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janiskirsteins/tvos export #1

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  • avoid bubbling up changed notification when on new item/key of dictionaries to avoid inspector whipeout.
  • fix: space transformations in WorldPositionFromDepth visual shader node generation
  • try Fixing Variant workaround
  • Ensure icon and splash paths on export
  • Tree - fix cusor selection in multi selection-mode
  • Prevent errors when drawing debug meshes when surface count is zero.
  • Fix __focus_rect meta access when resizing Tree
  • Optimize AgX tonemapper's handling of negative values This change improves performance of the AgX tonemapper by allowing two matrix multiplications to be combined into one. This comes at the cost of loss of color information that could be correctly interpreted as positive RGB values in the Rec. 2020 color space. Additionally, an insignificant amount of error is intentionally introduced to the input color value to prevent the need for a second max function call before log2. The final negative color clipping has been removed to allow the tonemapper to return negative RGB values, similar to other tonemappers in Godot.
  • Fix default AudioBusLayout not loading correctly
  • fix gpu_particles_3d emitting finished signal on ready
  • Fix getting wrong focus neighbor when the control is in ScrollContainer
  • Rework script external modification tracking
  • Fix Follow Focus in a rotated ScrollContainer
  • Fix TextEdit breakpoint hover not hiding
  • Generate global code for VisualShader nodes that connect to VaryingSetters
  • Ensure voxelizer sdf generation considers the correct level
  • Update export preset options overrides before doing "Remote Debug"
  • Add flag to enable use of accurate path tangents for polygon rotation in CSGPolygon3D
  • Don't duplicate .uid files
  • Make dialogs non-cancelable on Android.
  • [Windows] Make native dialogs non-cancelable and stay on top of parent.
  • ColorPicker remove unused children and fix sample bugs.
  • Fix NavigationObstacle3D debug clear regression
  • Fix failure to load joints with indivisual config in SpringBone
  • Baked UV2 emission using half float in the compatibility backend
  • Fix Embedded Game Window with user arguments
  • Fix camera override when there is no camera in scene tree
  • Add property guards to shape 2D's
  • Fix collision normal being referred to as surface
  • [WS] Fix peer stuck in CLOSING state
  • Implemented fix from Fix inverted GPUParticlesCollisionHeightField3D godotengine/godot#91219 in compatibility renderer by reversing the z axis in the particle shader.
  • Create .uid files in EditorFileSystem
  • Fix Label vertical line alignment.
  • Typo fix: rename SortableVisbilityMode
  • [TextServer] Fix embedded object keys in substrings.
  • Fixed Timestep Interpolation (3D): Fix warning spam
  • Fix create_instance in android GodotApp so non-editor apps can restart
  • Fix visual shader error when opening a Fresnel node preview
  • Fix BottomPanel excessive width.
  • Fix kinematic bodies not synchronizing state when using Jolt Physics
  • Fix Floating Game Window Title
  • Wayland: Release pressed events on application focus out
  • Wayland: Check selection devices before using them
  • Update SubViewport documentations to include a note about input behaviour
  • Fix Quaternion arc constructor to check dot & Add test for same vec3s
  • Fix spinbox input events propagating during dragging, breaking focus
  • Fix ResourceLoader.has_cached() and ResourceLoader.get_cached_ref() not handling UIDs.
  • Android Editor: Disable magnify gesture in the ScriptEditor
  • Tree - fix ui_select
  • Wayland: Pass unmodified symbols to key events
  • CI: Change godot-cpp from workflow to action
  • Fix URLs for Cubemap template images in documentation
  • [Windows] Fix left/right Shift key regression
  • Added check to prevent exception during remote debugging
  • Don't instantiate ColorPicker in EditorPropertyColor constructor
  • Add debug colours and fills to CollisionPolygon3D.
  • Remove dead variable end_bone_tip_radius from SpringBoneSimulator
  • Fixed cpuparticles randomness regression caused by Implement particle seek request and seed options. godotengine/godot#92089
  • Fix ViewportTexture::get_size
  • Fix OptionButton::show_popup
  • Fix Embedded Game Size
  • Fix NOTIFICATION_WM_CLOSE_REQUEST in Embedded Floating Window
  • Fix ColorPicker hide save/load swatches for pressets_visible
  • Fix ColorPicker Swatches button width
  • [Editor] Add editor setting to globally override project game mode settings.
  • Fix Make Sub-Resources Unique shortcut focus
  • fix gpu_particles_3d randomizing seed when set_one_shot is called
  • WebGL2: Fix 2D array textures with RGTC compression not rendering
  • Disable Game Embedding in Single Window Mode
  • Update Jolt Physics BoxShape to allow for zero-sized boxes
  • Fix SceneTreeDock::_new_scene_from()'s reset_scale in 3D
  • TextureProgressBar minimum size selection as maximum among all textures
  • Remove erroneous squared version
  • 2D: Fix CanvasTexture rendering when updating channels
  • [.NET] Add Obsolete attribute to signal trampolines and emitter functions
  • Fix performance regression introduced in Add debug utilities for Vulkan godotengine/godot#90993
  • CPUParticles2D - Add ability to follow physics interpolated target
  • Itemlist - fix text_overrun_behavior
  • 2D: Fix rendering artefacts when using BackBufferCopy.
  • Fix incorrect CPUParticles2D documentation
  • Refactor post-step operations in Jolt module to be done as needed
  • SCons: Fix handling of platform-specific tools, notably mingw
  • Add missing cstdint includes for GCC 15
  • Add missing metadata saving for embed size mode
  • Override mass properties for Area3D when using Jolt Physics
  • Fix center viewport not working horizontally
  • Fix BadWindow error when stopping embedded game on Linux
  • Update the app bundle's creation time to match the build time on macOS
  • Fix several i18n issues in editor
  • Initialize pa_buffer_attr.maxlength to -1
  • Fix FILE_MODE_OPEN_ANY file dialog not selecting folders.
  • Fix inspector jumping when gaining focus
  • Android: Keep swipe-to-dismiss disabled by default
  • Fix patch PCKs incorrectly marking imported resources for removal
  • Fix flickering in embedded game when paused
  • Fix ProgressDialog in single window mode
  • Avoid flipping normal based on facing direction when calculation SDF. This shader runs for multiple directions, so the flip direction won't be accurate and just creates bad normals
  • Add check for float texture linear filtering support
  • Delegate to the DisplayServer the task of handling mouse_mode
  • Fix framebuffer clear for particle collider heightfield.
  • Changed if false to if true "Emoji and Symbols" menu is enabled.
  • WIP on tvOS support
  • WIP on tvOS support
  • [iOS] Fix simulator build.
  • WIP tvOS

ajreckof and others added 30 commits September 6, 2024 18:33
Adds a few checks to ensure a debug collision mesh contains mesh data before
attempting to add it to the gizmo draw list. This prevents errors when using
SeparationRayShape3D, which is only intended to draw a single line, and
contains no mesh data.

Closes godotengine#100665
`NOTIFICATION_RESIZED` outputs errors, if `select_mode == SELECT_ROW`.
This PR unifies the access to the item focus rect.
This change improves performance of the AgX tonemapper by allowing two matrix multiplications to be combined into one. This comes at the cost of loss of color information that could be correctly interpreted as positive RGB values in the Rec. 2020 color space. Additionally, an insignificant amount of error is intentionally introduced to the input color value to prevent the need for a second max function call before log2. The final negative color clipping has been removed to allow the tonemapper to return negative RGB values, similar to other tonemappers in Godot.
…ner`

Exclude controls inside a `ScrollContainer` that are outside the visible area of ​​
the `ScrollContainer` when looking for focus neighbors.
Calculate based on the `ScrollContainer`'s space to eliminate possible
rotation. The global rect already has applied the rotation, so it
should not be used.
…tters

Updated visual shader code to call generate_global_per_node() for nodes connected to VaryingSetter nodes, even if they don't connect directly to Output.
… in `CSGPolygon3D`

The new property is called `path_rotation_accurate`.
Remove an unused `VBoxContainer`.
Remove 3 unused children from grid (Label, Slider, SpinBox).
Ignore sample input when old color is not displayed.
Fix current color overbright position.
Clears NavigationObstacle3D on tree exit.
The Lightmapper expects a half float image anyway, so this is both more efficient and correct
This was due by the buffer being cleared on close (including in closing
state) preventing further reads.

This commit changes the close logic to only clear the buffer when the
peer connection has been fully closed (acknowledged by the other end, or
closed due to a "broken" connection).
Hilderin and others added 30 commits January 27, 2025 16:21
… This shader runs for multiple directions, so the flip direction won't be accurate and just creates bad normals
Co-authored-by: Clay John <claynjohn@gmail.com>
…-paused

Fix flickering in embedded game when paused
…o-dismiss

Android: Keep swipe-to-dismiss disabled by default
…es-shortcut

Fix Make Sub-Resources Unique shortcut focus
Update the app bundle's access and modified times to match the build time on macOS
Avoid flipping normal based on facing direction when calculating SDF
Fix patch PCKs incorrectly marking imported resources for removal
…errun

ItemList: Fix `text_overrun_behavior`
…e-web

Add check for float texture linear filtering support
…ties

Override mass properties for `Area3D` when using Jolt Physics
…equire_embedded_solutions

Fix ProgressDialog in single window mode
…e_with_another_layer_of_hacks_what_can_go_wrong_huh

Fix inspector jumping when gaining focus
Fix default `AudioBusLayout` not loading correctly if path is set in Project Settings
- Add `MOUSE_MODE_MAX` and various index checks
Change if false to if true "Emoji and Symbols" menu is enabled.
…cached-mouse-mode

Delegate handling `mouse_mode` to the `DisplayServer`
Fix ColorPicker hide save/load swatches for presets_visible
…color-fix

Fix framebuffer clear for particle collider heightfield.
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