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Cherry-picks for the 3.2 branch (future 3.2.1) - 3rd batch #36784

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merged 43 commits into from
Mar 5, 2020

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akien-mga and others added 6 commits March 4, 2020 09:50
(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)
Calinou and others added 11 commits March 4, 2020 12:40
This also makes its value change to match the editor scale.

(cherry picked from commit ac3c930)
Helps better reutilization of skeletons from Maya exported files.

(cherry picked from commit 9a34f39)
(cherry picked from commit d0621b9)
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)
dankan1890 and others added 23 commits March 4, 2020 12:40
(cherry picked from commit 744c1fa)
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)
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)
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)
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)
Pierre Caye and others added 3 commits March 4, 2020 14:12
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)
Otherwise comparisons would fail for compiler versions above 10.
Also simplified code somewhat to avoid using subprocess too much
needlessly.

(cherry picked from commits c7dc514
and df7ecfc)
@akien-mga akien-mga merged commit ea2e976 into godotengine:3.2 Mar 5, 2020
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