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Update to latest #1

Merged
merged 67 commits into from
Nov 14, 2023
Merged

Update to latest #1

merged 67 commits into from
Nov 14, 2023

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Invertex
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RandomShaper and others added 30 commits October 16, 2023 11:47
Co-authored-by: BrunoArmondBraga <[email protected]>
Also improves the documentation of `weakref`.
On some buggy drivers `GL_INFO_LOG_LENGTH` returns incorrect values, which may lead to incorrectly filling in the log string. This could lead to uninitialized data being attempted to be printed and a crash.
This PR zeros the array to ensure uninitialized data is not used.
This bug was appending 2 colons in the generated code.  Fixed it.
Using 2.2.7.dev51+geb4a58fe.
Added docs for DRAW_ORDER_REVERSE_LIFETIME constant and minor XR log improvement
Explain circular references and how to break them
Unpress buttons in AnimationTree when switching to read-only mode.
Fix crash when saving compressed image as JPG & WebP
Fix texture region editor not selecting restored snap mode
Fix VisualShader Texture2DParameter node filter bug
We don't translate those, only editor strings are translated.
Updates `EditorNode#execute_and_show_output(...)` to return the output of the executed command.
This appears to already be the case for the Max FPS project setting.
Assign temporary path to preloaded resources
…-editor

Don't apply frame delay project setting to the editor
Rework input actions to be reliable
[GLES3] Protect against bogus `glGetShaderInfoLog` return values.
…on_failure

Preserve the output from the gradle build command
akien-mga and others added 28 commits November 12, 2023 23:00
…t-spam

Reduced output spam from rapid property changes
…ng-dirs-with-godot-project

Remove EditorFileDialog warning when skipping project directories
Fix transform changes in `_integrate_forces` being overwritten
FixesNavigationObstacle elevation.
GLES3: Ensure all ShaderData is properly initialized in `set_code`
…t-label-add-image

Add protection in `RichTextLabel.update_image` to prevent crash
Fixes NavigationObstacle height.
…_scene

Save scene when saving built-in resource
Fill remaining global scope constant descriptions
Fix several ParticleProcessMaterial texture names
Fix VisualShader connection use after free.
…nd node becomes ready.

Fixes #83326.

The issue was introduced in the refactoring done in 1b95827.
…autoplay

Ensure AnimationPlayer evaluate animations when autoplay is enabled and node becomes ready
[macOS] Fix transparent and borderless flags interaction with full-screen mode.
[RTL] Fix excessive underline and table border draw calls.
Link to runtime loading/saving tutorial and improve Image documentation
Fix remapped font reloading on locale change.
@Invertex Invertex merged this pull request into Invertex:master Nov 14, 2023
1 check passed
Invertex pushed a commit that referenced this pull request Jan 31, 2024
The following formats are now accepted (leading `#` is optional):

- `#1` -> `#111111`
- `godotengine#12` -> `#121212`
- `godotengine#12345` -> `#11223344` (`5` at the end is discarded)
- `#1234567` -> `#123456` (`7` at the end is discarded)
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