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Merge commit godotengine/godot@d2ada64 #917

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merged 172 commits into from
Jan 8, 2025

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@Spartan322 Spartan322 commented Jan 8, 2025

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mosquito chang and others added 30 commits August 18, 2024 14:46
Adds a flag to guard button_up and button_down events based on whether
button_down has been previously emitted. Buttons now emit button_up
signals if they have emitted button_down and subsequently lose focus,
do not emit button_up if they gain focus while ui_accept is still
pressed, and do not emit multiple up/down signals if multiple
ui_accept keys are pressed simultaneously.
This new method allow you to get the line offset of the current
selection (returns -1 if nothing is selected.)

This is useful if you want to pop up a control or menu above the
currently selected text. Previously there was no accurate way to get
this information.

The logic is moved from the implementation of `scroll_to_selection`
verbatim, and that method has been adjusted to avoid repetition.
reimport_append is used by gltf_document, fbx_document and editor_import_plugin. The first two will never call it when importing == false. It's only the editor_import_plugin that should guard against that.
https://docs.godotengine.org/en/stable/classes/class_editorimportplugin.html#class-editorimportplugin-method-append-import-external-resource

The motivation of removing the check from gltf_document call path is to be able to test nested imports (texture embedded in gltf).
Blender imports will always start within `.godot/imported`  folder because we first convert the .blend file to .gltf, store it in `.godot/imported` and run the import from there, so on-disk resources linked from .blend files end up with duplicate textures.
The old code fetched some data before the `EditorScenePostImportPlugin._pre_process` callback.
While the callback could modify existing keys, this prevented users from adding new data on a fresh import.

By fetching the keys after pre_process, this means users can consistently modify import options for nodes, meshes, materials and animations in a post-import plugin.
This PR updates the `DisplayServer::virtual_keyboard_get_height()` method to return 0 with a warning instead of throwing an error when the virtual keyboard is not supported.
Fixes edge case where `0` encoded as `uid://` instead of `uid://a`, and
fixes the size of the temporary buffer storing encoded UID strings.
AThousandShips and others added 25 commits January 7, 2025 20:04
Also future-proof entries to ensure size.
…opriate class icon for object in it. Handle do&undo for selection when reparenting
…onstantly_walking_into_rakes

Make `PopupMenu/Panel` shadows properly visible again
Mention native file dialogs editor setting in EditorFileDialog description
Don't emit `text_changed` signal when clearing empty LineEdit
Fix folders uncollapsed after restart with filter
Add more menus support to EditorContextMenuPlugin
Show "transparent background" texture only behind actual texture in `TexturePreview` class + add borders for readability
Force build editor with regex module, remove checking code
Assign new UID when duplicating file externally
Remember QuickOpenDialog history between sessions
Fix `has_font` and `has_font_size` always return true
Don't show "Drawing rect" when not actually drawing
…er-debug-tooltip

Fix documentation tooltip over debug tooltip
Correct aspect ratio used in FSR2 calculations
Save instance and global uniform data in RenderingServerDummy
Cache value of Jolt Physics project setting `bounce_velocity_threshold`
Add missing cleanup of editor history & set appropriate class icon for object in it
Allow post-import plugins to modify `_subresources`
Update official export templates architecture list in docs
[Main] Fix missing performance data
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gg

@Spartan322 Spartan322 merged commit 9c31ef2 into Redot-Engine:master Jan 8, 2025
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@Spartan322 Spartan322 deleted the merge/d2ada64 branch January 8, 2025 14:14
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