbacks as they won't fully validate that the includes are correct, but we should have enough other builds in the CI build matrix to catch this type of bug.
Follow-up to godotengine#75932. Since these icons are only used by the export plugin, it makes sense to move them and generate the headers there. The whole `detect.is_active()` logic seems to be a leftover from before times, as far back as 1.0-stable it already wasn't used for anything. So I'm removing it and moving the export icon generation to `platform_methods`, where it makes more sense.
Co-authored-by: RedworkDE <[email protected]>
Handle RID validator overflow
SCons: Move platform logo/run icon to `export` folder
CI: Use SCU build for Linux w/ sanitizers build
…stants-without-whitespace C#: Remove whitespace from define constants
Fix TileMap draw preview when switching CanvasItem editor tool
Fix: Typed arrays aren't working with +
…ainer-element-cmp Make container element type comparison safe
This commits fixes a bug in `free()` function as well.
This commit fixes the usage of GDExtensionPtr and GDExtensionConstPtr in GDExtension by introducing the required VariantInternalAccessor specializations. Sponsored by Migeran (https://migeran.com)
…_4.x Fix NavigationAgent continues avoidance velocity
Fix NavigationAgent position not always updating
Fix crash in `NavigationAgent3D`
[RTL] Fix multithreaded scrollbar visibility update 2.
Clarify that `Gradient.colors/offsets` are returned by-copy
Fix `GDVIRTUAL_NATIVE_PTR` by adding missing `VariantInternalAccessor` specializations
Fix management of safe-for-nodes flag in ResourceLoader and WorkerThreadPool
…ng-typo Prevent crash when processing line caches in `RichTextLabel`
Fix node selection not handled correctly at launch
C#: Fix NodePaths completion error for not calling from main thread
…_shutdown Workaround resource loading crashes due to buggy TLS
…gelog Add Godot 4.1 changelog
Fix import hints that are followed by dot.number
Around 1500 commits from 300+ contributors merged over 4 months. The new 4.x release cycle with 3 months of development and 1 month of bugfixing proved to work fairly well for this 4.1 release, and we will keep refining it for future releases. The faster-paced release cycle means that each minor 4.x release will have a small scope and won't be as impressive as the massive 4.0 was, but it means that users get access to the new features and bug fixes faster, and the stabilization phase is also significantly shortened (only one month of feature freeze, so contributors don't need to wait long to see their approved feature PRs merged for the next milestone). Onwards to 4.2!
Keep on waitin'
…defines C#: Automatically generate version defines
tiagozaccaro
force-pushed
the
GradleLog
branch
2 times, most recently
from
July 6, 2023 12:33
b3554b7
to
b7c2fd2
Compare
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
Add this suggestion to a batch that can be applied as a single commit.
This suggestion is invalid because no changes were made to the code.
Suggestions cannot be applied while the pull request is closed.
Suggestions cannot be applied while viewing a subset of changes.
Only one suggestion per line can be applied in a batch.
Add this suggestion to a batch that can be applied as a single commit.
Applying suggestions on deleted lines is not supported.
You must change the existing code in this line in order to create a valid suggestion.
Outdated suggestions cannot be applied.
This suggestion has been applied or marked resolved.
Suggestions cannot be applied from pending reviews.
Suggestions cannot be applied on multi-line comments.
Suggestions cannot be applied while the pull request is queued to merge.
Suggestion cannot be applied right now. Please check back later.
No description provided.