-
-
Notifications
You must be signed in to change notification settings - Fork 22k
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
Cherry-picks for the 3.2 branch (future 3.2.1) - 3rd batch #36784
Merged
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
This reverts commit 15315f1. It caused a regression: godotengine#36087.
(cherry picked from commit 4f8d1c4)
The code above for horizontal movement uses the right margin (_positive_ x direction) when the offset is negative, but vertical movement uses the top margin (_negative_ y direction) when the offset is negative. The resulting problem is easily seen in the editor — set the drag margins to be asymmetrical, turn on drawing the drag margins, and slide the offsets from -1 to 1 and back. The horizontal offset moves the camera's center between the left and right margins, but the vertical offset gets them backwards and will move the camera outside the margins entirely. (cherry picked from commit 4081657)
(cherry picked from commit 2c01cf5)
(cherry picked from commit 8c80b60)
Fixes godotengine#36002 (cherry picked from commit 6a404a8)
This closes godotengine#36268. (cherry picked from commit 64fac9d)
This also makes its value change to match the editor scale. (cherry picked from commit ac3c930)
Fixes godotengine#34575 (cherry picked from commit 4bbe87a)
Helps better reutilization of skeletons from Maya exported files. (cherry picked from commit 9a34f39)
(cherry picked from commit 5c5a2b7)
(cherry picked from commit d0621b9)
(cherry picked from commit 9e8e5eb)
(cherry picked from commit ceba2b6)
This seems to be the correct way to validate a reference. Why is cast_to failing? (cherry picked from commit d8ba07e)
…f there's no description (cherry picked from commit 28d3f85)
(cherry picked from commit c9b86d5)
(cherry picked from commit 744c1fa)
(cherry picked from commit 7348dfb)
….json (cherry picked from commit 33af53c)
(cherry picked from commit a9c2ab8)
(cherry picked from commit b89a372)
This closes godotengine/godot-docs#2589. (cherry picked from commit 6b55737)
One of its most common applications in games is for volume sliders. See https://www.dr-lex.be/info-stuff/volumecontrols.html for more information. (cherry picked from commit a6fd6b7)
(cherry picked from commit 28f7432)
(cherry picked from commit 810be27)
This closes godotengine/godot-docs#2522. (cherry picked from commit 5b78f5c)
This closes godotengine/godot-docs#2452. (cherry picked from commit 8d53562)
(cherry picked from commit d353862)
EditorData::undo_redo.add_do_property and EditorData::undo_redo.add_undo_property is used in EditorData::paste_object_params to implement this feature. It's action name is set to "Paste Params" Changes made * Removed the call for clearing the history on paste params case. * Instead of directly setting the properties value, EditorData::undo_redo is used. (cherry picked from commit f817ba8)
(cherry picked from commit 5e3c648)
(cherry picked from commit 6b9c225)
(cherry picked from commit 5b80dc9)
(cherry picked from commit 8a88637)
The name of the property responsible for physics fps is fixed: this is `Engine.iterations_per_second`, not `Engine.target_fps`. (cherry picked from commit 6e5cd36)
(cherry picked from commit d961663)
(cherry picked from commit c95e20a)
Fixes godotengine#36697 (cherry picked from commit 319840b)
Without this patch, the following exception is thrown when the touch screen is used: TypeError: e.getBoundingClientRect is not a function. No touch events arrive in the engine. From my testing, this PR fixes the issue and behaves as expected. Tested with godot-demo-projects/misc/multitouch_view/, emscripten 1.39.8 and Firefox mobile emulator as well as FF on Android (cherry picked from commit 5134317)
(cherry picked from commit f0b1ede)
2a582e3
to
e93e752
Compare
(cherry picked from commit 222a934)
On GCC and Clang, we use C11 and C++14 with GNU extensions (`std=gnu11` and `std=gnu++14`). Those are the defaults for current GCC and Clang, and also match the feature sets we want to use in Godot. On MSVC, we require C++14 support explicitly with `/std:c++14`, and make it strict with the use of `/permissive-` (so features of C++17 or later can't be used). Moves the definition before querying environment flags and platform config so that it can be overridden when necessary. (cherry picked from commit 342f127)
e93e752
to
7516416
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.