20kdc (1): Ported/fixed move_and_slide to KinematicBody (3D+floor/ceiling args) ABU MD. MARUF SARKER (1): verbose and platform specific implementation for is_nan Aaron McLeod (1): Indicate what "t" means in interpolation docs Abhas Kumar Sinha (1): Update MultiMeshInstance and WorldEnvironment documentation Adham Zahran (2): fix #6012 exposed setters and getters of Camera H/V offset to GDScript fix #6031 when creating a script the language will be what you selected last time Alex Piola (1): Implements Y billboard AlexHolly (7): advanced string format added join to PoolStringArray fix remove_and_skip() is_active to is_paused fix missing DEFVAL Itemlist rmb now provides the same pos as Tree rmb fix LineEdit drag selection to the left AlexHoratio (1): Fixed #8526, popup menu width now responds to submenu icon Alexander Holland (1): Change theme button name to edit theme Alexander Meerhoff (1): makerst.py: Support split classes XML and use folders and/or single files as input AlmightyScientist (2): Animation Tree: Prevent cycle_test from being altered by past-test. Shader Language: Fixes EXTRA_MATRIX undefined. Andrea Catania (42): Added new API to get body direct state Renamed fixed_process to physics_process Implemented physics plug Vendor thirdparty Bullet source for upcoming physics server backend Bullet physics engine implementation Bullet - Added support to multiple spaces Rewritten kinematic system Fixed collision exception - #12681 Compile Android with STL enabled by default Fixed kinematic movement on concave shape Removed dynamic_cast from Bullet Server Fixed gravity scale Added null check in Bullet cast_motion API Set gravity on change body mode Fixes #13140 Removed type_mask and fixed some variable name Space override scratching when body is add to world Fixes #13182 Removed shape margin Fixed bullet server null pointer check Fixed bullet get_transform scale Fixed joint scale Makes consistent 6DOF joint Gizmo Makes consistent Slider joint Gizmo Changed how 6DOF limits works Implemented skeleton visibility Ray cast return shape id. Fixes #14473 Implemented physics linear and angular lock Fixed bad bindings Fixed intersect_shape crash, closes #13697 Fixed rigidbody sleping, Fixes #13952 Fixed dispatch callback Fixed joint gizmos orientations Fixed kinematic movement stuck, Changed how shape scale works, Optimized Added layer and mask in the gridmap node Fixed Bullet collision shapes scale Removed useless error print on bullet shapes Fixed graphic artifact caused by anisotropic filter Fixed resource setup handling Fixed crash on duplicate GIProbe baking Forced no duplication of animation data Reset collider on ray node Fixed bullet physics body shape scaling Improved stabilization of ray shape in Bullet Andrea Faulds (2): Scene importer: add -rigidonly flag for empties (fixes #8430) Add double-sided flag to SpriteBase3D (fixes #8007) Andreas Haas (141): Fix steam controller gamepad mapping Remove unused function in Project Manager. x11: Use proper sonames for loading libXrandr. Fix crash when trying to access the guid of an unavailable Gamepad. Update gamepad mappings from community db. osx: Support gamepad input. x11: fix x360 wireless gamepad mapping. Fix input action pressed state not changing for quick joystick movements. Update documentation on joystick vibration. Fix ability to cut/paste text in LineEdit/TextEdit in readonly mode. Make the choosable default editor layout the same as the actual default one. Expose Vector2::clamped() to scripts Add function to get readable names for joystick events x11: Fix event.is_action() for release of modifier keys AnimationEditor: zoom using ctrl+wheel Throw error when trying to emit a non-existing signal. Code completion for is_action_just_{pressed, released} Add inline ColorPicker to Script text editor. Fix "Save All" option in Script editor. ConnectionDialog: Don't allow connecting to a Node without a script if target method is invalid. Prevent crash on focus change when no valid next control has been found. Fix code completion drawing under other gui elements. Project manager: grab focus on ok button after path selection. Fix Script Editor drawing over Dialogs. Refresh TextureRegionEditor when region has been changed externally. Sprite: Fix inspector not showing changes on "frame" property. Only show AnimationEditor automatically when an Animplayer is selected. Allow whitespace in Gamepad mappings. Ability to drag script files from Filesystem dock to SceneTree dock. X11: Fix maximized boot splash Fix crash on project importing by dragging a folder. Particles2D: Fix initial size randomness property having no effect. Curve2D/3D: Add clear_points method. TextureRegionEditor: Fix mouse wheel scroll speed. Rename "joypad_linux" class to "JoypadLinux" More fixes to Joypad renaming. 2D Editor: Don't show lock icons for hidden nodes. CollisionShape2D: Fix warning icon not updating. Add ClassDB binding for File.get_modified_time SceneTreeDock: Fix crash when dragging invalid nodes. Particles2D: implement texture flip parameters. ProjectSettings: InputMap dialog fixes Spinbox: don't ignore double clicks. SceneTreeTimer: Ability to set pause mode Don't switch to script on breakpoint hit when using external editor. Tween: Fix undefined behavior found by static code analyzer. Fix auto-enable of _input processing when _input() method is set. Better handling of joypad device IDs. TileMap: Respect self_modulate property Editor: Dim UI when a WindowDialog is shown. WindowDialog: Fix crash when running as ProjectManager Editor: Fix "About" dialog X11: Don't reset mouse cursor theme. InputMap: Rename joypad button "PS X" to "PS Cross". Input: bind parse_input_event() Input: Refactor JOY_* constants. **Breaking change** Input: Update mouse position on mouse-button events. Input: Remove usage of platform dependent event IDs. Input: Update Gamepad mappings. Viewport: Fix undefined behaviour found by llvm sanitizer. Editor: Swap Scene and Import tabs in dock. Fix more property names in _change_notify calls. Core: fix possible memory leaks. Editor: Use GDScript as the default language in ScriptCreateDialog. Fix typo in FixedSpatialMaterial DLScript: Fix llvm compilation error. Particles2D: Fix flip property (again). Fix warning message when EditorPlugin script is not in tool mode. Re-add ouya gamepad mapping. Fix crash on exit. Editor: decrease blending time for dialog dimming a little. Use .godot as file extension for project files. Tree: Ability to add tooltips to TreeItem buttons. Fix recognition of resource extensions. Tree: Clear search string on selection. Spatial Editor: Mouse warping for orbit & freelook modes. Project Settings: Use capitalized properties. Bring back EditorImportPlugin Revert "Particles potential crash fix" Editor: Make "open 2d/3d/script editor" shortcuts configurable. Fix crash when saving AudioPlayer without stream. Fix errors on engine startup. Fix virtual methods in InputEventKey. Fix echo key event handling. Fix InputEvent actions. GDScript: Use "is" keyword for type checking. X11: Turn warning about not finding cursor theme into verbose output. InputEvent: Restore old behaviour for matching key events to actions. InputEvent: Renamed "pos" property to "position" GraphNode: Remove debug print. EditorSettings: Default game window placement to Centered. Add ability to use custom script templates. Fix EditorImportPlugin::get_preset_count Capitalize template names in script dialog. Script create diag: Show extensions for currently selected language only. Animation Editor: Fix trying to stop playback without player. Add default GDScript templates. Bindings: Fix Object::get_meta return type. OBJ Importer: Fix relative path materials. ScriptEditor: ctrl+click can open scenes/resources. ItemList: Remove redundant Vector2 initializations. TileMap: Fix infinite loop when trying to bucket-delete empty tiles. ProjectManager: Show error dialog if unable to run project. Inspector: Right click on resource opens sub-menu. InputEventJoypadMotion: Add missing is_pressed() method. InputDefault: Fix joypad actions when axis quickly changes direction. Removing a Resource also deletes imported files. Fix Editor dimming. TextEdit: Moving between words now works across lines. TextEdit: Fix line padding. SceneTreeEditor: Fix node_selected signal emission. TextEdit: Copy whole line if not having selection. VisualScriptEditor: Remove Node when canceling PropertySelector. GDScript: More reliable check if loading a template. Editor: Add some more translatable strings. Save update mode in project metadata. X11: Fix gamepads not being added whith udev. EditorSettings: Move interface/ properties to interface/editor VisualScript: Fix crash with get_node(). Input: expose joy_connection_changed() Fix argument names in method bindings. [DOCS] Fix a few typos. Mono: support custom script templates. Remove preview when closing "change default type" dialog. Editor: Drop files to copy to project. Mono: Use PascalCase in core types. Core: Bind InputEventGesture events. Script Editor: Make comment delimiter language dependent. Script Editor: Use first non-whitespace comment delimiter. Particles2D: Fix normal map rid. Project Manager: Fix Templates search signal connection. X11: Process entire event queue at startup. Mono: Build in cloned env. Scons: Build modules in seperate env. TileMapEditor: Fix tile placement. ScriptCreateDialog: Fix loading scripts with named classes. BakedLightmap: Update gizmo when setting extents. Scons: Use module suffix only for final binary. Editor: Respect -w command line flag. X11: Add missing return in OS_X11::initialize(). PropertyEditor: Add missing MAKE_PROPSELECT. Andrew Silver (4): Fixed a typo in the Node docs Updated controller mappings for windows/mac/linux Updated input_default.cpp again (new maps take priority) Fixes #14639 Updated timer docs Andrew Thomas (3): Convert tilemap format in get_tile_data() TileMap: Add update_bitmask_region(2), expose update_bitmask_area(1) and update_bitmask_region(2) to GDscript Update TileMap doc descriptions for update_bitmask_area/region Andrii Doroshenko (Xrayez) (3): Update GDScript completion names for Pool*Arrays Bind some useful methods in SurfaceTool to GDScript Add handy get_size() method to Image class Anthony Fieroni (2): Button focus hovering Correct OS architecture detection Anutrix (2): Added description to get_collision_mask_bit and set_collision_mask_bit in RayCast2D.xml Added description to dedent in String.xml Aren Villanueva (1): Detect newer Visual Studio compilers correctly like VS2017. Ariel Manzur (12): bind method canvas_item_set_sort_children_by_y adding ipv6 fixed some byte order and parsing problems address type for http client added windows support for ipv6, cleaned up unix code added implementation of is_valid_ip_address() adding get_stored_values method memory ops implemented as OS functions by default improves portability with some compilers adding option to split modules library - Improves portability in joystick buttons enum - Fixes linking bug in modules split library removed debug print Arnaud PEZEL (1): Fixes built-In "LIGHT" causing fragment compilation error Aron de Castro (1): Added to kinematicbody2d the copy and paste of the API friendler of KinematicBody Artem Varaksa (2): Fixed missing parenthesis Clean up \n from end of translation strings Attilio Oliva (1): Right-clicking a folder in the FileSystem panel now gives the option Show in file manager Avril (1): fixes #6464 lost icons in dock and file dialog, also #6443 , #6302 Bartłomiej T. Listwon (3): Fix IntelliSense Fix scons: *** No SConstruct file found Fix LINK/UNLINK console spam with navmeshes Bastiaan Olij (66): Set minimum version to 10.9 building OSX First set of changes to fix compilation errors and initialise the gles3 renderer for Mac OS X. Still broken at this point. Enabled code that requests an OpenGL 3 context. Few small fixes so tools=no and target=release compiles Replacing deprecated UIAccelerometer with Core Motion Fixed up release motionManager and negate z for gyro and magnetometer Added gravity vector back into the accelerometer data and flipped Z on the gyro Added logic for adjusting to screen orientation and removed final negative z Added support for getting gravity vector from iOS Fix compile errors related to audio on OSX Working on compile issues for iOS Some changes in the header so Godot3 compiles again on Windows. Fixing magnetometer on iOS Formatting of mm files MFI gamepad support for iPhone Doing a little bit of cleanup Added texture_get_texid Removing rasterizer from iphone Fix a few issues compiling windows and using VS2015 and earlier More fixes for iOS Godot 3.0 - nicely exit if initialisation fails - fix a few issues around new event handling - use 16bit single channel framebuffer as 32bit is not supported on iOS Make arm64 the default option and set minimum to iOS 9 Godot 3.0 primitives as resources for use with MeshInstance Adds the following resources: - CapsuleMesh: a capsule object - CubeMesh: a cube that can be subdivided - CylinderMesh: a cylinder - PlaneMesh: a horizontal plane that can be subdivided - PrismMesh: a prism shape - SphereMesh: a sphere - QuadMesh: reintroduction of the original quadmesh Add sensible hints to properties fix sliders for primitives Align primitive defaults to default collision shape sizes Reimplement export module for OSX On OSX export to DMG and optionally code sign the app bundle Re-orient capsule to colission shape iPhone exporter Fix typo in plist export Only execute chmod exporting iOS when on Mac OS X add missing framebuffer check Fixed setting our system_fbo framebuffer Added features for image formats Adding base classes and structures for ARVR support Added ARVRAnchor support and a few small enhancements Copy point into mouse event as is Fixed loading package from resource folder, exporting textures to bundle and added a bit of feedback for a debug compile Added ID to tracker signals and property for storing hand Added documentation for the ARVR server classes joyid is set to -1, not 0 when no joystick entity has been created Fixed naming of pck file Comment out code that is causing project loading to fail on osx Removed get_resource_dir from osx platform reintroduce generic mobile vr interface near and far are reserved for near and far pointers in MSVR Made a few tweaks to the interface Fix issues when rendering panoramic sky in stereoscopic Made directory scan optional Add .xml to .gitattributes Move GDNative docs into gdnative folder Redoing the ARVR GDNative interface as module and tighter implementation Couple of small changes so our ARVRInterfaceGDNative gets constructed and registered automatically when a module loads Always mixing up binary and and boolean and... Missing binds for SSAOBlur enum caused issues compiling GDNative cpp_bindings Adding rumble support to ARVR controllers (if implemented on the ARVR interface) Fix has_gyro and has_grav mixup Increase joystick axis from 8 to 10 Align sensors and implement gravity sensor for Android Removed add/remove interface bindings and added get_interfaces Revert this change, we need to export symbols on the library side Set real world position, not virtual world position! Needed a broader search path flag Forgot to apply oversampling to Y Reserved controller ids 1 and 2 for left and right hand controllers and added new center on hmd option Clamp blend to fix screen space reflections Ben Hickling (1): Added snapping to 3D path handles to bring it in line with its 2D counterpart BenH (3): Fixed issue where some of the animation editor buttons were difficult to click, mainly the add key button. This was due to an error in the offsets Fixed issue with animation keys that are on frame 0 being difficult to click Fixed issue with 3D selections losing precsion due to an offset bug Benjamin (1): Use node name as default filename when attaching script. Benjamin Bäumler (1): fix custom scene arguments from the editor Benjamin Dahse (3): Show 3D raycasts when debugging collisions Rewrite Image::blit_rect to use the following algorithm: Add null-check to get_normal_frame Benjamin Larsson (8): Update KinematicBody2D docs. Small changes to KinematicBody2D docs. Fixed an error in get_floor_velocity() docs Edit move_and_slide, it does a bit more than I first thought. Minor fixes to KinematicBody and KinematicBody2D Add documentation for Performance. Fix a typo in KinematicBody and KinematicBody2D. Small edits to ConfigFile docs. Bernhard Liebl (85): polygon2d realtime editing Fixes two glitches in polygon2d wip mode introduced with #10614 Implements OS_OSX::get_system_dir() Adds default directory for default_project_path sprite selection rectangle updates again (fixes issue 10936) adds display of old bounding box as suggested by Zephilinox in issue #10936 better script code font size rescaling on retina displays Refactoring of polygon editors to a common code base fixes several scaling problems on multi monitor retina/non-retina setups on OS X adds alternative editing of nodes: you can select nodes, use del to delete nodes, and split edges by simply clicking into edge Docs cosmetics: add more space to Signals, Enumerations, Constants; aligned table layout for setters and getters Fixes random sorting order in Create New Node dialog In Create New Node, always select and show best (shortest) match Use AbstractPolygon2DEditor for Line2D Basic docs for Geometry plus two new functions Fix selection and clicks on text in tables in RichTextLabel Fix drawing order of polygon 2d editor handles Add bsearch and bsearch_custom to Array Native pan and zoom for macOS add "add point" and "select point" handles to polygon 2d editor Make editor help select shortest (best) instead of first match Fixes Polygon2D wip mode closing when editing mode is changed Make "Search Help" more responsive fix certain popup close clicks with popup buttons Fix crash in RichTextLabel::selection_copy() Fix player window centering on macOS retina screens Fix crash (and bug) in RichTextLabel Some performance tweaking of string handling Fix thin lines in editor gui on hidpi (issue 14691) Fixes oversized tooltip labels (issue 14570) Fixes close button overlapping window title Faster ClassDB::get_api_hash() Faster FileAccess::get_line() Docs methods grouping by prefix Increase sleep time for android export thread Avoid string allocations in AlphCompare Fix cut-copy-line breaking paste (issue 14539) Consistent display of shortcut names in tooltips Ramp up remote debugger wait time Hide tooltip on gesture input Inline some very common Vector2 operations Fix shift-key down on last line in TextEdit On macOS, change some default editor shortcuts Add keyboard shortcut for Clear Output Warn about funcref creation Fix Rect2::distance_to() not returning 0 Support KEY_UP and KEY_DOWN in LineEdit Fix crash in StringBuffer::append() More exact picking for canvas editor Remove some lagginess from TextEdit's smooth scrolling Double-click word selection for RichTextLabel (i.e. docs) Fix unindent (shift-tab) on column 0 and more Only send editor "settings_changed" if actually changed. Delete AudioServer buses after driver shutdown Various fixes for 2d polygon editor Make code editor's error display autowrap Fix Godot getting swamped by debug events Limit number of errors and messages sent by runner Avoid redundant copy-on-writes in RingBuffer Fix word wrapping in tables in RichTextLabel Tree: only draw visible relationship lines RichTextLabel: don't draw underline on single characters Project Manager: fix random breaking of scrolling Fix TextEdit::_get_mouse_pos rounding errors Allow popup menu scrolling without mouse wheel Fix crash when calling tree API before NOTIFICATION_ENTER_TREE Corrects wrong scrolling for short popups broken in 15405 Fix crash due to stale refs to node selection lists Fixes debugger randomly not pausing Fixes RegEx::sub injecting null character (issue 15409) Fix stale dynamic font reference fetch from cache Two potential glitches in font oversampling Update Camera2D scroll using NOTIFICATION_INTERNAL_PROCESS Don't delete edit menu too early when closing script tabs Fix whole word search missing occurences Fixes empty line selection when scrolling Fixes snap button getting out of sync (issue 15366) Fix files section size in dependency error dialog Fixes hangs with Tree in multi selection mode (issue 15588) Fix external editors always opening on scene change GDScript: fix autocompletion for preload() (issue 15766) Suppress errors on autocompletion for preload() On macOS, prevent key_event_buffer overflows GDScript: always call ResourceLoader::load() in non-completion mode Fix crash on deleted rigidbodies without contact monitor (issue 15904) Blazej Floch (2): Fixes #15416 - "The deleted nodes are hanging in the inspector." - Fixes #15470 "Crash on drag and drop scene file on empty scene" - New: Allows for multiple files to be dragged over - Added error when multiple nodes are dropped in scene **without** scene root - Removed TTR: "This operation requires a single selected node.", "I see.." - Introduces TTR: "Can not instaniate multiple nodes without root." - Fixes "Can't add_child, already got a parent" error - Reduced multiple resource loading by casting - Make sure to not _show_resource_type_selector if only PackedScenes are being dropped Bojidar Marinov (71): Fix #5891 by not expecting the script instance to be a GDInstance Ternary operator in GDScript (a if x else b) Adds enums to GDScript Add enum naming, by assinging a given enum's values to a Dict Add `String char(int ascii)` function to GDScript and Visual Script Allow for linebreaks in function calls and definitions and yeild/signal. Attempt to fix travis builds for android Allow typing hints for Array class (in GDScript and Inspector/ArrayPropertyEdit) Make GDScript parser ignore floating strings in class definition Guard agains duplicate calling of _ready when instanced in _enter_tree Do not emit NOTIFICATION_READY more than once (breaking change) Fix #7303, Quad node mesh data leak Add named colors to GDScript/Visual Script/core. Remove extraneous line in .po reader, which caused it to disregard first line Fix #7098 by not accepting right clicks while dragging the range Disallow assignment to constants and expressions Fix #7455 - script text editor's right click menu being weird Sort settings for scripts in the editor Make _sc_ files work like ._sc_, fixes #7762 Add Rect2 TileMap::get_used_rect(), closes #4390 Complete the globals.h -> global_config.h conversion Really fix iphone builds Add emission_finished signal to Particles2D Suppress error messages when using ConfigFile::get_value and a default is given Make inline blocks in GDScript more pythonic Update classes.xml to master version, add a small feature to doc_status Fix is_move_and_slide_on_wall, make move_and_slide floor angle configurable Fixup #8123, seems like I forgot a few things Fix a pesky bug in marshalls.cpp/encode_variant Fix #8674, and rename a few things for clarity Add trim_trailing_whitespace to .editorconfig Fix weigth scale of A* being applied to the whole path and estimation Fix EditorFileSystem duplicating root folder in new folders Add normal map to tilemaps and tilesets Reimplement for..in range() so that it always results in ints Make the InputEvent device property get saved Allow input mappings to be edited Add one-way collisions and individual shape offsets for tilesets Fix #9409, fixup #9370; tileset now has shape transform instead of offset Readd tilemap's shape_transform and bugfixes Readd shape_offset as an editor-only and backcompat property Add .to_local/.to_global methods on Node2D and Spatial Make GDScript allow some keywords as identifiers Fix $a/b being parsed as division Rename KEY_RETURN to KEY_ENTER and KEY_ENTER to KEY_KP_ENTER Fix freeze on close of game using 2D physics introduced by #9832 Rename Light2D::scale to texture_scale, so it doesn't conflict Fix particles emitting when emitting is set to false in scene Fix #6583, Condition + Wait nodes freezing the game Fix #10723, a regression from 7a07895 Implement texture UV transpose in the gles3 renderer Fix duplication of nodes resulting in shared metadata Make doc_status output a bit more markdown-friendly, hide some prints Allow using wildcards to filter docstatus class names Document some of the VisualScript classes. Fix adding a NavigationPolygonInstance to a Node2D freezing the editor Change URL of the mirror list Fix "Invalid outputs" error when calling a void method from visual script Fix crash when guessing type of variable declared to itself Make Tween::interpolate_property's able to get() the initial value Allow underscores in GDScript numeric literals Allow exporting enums from GDScript Allow for getting/setting indexed properties of objects using get/set_indexed Fix combatibility with older .scn files Make tween able to be used as before (without the need for ":...") Fix a crash in get_static_property_type_indexed Properly support nested ternary expressions Bind many more properties to scripts Update docs Fix an issue with the animation editor not seeking to the target time properly. Remove duplicate "autoplay" property BrainBlasted (1): Added for fallback msbuild.exe. Brent Taylor (1): BUGFIX: Check for "VCINSTALLDIR" environment variable instead of "VSINSTALLDIR". Brett-Mitchell (1): Fix for issue #7766 Brickcaster (1): Fix for issue #6496 Bruno Lourenço (1): Added get_bus_index to AudioServer Bruno Ortiz (2): Exposing edit_resource method of EditorNode in the EditorPlugin (#7355) Making deselect work for TreeItem when select_mode is SELECT_SINGLE and item_selected is now properly emitted Błażej Szczygieł (18): Vorbis: Don't compile unnecessary encoder files Add compatibility with old OpenGL 2.1 drivers Don't crach when OpenGL version is unsupported Don't crash in "_process_hdr()" if "framebuffer.luminance" is empty Don't crash when video is stopped and played again Fixes in Theora SCsub Theora: Don't compile unnecessary files, rename "x86_opt_*" Add libsimplewebm and libwebm thirdparty libraries Disable asserts in release mode SCons: Use colored output if available, change "colored"->"verbose" Add libvpx thirdparty library libvpx: Necessary modifications "CCFLAGS" are for C and C++ compiler Add WebM module Fix compilation with MSVC 2013 WebM: Fix iPhone x86 compilation WebM: Fix crash when there is no audio stream WebM: Fix compilation on Linux/X11 ARM platform Caleb Richardson (1): Fix crash when converting empty scene to TileSet Carlos Vieira (1): #14619 - fixes issue 1 (gizmo huge scale) - also referred in #14836 Carter Anderson (5): Fix get_shader_type index upper bound Fix incorrect input event reference in animation_editor.cpp Fix incorrect input event reference in editor_profiler.cpp Fix Variant::OBJECT token parsing get parent class fields when updating a CSharpScript's exports This makes the fields viewable / editable in the inspector Chaosus (15): Added new wrap functions Added hotkey for Continue action Docs for wrap functions Fixed invalid license symbol Enable asset store for godot 3.0 Added size to QuadMesh Duplicate signals fixes Fix current scene run when scene saved Few fixes for asset store browser Preserve duplicate signal flags Fix invalid scroll Fixed invalid transform when skip_vertex_transform used Fixes for parameter names of builtin functions in visual scripts/core few doc fixes Fix bug in color doc Chip Collier (1): Basis accepts Vector3 as constructor argument. Chong-U Lim (1): Fix editor crash on "save and exit" bug Chris Bradfield (29): grammar fixes, it's -> its Clarification of degrees/radians in angle methods Update TextureRect class ref Update LightOccluder2D class ref Update Timer class ref. Update RayCast2D class ref. Update RayCast class ref Update TileMap class ref. [DOCS] Update TextureProgress class ref [DOCS] update VisibilityNotifier2D class ref. Document new KinematicCollision2D class [DOCS] CanvasLayer member descriptions [DOCS] Add Light2D member descriptions. [DOCS] Add KinematicCollision descriptions [DOCS] Update Sprite class ref [DOCS] Update StaticBody2D class ref. [DOCS] Update CollisionObject/CollisionObject2D class ref [DOCS] Area/Area2D class ref update [DOCS] Update SpriteFrames class ref [DOCS] Update AnimatedSprite class ref [DOCS] Update Polygon2D and CollisionPolygon2D [DOCS] Update ParticlesMaterial, Particles class ref Added VisualScript* descriptions [DOCS] Update 12 VisualScript* nodes [DOCS] Various VisualScript* nodes [DOCS] Updates and clarifications to RigidBody2D Change RayCast2D 'Exclude Parent' to include Area2D [DOC] Update Node class ref [DOCS] minor corrections to Transform2D Chris Serino (2): Fix input event related android build issues Fix draw_rect when width or height < 0. Fixes #10849 Christian Uldall Pedersen (1): Fixed GitHub detection of license in LICENSE.txt file. Christian Winter (1): fixed typo 'one short connection' to 'one shot' Colin Kinloch (2): Added indent_style to editorconfig, fixed inconsistent use of tabs and spaces in indentation. Fixed Android NDK unified header detection for python 3 Comanche_Ak (1): Fix Alpha Border bugfix Cong (2): Use "Command" instead of "Meta" for macOS (#1619) Use "Command" for OSX in translation strings (#1619) Corruptinator (2): OUYA Controller for Version 3.0 input_default.cpp Fixed OUYA Game Controller for 3.0 Cradmon (7): Fix resource docker thumbnail bug Refactor core/set.h Refactor core/set.h Refactor core/map.h to be similar to core/set.h Make file system dock more user friendly. Small fix in core/set.h and similar fix in core/map.h Fix to issue #12554, due to error in refactoring in PR #10261 CrazyGuy108 (1): List Control::has_point as a virtual method Cédric Fuchs (2): Gave a tooltip to the "In" logic node Fixes infinite loop in NavPolygonInstance warnings D. Fleury (1): fix: Updates dynamic_font_stb to use get_extension, and memnew DTV96Calibre (1): Fixed minor typo Damian Day (1): Fix natural sorting order in EditorFileDialog, FileDialog and EditorFileSystemDirectory Damon (1): Fix locale for macOS-style locales Damon Myers (1): Change set_locale to fallback to the global language (#6910) Daniel Alexandru Radu (1): Fixing vsproj generation for paths with spaces Daniel Doran (1): Discarding now works in shaders Daniel J. Ramirez (116): Some new icons for visual script and graphs Zoom texture region via mouse wheel 2d collision shape icons now uses the color for shape icons Icons for VScript types Double click on scene tree element to focus currently selected node In 3D it will focus in the first viewport Enable double click for trees VS icons improvements Colors for VS sockets and icons Fixed compilation Tweaked some icons, including xform one New distraction free mode icon Added missing node icons, plus some icon changes Added resources icons Matrix32 -> Transform2D icon fixes Added some missing icons and modified others Added AppImage structure Add new editor and default theme (WIP) Added some missing icons, fixed some ui icons Improvements and fixes for the default theme. Added customizable border size and window highlight. Added separators using StyleBoxLine, some theme style fixes, added variant icon Fixed slider centering when using SIZE_EXPAND_FILL. Fixed button flat behavior when not in normal state. Also changed some buttons to flat mode Icons can now be added inside line edits (Search icon). Fixed window title bar margins. Do not allow multiple data connections to the same data input slot, fixes #6357.Improved curve rendering when nodes are close. Some theme and usability improvements Fixed create script editor dialog not changing extension Options menu for inspector element is bigger Several ui improvements (mostly margins) Improved add texture as node dialog Hide tilemap menu when no tilemap is selected Fixes to buses editor Fixed unselectable bus Added bus options button Added support for SVG Added pure vector theme, with dark icons variation Added missing icon and svgs upscaling Do not use old styles for tab buttons Ability to set script debugger reason text context. Highlight currently selected gizmo. Work with, GIProbe, ReflectionProbe and Particles. Improved directional light arrow and gizmo highlighting Added missing gizmo icons and fixed ugly looking gizmo icons. Better spatial gizmo. Now it is posible to move spatial nodes along a plane. Improved and added some icons Fixed problem with highlight boxes not updating on translation Updated Editor Built-In types. Fixed some metrics (some issues caused by the new Noto Sans font). plus other minor fixes Improved color temperature in script editor Fix. resizeable -> resizable. (not actually a typo, but the rest of the API uses resizable) Added some missing icons Better looking spatial editor grid Added documentation for some clases Variant, ToolButton, Button, GradientTexture, BitMap Improved theme generation, and other fixes Improved alternative size thumbnail generation Improved VS node coloring Fixed some inconsistent styles, plus some cleanup Fixed file system dialog icons Added documentation for ClassDB and Marshalls More consistent script color temperatures. Changed source font to Mononoki. Several fixed to editor doc. Improved style Fixed editor help issues Added editor help index Updated icons Match status icons colors with the theme status colors. Fix non flat favorite icons Improved VisualScriptEditor Update doc status generator. [ciskip] Added adaptive text editor theme, this includes the shader editor Use code font in editor log Fixed compilation with tools=no Changed Mononoki font to Hack font Fixed metrics. Fixed a lot of HiDPI metrics. Visual tweaks. Updated icons Updated some color Improved a lot of icons, and some style fixes Use an arrow instead of 3 dots in trees Updated key icons [ciskip] Improved New Project and Import project experience Added the ability to revert to initial value in editor settings. Improved audio buses editor Fixed tooltip font color Removed most of the custom colors from the interface. Removed transparency from spatial editor grid. Fix missing code editor find and replace missing hover icon. Several visual improvements. Added correct initialization for script editor theme. Some style fixes for VS interface. VS now supports white themes. Added logs to .gitignore [ciskip] Match file dialog drive with the current folder. Added and improved some icons, plus some other minor visual fixes. Added and improved some missing icons, plus some other visual fixes. New splash screen. Return camera to origin when creating a new scene and going to 3d editor. Improved viewport zoom and speed icons Fixed viewport transparent bg when clear mode is enabled. Improved monitors units and colors. Several improvements to GridMap. Fixed crash when undoing. More ergonomic shortcuts. Fixed freelook navigation. Fixed project manager and dialog fonts. Removed show type icons option Fix theme with custom font. Fixed editor settings disappearing. Some items that are no longer defined may disappear, but thats expected i guess. Expose some editor singletons as virtual Some fixes and improvements. Changed FileDialogs for EditorFileDialogs in EditorNode. Updated CheckButton. Fixed theme update and some widgets. Update meshes when reimporting, Save scene preview even when not doing save and play. Updated some icons. Avoid spamming the console for editor settings initial sets. Fixed mesh importing when multiple materials are present Improved packed scene previews. Fix import obj as scene. Fixed runtime EDITOR_DEFs being dropped. Visual fixes Added some icons (Including the onion one) Fixed text editor ellipsis style and editor tabs Fixed editor settings disappearing (caused by uninitialized variable). Added splash screen with sponsors Updated icons [ciskip] General use Variant type icons, plus other icon updates. Now every variant type has its icon. Expose Range, ScrollBar and Slider as virtual. Fixes 3d camera keep aspect. Show Options Dialog for NodePath and File in clicked button position. Auto select newly created nodes. Added default close and title color to editor themed graph nodes Minor style fixes for editor help Daniel Ramirez (1): Added missing icons (#7514) David Carlier (1): get_executable_path slight change to make it work under OpenBSD David Saltares (6): Renames _add_child_below_node() to add_child_below_node(). Closes #9988. Setting visibility on GridMap now works. Closes #907. [DOCS] - Complete Engine docs [DOCS] - Completes the docs for the OS class [DOCS] Document GridMap Adds world_to_map() and map_to_world() methods to GridMap. DimOkGamer (2): Fix deleting localization remap option. Added the ability to filter the list of locales in the Remap tab. Dio (5): [DOCS] BackBufferCopy: Document members [DOCS] DynamicFont [DOCS] DynamicFontData [DOCS] BitmapFont [DOCS] TouchScreenButton DmDerbin (1): AStar: implementation of get_point_connections Dmitry Koteroff (17): Add "View FPS" in 3D->Perspective's popup. Add "New Folder.." to right mouse button click on project fileslist panel _WHEN_ no any file/folder is under mouse cursor. Added "Show in Explorer" besides "New Folder" to popup which appear when clicked anywhere on the files list (when no files under mouse cursor) Remove the "." from file manage dialog (open scene, open file, ...) When drag'n'drop (lets say, picture in 2D mode), automatically create dragged resource as a root node if you haven't any yet. Implemented a collapse/expand all feature request for Inspector (issue #9427) via popup of "Object properties" button. Editor Settings->Interface->Editor: added "Expand All Properties" option. Off by default. A few small adjustments to file dialogs: a) Added Backspace key support for Tree-based file dialog. b) Fixed issue inability to select a folder in project manager (always previous folder was selected instead). c) Open Directory mode: changed "Open" to "Select Current Folder" d) Block "Open" button when inappropriate content is selected (for example, file when in open folder mode, or folder when in open files mode) Scene Tree Dock: added ability to deselect items when clicking on empty space Item List small enhancements Makes possible to interpret comma as decimal point in editor Some improvements to file/dir open/save dialogs: Small fixes to #13233 Fixed white screen on editor/game startup by moving window displaying to a bit later phase Rich Text Label: fixed deselection issue Fixed #14503 Added third argument for String.split() function (see issue #14349) A few small Debugger->Errors tab enhancements: 1. Added "Clear" button to clear list. 2. Errors list now populated with newest items comes first, so no need to scroll everytime. 3. Added PopupMenu to errors list with ability to quickly Copy error text & details. Dmitry Kram (1): Fix snap mode selector sticking in texture region module DmitryKrutskikh (1): Skip unhandled input events on asset library tab. Dobbias (1): replaced incompatible keywords/function Duy-Nguyen TA (1): Fix macOS and other builds after #15299 Dylan Enloe (2): Adds 3 and 4 digit html shortcuts to Color Fix crash when unsharing a range that is not shared Elia Argentieri (3): Make the step property useful for sliders as described in #5773 Expose set_bone_name and get_bone_name to GDscript Use execvp instead of execv to allow OS.execute() to search through PATH. Fix #12003. Elliott Sales de Andrade (8): Enable building against system zstd. Add support for OpenSSL 1.1.0. Bump required scons version to 0.98.1. Use EnumVariable for choice-based build options. Use BoolVariable in target/component/advanced options. Use BoolVariable for third-party options. Use BoolVariable for module options. Use BoolVariable in platform-specific options. Emmanuel Leblond (44): Add Node2D's set_global_rot get_global_rot set_global_rotd get_global_rotd set_global_scale get_global_scale methods. Add CC parameter to allow use of custom C compiler Fix codeblock tag in classes.xml for EditorSettings Remove deprecated Vector2.floorf method Add godot_get_global_constants function to dlscript Add GlobalConstants entry to the dlscript's api.json generator Add _ClassDB.class_[g|s]et_property to ClassDB exposed methods Add return value in ClassDB.class_[g|s]et_property bindings Change dlscript's godot_get_global_constants signature to return godot_dictionary Implement missing functions in gdnative vector2 and vector3 bindings Correct indentation in gdnative vector2/3 Add godot_string_unicode_str to GDnative gdnative: modify vector2&vector3 functions signature to use value passing instead of ptr. gdnative: Implement missing function for godot_basis. Finish implementation of GDnative builtins bindings [GDnative] API consistency + missing properties [GDnative] Correct godot_string_chars_to_utf8_with_len function name Correct GDnative's godot_string_find_last method name [GDnative] create godot_gdnative_api_struct and pass it to godot_gdnative_init_options [GDnative] Use X macro to define godot_gdnative_api_struct and it instantiation [GDnative] Add binding to GDNativeLibrary::get_active_library_path [GDnative] Add active_library_path to init options struct [GDnative] replace gdnative_api_struct.h by a json-based autogenerated system [GDnative] add api version field to godot_gdnative_api_struct [GDnative] add future-proof next field to godot_gdnative_api_struct (a la Vulkan) [GDnative] Add string_name api [GDnatvie] improve wrapper code generation [GDnative] fix crash at cleanup time when singleton_gdnatives is not empty Fix trailing whitespaces in project settings header comment [Nativescript] fix crash when loading a library with missing godot_nativescript_init [GDnative] add pluginscript \o/ [GDnative] remove useless (and illegal !) STL include Fix&prettify gdnative_api_struct.gen.h GDNATIVE_API_INIT macro generation [GDNative] disable -fPIC flag with msvc compiler Add missing godot_get_stack_bottom and godot_get_global_constants in gdnative_api.json Change OS::initialize signature to return Error (fix segfault on x11) Fix _ClassDB::get_method_list to returns only what's available when introspection is disabled Disable lto for gdnative wrapper Add GDnative wrapper lib on CI build Fix crash in pluginscript complete_code Fix warning when editor resource preview try to read pluginscript resource Improve inheritance system in gdnative pluginscript Hide Script nodes in dialog box to prevent crash with pluginscript Hide only PluginScript in dialog box Enzo Nocera (3): Shader Language: Add in-for declared variables within for-block scope. Shader Language: Fix Vertex Lighting artifacts. x11: Fix maximized splash-boot screen bug. Eric Rybicki (1): Allow double-axis lock in RigidBody and KinematicBody Eric Wiltfang (2): Fix the prevention for sliding on slopes in the 2d version of move_and_slide Fix particle preprocessing. Fixes #12460. Evgeny Zuev (10): Fix switching SRGB extension happen before binding of texture Previously, texture parameter `_TEXTURE_SRGB_DECODE_EXT` was changed before the call of `glBindTexture`, which caused modification of previously bound texture instead of desired one. Now it's changed after `glBindTexture`. Add handling of touch events in _gui_input_event Fixes #10039 Add stretching to `TextureProgress` Fix crash when destroying AudioStreamPlaybackOGGVorbis Add StringBuffer class Optimize memory allocations in VariantParser::get_token Fix unshaded materials render Fix duplication of node with script Fix iOS GameCenter connection flow Add method for secure authentication to GameCenter Add currency code to iOS product details response Evrey (1): fix auto-generated GDN API header for C compilers (#12891) Fabian Mathews (8): Added ability to change A-star cost function Reworked change_dir to support symlinks Added bool to allow astar points to be connected in one direction only Fixed decompression of normals Fixed decompression of vertex colors Queue RPC packet before calling method locally to ensure correct RPC packet order Fixed AudioStreamPlaybackOGGVorbis::_mix_internal getting stuck in infinite loop causing audio to freeze Another take at fixing symlinks Fabio Alessandrelli (79): Restore viewport set_world_2d functionality Use 2 different ENet channels for reliable/unreliable packets Fix possible buffer overflow in NetworkedMultiplayerENet Properly encode InputEvent of type NONE. Fix #5987 Expose more 2D/3D physics options in project settings Add warning when (pre)loading paths with leading / (#4280 - #3106) Add shortcut to reset cursor position in 3D Editor ( #166 ) Throw an error when exporting a resource class Better checks for Multiplayer API, prevent packet source spoofing. Revert "Add warning when (pre)loading paths with leading / (#4280 - #3106)" Properly handle absolute paths in Globals::localize_path Fix Keyboard Input Hangs when using modifiers Pass correct address size (ipv4,ipv6) to socket connect, bind, sendto Fix PacketPeerUDP get_packet_port() TCPServer listen now default to IP type ANY (v6 socket with v4 support) Fix windows debugger connection problems. Add optional IP type param in TCP/UDP connect/set_send_address TCP/UDP Listen sockets can now be set to IPv6 only Set proper ip_type default for listen() and resolve_hostname() Update docs to IPv6 Define IPV6_V6ONLY flag if not defined on windows (old mingw versions) Properly localize absolute path. Fix _set_ip_addr_port not setting the address. Properly handle tcp connection failure Fix getaddrinfo failing on android Use an instance variable for ip_type in raw sockets Automatically map IPv4 address to IPv6 when needed Move V6ONLY flag selection inside helpers Migrate int.IP_TYPE_ constants to IP.TYPE_ Allow setting ip_type for TCP/UDP and HTTP classes IP_Address now handle IPv4 and IPv6 transparently Separate hostname resolve cache based on ip_type Remove old unused AI_V4MAPPED flag to getaddrinfo Expose HTTP classes' set_ip_type to scripting Improvements to scons defined WINVER/_WIN32_WINNT TCP connect always opens correct socket type Fix bug in windows TCP poll function Fix gibberish output for windows/mingw. Avoid calling close when polling a UDP peer without socket Convert validity checks of IP_Address to is_valid method. IP_Address can now be a wildcard (not a valid IP, used for binding) Implement TCP Server bind address Implement UDP listen bind address Remove set_ip_type from network classes (no longer needed) Bind to IPv4 on OpenBSD when using wildcard Update docs reference for TCP_Server::listen and UDPPacketPeer::listen Avoid deadlock when writing/reading data on a connecting TCP socket Fix bug causing UDP socket to close after the first send if not listening Use default UDP ring buffer size of 65536 for clients Fix buffer size check in UDP socket. Keyboard Input modifiers do not block actions. HTTPClient properly handle partial data in non-blocking mode Add godot socket implementation Convert ENetAddress host to 16 bytes to accomote IPv6 Update ENet module to support custom ENet lib Allow non blocking UDP put_packet in C++. Cleanup unused ENet files and updated thirdparty README ENet code cleanup and changes from review. Fix UDP wait() not returning after first received packet Better explain out of memory error in message queue Fix bug in pause mode propagation Socket helpers now fall back to ipv4 on systems where ipv6 is disabled. Fix local ip addresses (interfaces) detection. Allow selecting editor debug host and port. Display remote_host/port in network->debug settings Editor now shows error when debug port is in use Fix `network/debug/remote_port` editor setting not working properly Fix icon loading error a boot Explicitily unsed AI_NUMERICHOST flag to fix HTML5 Some fixes for shaders and WebGL2 Fix StreamPeer put_utf8_string not working Use precision for samples only when #version 300 es Allow building fat binaries with osxcross Do not allow link-local addresses to be used by editor debugger Fix javascript build error and improve #14604 Remove "const" from PacketPeer get_packet/get_var Move windows networking class to drivers/windows/ Fix theme inheritance ViewportContainer passes input down to children viewports Falk Moser (1): Fixed issue #12019, which prevented the creation of new folders on Windows platform Fallayn (2): [DOCS] EditorInterface [DOCS] EditorScript Felipe Seixas (1): Fix drop-down size when resizing font #12207 Fixes Scene > Open Recent Fixes ScriptEditor > File > Open Recent Felix M. Cobos (3): Hint the window manager to disable desktop compositing in fullscreen mode. Adding borders back to a borderless window was not working. Reduce gcc lto build time by telling the linker to use the number of jobs indicated by -j Ferenc Arn (64): Use right handed coordinate system for rotation matrices and quaternions. Also fixes Euler angles (XYZ convention, which is used as default by Blender). Fix the order in which additional transformations are applied in Matrix3 and Transform. Various corrections in 2D math. Replace the existing PRNG (Xorshift31) with (minimal) PCG (XSH-RR variant with 32-bit output, 64-bit state). Overloaded basic math funcs (double and float variants). Use real_t rather than float or double in generic functions (core/math) whenever possible. Use property convention introduced in b085c4 (_ rather than / as separator). Use -Ofast on x11. Also introduced use_lto option. Use real_t as floating point type in physics code. Use the common PRNG in 2D particles code. Added missing FIXMEs in PR #7878 Explicitly documented that Transform.basis is not necessarily an orthogonal matrix. Use atan2 rather than acos in Vector3.angle_to. Fix polar decomposition in 2D. Made slide and reflect active verbs acting on itself in Vector2 and Vector3. Added various functions basic math classes. Also enabled math checks only for debug builds. Fix PRNG randomization. Detect SSE/SSE2 for libsquish. Use correct mode for DXT1 textures. GDScript bindings for various missing Mesh functions. Use libsquish to decompress DXT textures. Avoid overestimating the cost in AStar heuristics. Revive PathEditorPlugin. Applied clang-format. Fix PathFollow rotations. Add ETC1/ETC2 compression support though etc2comp. Add zstd compression support. Expose zstd and zlib compression levels as global config. Use inline code for isinf as a workaround for libstdc++ versions from gcc 5.x era. Use YXZ convention for Euler angles. Fix incorrect workaround for pure Y (X) rotations in XYZ (YXZ) convention. Fix the order of transformations for selection bounding box in spatial editor. Fix the channels gltf importer uses for metallic and AO textures. Remove Basis::set_scale and Basis::set_rotation_* functions. Add a new decomposition to Basis. Ensure pressed is set to false in BaseButton::_unpress_group. Add inversesqrt to shader language. RichTextLabel: Added get_visible_line_count method. Fix toggle mode of BaseButton. Avoid pow in Burley diffuse. Fix Oren-Nayar diffuse. Ensure that Lambert is energy conserving. Fix clearcoat without Schlick-GGX specular. Fix environmental BRDF. Add missing N.L factor to Burley's contribution to radiance. Various clean ups and cosmetic changes in scene.glsl. Fix mono enabled builds (broken by 3d87b70). Apply a few recent chages in Quat and Basis to their respective Mono counterparts. (#11899) Fix anisotropic GGX D function, and introduce and use anistropic GGX G function. Added Basis::get_quat() and set_quat(). Fix the condition when specular light calculation is avoided (should be roughness == 1). Fix PathFollow rotations. Corrections to #11807. Rename Schlick GGX to GGX. Don't add clearcoat BRDF to specular light as-is. Partially undo #11807. Expose VIEWPORT_SIZE in shader language. Update zstd to 1.3.2. Add an option to use zstd's recently introduced long range matching (off by default). Add viewport to the other SceneData struct. Fix energy not affecting emissive texture in GI baker. Rename Rect3 to AABB. Use parallel transport in PathFollow2D. Rename two-parameter arc-tangent function to atan in shader language, as it is in GLSL. Fix PathFollow2D motion. FigyTuna (4): Modified the descriptions for CollisionPolygon2D and created descriptions for CollisionPolygon Modified/Added documentation for PhysicsBody and PhysicsBody2D Modified/Added documentation for RigidBody and RigidBody2D Added documentation for Range Franco Falleti (1): Document AStar (#11056) Franklin Sobrinho (9): Expose additional functions for the EditorPlugin class Update EditorPlugin doc Small usability improvements on the TileMap editor tile palette. * The column width changes with the zoom, now the icons don't overlap. * Added a tile hsepation setting. * Added a setting to show/hide tile names. Fix editor glitches when the mesh/material preview is shown Better editor settings for the FileSystem dock * Save the current display mode when changing it from the dock Added add_property_info function to Globals and EditorSettings classes Update Globals and EditorSettings docs Implemented UndoRedo mergeable modes Add a API to add/remove items to the "Tools" menu Gabriel (3): Change to shrink_x2 function preventing it set a 0 width/height Fix bones draw on viewport Fix IK Bone Drag on Viewport Gastronok (1): Change the documentation to reflect that Directory.list_dir_begin() returns true (not false) when a stream could not be initialized. (See, for example, https://github.com/godotengine/godot/blob/master/drivers/windows/dir_access_windows.cpp#L76 ) Gau o fthe Veldt (2): Added slicing operation to DVector via DVector.subarray(int start,int end) method. Negative indices index from the end of the array. Indices are range checked before attempting and return appropriate error when out of range. Binding for RawArray in gdscript to access DVector.subarray() provided. Documentation of RawArray.subarray() in classes.xml provided. Documentation for most of ItemList control. Geequlim (34): Fix dialogs in ProjectManage don't with editor theme issue More custom theme support for editor Fix error while JSON::parse with empty string Add 'Copy Node Path' action to right mouse menu Add STRETCH_KEEP_ASPECT_COVERED to TextureRect StretchMode Make TextureButton to the same resize behavior with TextureRect Fix compile error with TextureButton Export TextureButton::ResizeMode as its own enum values Implements modules documents Fix text warp in color blocks with CJK Add statements for script types of RichTextLabel Fix crash with String copy from with NULL string parameter Better user expirence with external text editors. Implements open_in_external_editor for subclasses of ScriptLanguage. Add option 'Debug with external editor' to debug menu to control the behavoir of script opened by editor. Justify the editor theme style colors IME window follow the input cursor. Abstruct set_ime_position to OS class. Update ime position for LineEdit and TextEdit. Fix errors with global config names no more sorrys please Fix the resize mode of TextureButton cannot be saved into resource files. Fix property type expose of Control.stretch_ratio. Fix set integer value from inspector to round instead of floor. Add custom minumus height to TreeItem And expose the method `get_drop_section_at_pos` of Tree Add user data directory support for ProjectSettings::globalize_path Expose more methods for UndoRedo Fix window display shrink can't set to float numbers Add indent and sort keys support for JSON.print Add menu to import current editor theme into theme editor Abstract some method for script system Send script members, contants and globals to debugger Remove remote inspector panel Better supported for remote object editing with the inspector with a simple dictionary editor implement Move the remote scene tree to the scene tree dock. Ignore all script constants in the global section of the breakpoint stack. Check property size before send to avoid too large of data be sent. Fix crash while clear the remote objects from the debugger. Add editor setting to allow keep show local scene tree while debugger start. Rename editor setting scene_tree_refresh_interval to remote_scene_tree_refresh_interval. Improved update for remote scene tree and remote object. Fix style error with MenuButton in default theme Add plugin to edit GDNativeLibrary Rename GDNativeLibraryEditor to GDNativeLibrarySingletonEditor Add more translatable text for editor plugins. Fix errors with custom default theme and custom fonts. Fix crash while the debugger encode a freed object. Add null checking for paramaters in Undoredo George Marques (77): Add button_down and button_up signals Better document the BaseButton signals Implement missing WinRT functions Remove embedded ANGLE headers Fix root path resolution on PCK file Fix drivers coding for WinRT Patch thirdy-party libraries to build for WinRT Add Windows Universal export to editor Fix the Windows environment in SCons spawn function Fix build error in WinRT export Fix build for templates Fix UWP gamepad Add a function to plugin get the main screen parent Expose bottom panel show/hide for plugins Add docs for XMLparser, VideoPlayer and most of Tree Change winrt build to be less dependent on ANGLE Fix crash when disabling main screen plugin Fix Android build detection on Windows Isolate XAudio2 driver Fix memory management of XAudio2 driver Fix output binary paths for VS project generation Fix the hiding of mouse cursor before interaction Fix extraneous NULL character on HTML export Fix IPv6 linking for UWP Rename WinRT files to UWP Rename WINRT_ENABLED to UWP_ENABLED Rename remaining WinRT references to UWP Add "Positive" operator to VisualScript Fix compilation for UWP Fix crash when interacting with the 2d editor Fix UWP compilation issues Change InputEventScreenTouch from struct to class Update window size property names for editor run UWP: InputEvent: Renamed "pos" property to "position" Fix MouseWheel position on Windows Rename Godot-specific resource extensions Complete changing of resource extensions Add basic compression functions to PoolBaseArray Add compression support for File object Add documentation to compression functions Fix active plugins property name Fix filesystem update for import plugins Increase SCons rebuild speed UWP: Fix problem with Cert Kit validation Bring back the UWP exporter Add GZIP compression support Fix "vertical" property of StyleBoxLine Fix issues with custom nodes in visual script Update a VS custom node when its script changes VS: Fix return value for user-defined functions zstd: Update to upstream version 1.3.0 UWP: Fix build issue caused by atomic operations zstd: Apply upstream patch to fix UWP ARM build UWP: Fix Gamepad removal logic UWP: Add Gamepad vibration support UWP: Fix build issue about Object ambiguity Add WindowsTerminalLogger to UWP build Add UWP to Regex JIT blacklist UWP: Update to build with Windows SDK 10.16229.0 Remove leading newline in SConstruct Refresh import options when changing importer Enable light shaders when light variables are used Create API to add and remove VisualScript custom nodes Add print_error function, akin to print_line Add a print handler for the editor output panel Make resources edited by plugins be sent as reference Add extra link tags for editor help GDNative: Save singletons only if there's a change Export icon and splash images directly to final package Call rcedit on export for Windows desktop Defer the scan filesystem call when adding import plugins Make GDScript parser raise error when exporting Object Add support for whole program optimization on MSVC Fix method not returning value in all paths (autotile editor) Add option to sign UWP exports with signtool Improve LTO build with MSVC Make GDNative DLLs work on UWP Giantblargg (1): Revert "In editor, instance DirectionalLight with an initial orientation" Gilles Roudiere (68): Formatting CONTRIBUTING.md to 80 colums Added a little paragraph about how to contribute to Godot's translations Fix: audio buses buttons hard to see if pressed or not Generalized _find_canvas_items_at_pos to remove _select_canvas_items_at_pos Removed some useless parameters Removed old comments Replaced the hard-to-understand _select by _select_click_on_empty_area and _select_click_on_item. Added some comments Removed commented code or useless ones Make uniform resize possible with side (top, left, right, bottom) handles. Change the grid offset when the snap is set as relative Replace GUI anchor type by a float between 0 and 1 Add anchor visualization Make anchors draggable Snap anchors when dragged, depending on the zoom level Add lines to make understandable when anchors are snapped Simplifies the canvas editor code Displays percentages when dragging anchors Make anchors snap to each other Added the possibility to move all anchors at once when they are clustered Handle undo/redo of anchor positioning Adds a function to set Anchors with a layout preset Avoids inverted anchors Add a push_opposite_anchor argument pushing the opposite anchor if needed Fix progress dialog's bars overflowing. Some control fixes and removed useless lines Fix spinboxes bad look Fix uneeded separator fix ssao issue with intel hd**** hardwares Displays margins values when moving the node Draw a ghost rect when dragging nodes if it's rotated/scaled Display width and height when dragging a node side Display draggable anchors only if the parent is not a container Make the shortcuts for setting the pivot editable Split some functions to make the code more readable (maybe at the price of a neglibile performance loss) Fixes axis badly displayed with high zooming values Implements rulers Adds keyboards shortcuts Fusion the lock/unlock and the group/ungroup buttons Implement shortcuts to multiply/divide the grid step Use shift to move anchors on a single axis Avoid grid step to go below zero Implement smart snapping. Fixes a bug with anchors single-axis move (when they were rotated). Add some options and reorganize the 2D editor menus. Makes available forced snapping. Fix godot spraying errors about a null check Fixes the rulers text drawn outside the viewport_base Implements set_margins_preset(...) Remove set_area_as_parent_rect and replace it by set_anchors_and_margins_preset(PRESET_WIDE) Remove unecessary anchors&margins set causing bad display (sons of containers) Fixes set_anchors_and_margins_preset() Fixes node2D not lockable/groupable Fix zoom button not zooming on the screen center Fixes the pre drag rect not drawn correctly Extends the anchors menu to a presets Fixes snapping and replaces the _draw_canvas by forward_canvas_draw Restored files mode Fixes the selection rect in item_list drawn not clipped Implement guides Fixes keybord directionnal keys not moving nodes in the 2D editor Rework the canvas_item API for further improves to the canvas item editor Fixes a double class registering error Remove option for the rulers graduations font size Fixes folding of blank lines Makes editable the rulers color Make rulers on by default Fix a little mistake in a setting name (rulers->guides) Moves the guides colors to editor settings Fixes the checkboxes update Fixes grow_margin not working at all Fix 2D editor checkboxes with a new project Fixes add script button update Fixes nodes being resized or moved when changing an anchor Remove the unused FindReplaceDialog class Changes the keep_margin parameter to true by default, so that people are not suprised that set_anchor changes the margins values Goutte (1): Add support for the TAU constant. Fixes #12094. Grosskopf (14): Added Documentation of AudioStreamPlayer2D Fixxed according to comments Somehow that fix was messed up again Forgot some quotationmarks updated autoplay, tried again Added Documentation of AudioStreamPlayer Fixed according to Comments autoplay issue fixed wrote documentation for audio stream player 3D Added Documentation of AudioStream Added Documentation for Sprite3D, AnimatedSprite3D and SpriteBase3D etc. updated AudioStream docs and added AudioServer docs turned arround minimum Size for Seperator in reaction to issue #12020 Added documentation for 3D Joints, the 2D Pin Joint, and the Physicsservers, also a minor bugfix in the 3D Pinjoint. filtering getters&setters over strings works for AudioStreamPlayer* Added the 2D Joint docs Added various docs, mostly mathematical basics added some arvr docs Added documentation for VisualServer Added some explanations that should make it easier to use the AnimationTreePlayer Guilherme Felipe (8): Fix visibility of bottom panel when start playing Add new option to always open output on play Add run/output category Add missing icons in animation tree editor Fix remove icon in autoload panel Fix alignment for button preview_camera Fix doc methods not showing up Add method_descr again because it's required for classes that don't have public methods. revert #14814 Guilherme Silva (5): Add implementation for custom hardware cursor Fix pixel snap not being used in 3.0 Fix infinite loop introduced by 6f3486c4 on tiling windows managers Add missing method for javascript Fix option run/output/always_open_output_on_play Gustav Lund (2): fix for crash when no ALSA or Pulse installed on linux Renderer/Simulator flags Hassan A (1): Added get_used_cells_by_id method 3.0 Hein-Pieter van Braam (90): Add a simple signal handler for SIGCHLD on Unix Remove use of _SCS from ADD_METHOD Rename the _MD macro to D_METHOD Remove bounds check when resuming from yield. Make nan==nan true for GDScript Allow preload to accept a const string. Correct hash behavior for floating point numbers X11: Finalize audiodrivers on exit X11: Move audio driver finalize to the start of cleanup X11 return to cwd at exit Windows: Close audiodriver sooner on exit Correct Variant::hash_compare() Fix color_ramp indexing negative elements Add null check to ParallaxLayer get_parent() calls Add null check to ScriptEditor get_current_tab_control() call Change order of Null check for ParallaxLayer Remove an assignment to self Ignore Eclipse CDT project files Ignore gprof output files Add a static version of Object::cast_to() Convert Object::cast_to() to the static version Add several missing Null checks in _notification Add two missing Null checks Always size project icons to default icon size Use memset to zero z_list Fix a crash in gdscript callbacks Disable -ffast-math for etc2comp Remove 10778 related methods from GDNative Fix a crash when an early dialog tries to appear Fix signed and unsigned comparisons Has_method is already provided by Object Fix use of unitialized variables Fix missing pragma push Make UNIX file access more correct Remove NULL check from Object::cast_to() Fix UNIX file open Fix EOF in wav file importer Fix warnings comparing enums of different types Fix using enum as bool value Fix serveral recent new clang-format errors Fix various assorted warnings Remove assignment and declarations in if statements Fix unused variable warnings Fix crash on wrong type drag into the vs editor Correct the Pool*Array documentation Correct InputEvent documentation Document Line2D Don't set editor_hint true for project manager Fix out of bound array indexing Fix out of bound array indexing (reverb_vol) Only do 'drive' discovery on X11 Don't allow division by false (zero) Create separate debug info files by default Move Variant::evaluate() switch to computed goto Remove more GDScript runtime checks on release Fix accidental cast to Vector3 for Vector2 iter Don't call Variant::reference() unnecessarily Be type-strict checking on equality checks Allow booleanization of all types Allow equality checks between null and arbitrary types Implement Linux-style likely()/unlikely() macros Implement operator != on Pool*Array types Fix gcc lto Fix Dictionary set_named Fix typo in fixed-fps help line Use computed goto to dispatch next opcode Remove several checks on DEBUG_RELEASE Allow inlining of all parts of safe_refcount Make variant_op jumptable const Build MSVC safe_refcount in a separate compilation unit Replace a OPCODE_BREAK with break in opcode 31 Make sure we don't leak when an opcode is followed by itself Import thekla_atlas Fix thekla_atlas build Fix mingw build for thekla_atlas Fix 32bit MingW build for thekla_altas Rename the debug symbol files to .debugsymbols Don't glBindTexture() on viewports without effects Use a more naive RNG for the lightmapper Tweak OpenMP parameters for lightbaker Add several unlikely() macros Limit the lightmapper subdivide to 1024 Don't try to mix a sample that has already ended Lightbaker: include stdlib.h to fix CI builds Fix lightbaker clang-format issue and add license headers Correct license headers in main.cpp and voxel_light_baker.cpp Fix lightmapper rng Prevent false sharing in lightbaker RNG state Make separate debug symbols opt-in Use the appropriate Variant hash and compare functions for Dictionaries Henrik Andersson (6): Make it possible to render ImmediateGeometry Fix rendering of ImmediateGeometry with UVs fix UnsatisfiedLinkError when quitting Fix refactored Object::cast_to in NO_SAFE_CAST branch Fix export of 32 Bits Framebuffer option Don't compare float to int Henrique Campos (3): Added description to Audio Filter Effects Added description for camera2D missing members [DOCS] Added documentation for OccluderPolygon2D Henrique L Alves (1): Fixes slider node tick offset Henrique L. Alves (2): Added small modification on parser for '+' Won't change editor tabs when using External Editor. Henrique Lacreta Alves (1): Prevent unwanted script editor input on game crash Hiroshi Ogawa (11): Fix GIProbe light visibility Fix type error in subsurface scattering shader code Fix front face definition Track LightInstance::shadow_atlases so that it will be freed properly Fix AnimatedSprite frame property slider in editor Fix viewport vflip Create ParticlesMaterialConversionPlugin and format generated shader code Fix render mode specular schlick ggx Fix directional light specular Fix depth draw alpha prepass for shadow Fix spatial shader conversion with texture Hubert Jarosz (3): [ci skip] update Raycast documentation add NetworkedMultiplayerENet::set_bind_ip make use of 2 cores in Travis CI Hugo Locurcio (11): Improve directional shadow filtering by using linear interpolation Increase the default perspective camera FOV Make the Windows icon file smaller Tweak command-line arguments to make them more UNIX-like Tweak command-line arguments to make them more UNIX-like Tweak command-line arguments to make them more UNIX-like Tweak editor help font sizes for better readability Tweak the default editor camera settings Tweak the default camera node settings Update Hack font to version 3.000 Disable colored output and progress bar when building outside of a TTY Ian (19): fix #12769 project settings crash add context menu enable getters, setters, and properties in LineEdit and TextEdit shader editor context menu and line operations and style fix add script editor list context menu move item up/down context menu and shortcut add script list drag n drop fix signals disconnecting on changing target node type remove debug msg TextEdit code folding scrolling fixes add scene button and tab scrolling fix linux crash in _update_scene_tabs last line scroll fix when scroll_past_last_line is disabled moving open scenes in filesystem update dependencies fix fixes horizontal scrolling over hidden lines fix indent selection crash TextEdit horizontal scrolling with shift fix center viewport out of size error, #15411 TextEdit fix get_mouse after many folds Ibrahn Sahir (5): Reworked PathFollow2D behaviour, based on such in version 2.1. fix for BitmapFont::create_from_fnt to allow loading from file in project root directory. fix VariantCall default parameter ordering free associated audio data on AudioStreamOGGVorbis destruction RasterizerStorageGLES3, delete particle objects freed by RID Ignacio Etcheverry (111): Device Input dialog now uses containers Project Manager: Fix and improve unhandled input Confirm code completion with numpad key ENTER DocData: Fix duplicated parenthesis for default values DocData: Fix null reference not detected correctly Matrix32: Add constructor that takes six real_t params Bindings: Fix missing default value Core: Register TriangleMesh type Keep groups when replacing nodes Core: Add singleton instance to _Marshalls KinematicBody: Fix wrong method bind return type Register SpatialGizmo as a scene type TileMap: _update_dirty_quadrants() cancel pending update pre return Detect bits when building with MinGW Directory: Bind get_current_drive() method String: plus_file(String) no longer adds a root Replace misuse of list iteration Fix connection errors when replacing node - Avoid connecting the signals to nonexistent methods - Preserve only persistent connections PackedScene: Fix wrong DEFVAL External editor improvements and fixes ScriptEditor: Fixes bug where menu option would be handled twice AudioServer: Set singleton to NULL when destructed RingBuffer: Adds find() method Adds completed signal to GDFunctionState Image: Fix wrong method DEFVAL Renames properties and methods to avoid ambiguities - Method Node2D.scale(Vector2) renamed to Node2D.apply_scale(Vector2) - Property BaseButton.is_pressed renamed to BaseButton.pressed ClassDB: Adds get_property_index method Texture: Fix wrong method bind instance type Improves method bind detection of signature types Adds missing type information to virtual method binds Removes type information from method binds Removes type information from vararg method binds Fixes method definitions with extra number of arguments Fixes ItemList::is_same_column_width() return type EditorPlugin: Renames virtual method hiding inherited method Adds editor_hint to Engine class Removes editor_hint from SceneTree Removes extra argument from StyleBoxFlat::get_border_color() Fixes Ref's GetTypeInfo missing with ptrcall disabled ClassDB: Provide the enum name of integer constants MethodBind: Adds operator== to compare by id EditorHelp: Fixes desc of vararg methods DocData and type hints fixes - Makes vararg methods automatically use PROPERTY_USAGE_NIL_IS_VARIANT on return types - Completely removes the ":type" suffix for method names. Virtual methods must use the MethodInfo constructors that takes Variant::Type or PropertyHint as the first parameter for the return type (with CLASS_INFO as a helper to get the PropertyInfo). Parameters must use PROPERTY_HINT_RESOURCE_TYPE and hint string. - PROPERTY_USAGE_NIL_IS_VARIANT is no longer needed for parameters, because parameters cannot be void. - Adds missing PROPERTY_USAGE_NIL_IS_VARIANT to virtual and built-in methods that return Variant. Fixes missing default arguments in MethodInfo Makes built-in vararg methods actual vararg methods - Removes hardcoded parameters from built-in vararg methods and adds METHOD_FLAG_VARARG to them. - Makes EditorHelp display built-in vararg methods correctly. Improve build callbacks - Build callbacks now return bool to determine if the build was successful. If the build fails, the editor won't run the game. - Makes sure build callbacks are called after saving the scene ("Save Before Running" option). Fixes reversed order of default arguments in MethodInfo etc: Append -std=gnu++11 to CCFLAGS instead of CXXFLAGS This way it can override the -std flags passed to scons. Fixes order of default arguments in MethodInfo This time for real DocData: Include enum attributes in return nodes Fixes language overridden external editors Escape special character in classes.xml Fixes ERR_EXPLAIN being overwritten Adds _OS::PowerState enum DocData: Fix enums for proxy classes Added mono module Fix SConstruct check for config.is_enabled() Add alternative search locations for msbuild Add C# script to csproj when attaching it to an object Uninitialized local and domain finalize fixes - Make sure to run the GC before and after finalizing the scripts domain. Mono: Make sure editor thread is attached on script reload Quote MSBuild arguments. Fixes #11892 Fix assembly load hooks Fix sizeof wrong type Fix dot separated assembly names confused with file extensions Fixed IntPtr unboxing (#11949) Adds 'exposed' field to ClassInfo This field represents if the class is exposed to the scripting API. The value is 'true' if the class was registered manually ('ClassDB::register_*class()'), otherwise it's false (registered on '_post_initialize'). - Added missing registration of classes that are meant to be exposed. Mono: Make use of ClassInfo's exposed API - BindingsGenerator only generates exposed classes. - Fix creation of managed instances of non-exposed classes. Fix getting struct elements from MonoArray (#11978) Fix wrong array index Re-write SignalAwaiter implementation Old implementation had issues where you could only await on the same signal of the same source once. Improve signature of signal target generated function Avoid adding built-in script path to csproj Take self-contained mode into consideration Export attribute fixes and improvements - Allow non-public fields to be exported as well (to avoid confusion). - Set PROPERTY_HINT_RESOURCE_TYPE for resource derived fields. - Support enums and automatically fill PROPERTY_HINT_ENUM's hint_string for enum fields. Mono: Fix build with tools=no or target=release Mono: Fix warning about exported static fields Fix set field from MonoObject* Mono: Prevent raising exceptions in native code For now we will just print the exceptions we catch. Later, we should use something similar to 'mono_set_pending_exception(ex)'. Mono: Fix and cleanup build start errors Add ScriptLanguage::supports_builtin_mode and improve ScriptCreateDialog - Make ScriptCreateDialog disable the built-in script checked button if the language does not support it. - ScriptLanguage's get_template and make_template now receive the script path as class name if the the script language does not have named classes. Exit after generating mono glue BindingsGenerator cleanup and improved error messages If there is an error generating a property or a method, the error message will include the member and class names. Buildsystem improvements for the Mono module - Make sure to search the mono installation directory for the right architecture in the windows registry. - Do not build GodotSharpTools directly to #bin dir. Instead build to the default output path and copy it. This way we avoid MSBuild adding files we don't want to #bin. - Add hint path for MSBuild in OSX. - Copy shared library on Unix if not statically linking. - Use vswhere to search MSBuild and search for 14.0 tools version in the registry instead of 4.0. - SCons will only fallback xbuild when msbuild is not found if 'xbuild_fallback=yes' is passed to the command. - Use mono's assembly path as FrameworkPathOverride if using with system's MSBuild (not mono's fork). - Cleanup. Mono: Add build project button and reload interval Fix regression from #12473 and #12388 Fix FrameworkPathOverride and assemblies path loop Fix 'which' returning file without extension on Windows Remove Visual Studio for now from the external editors list Fix msbuild hint paths returning only the directory Use mono_gc_wbarrier_set_arrayref for Array marshalling Make sure gchandle bindings are released before cleanup Fix thread checking to queue instances for deletion Mono: Fix compiler error with Variant::operator AABB() Marshal NULL MonoString* as empty Godot string Mono: Make the bindings generator output enums Mono: Bindings no longer relie on DocData for accessors Mono: Script lifetime fixes - alloc_language_binding: Use strong GC handle as well for references. Fixes #15138 - Set the native instance field of Godot.Object to IntPtr.Zero when it's freed. - Create weak handles without tracking resurrection (that was causing trouble). This means we have to call notification predelete before queueing a native Object for deletion, and use the MonoObject* passed by the finalizer because the weak GC handle target will return NULL at this point. Mono: Change BindingsGenerator singleton to avoid StringName leaks Mono: Add properties support in scripts Mono: Implement stack info for errors and exceptions External editor fixes - Fix VS Code opening on the previous line to the desired one. - Fix running MonoDevelop without the line and column parameters. - Fix `ScriptEditor::_goto_script_line` not working with language overriden external editors. Mono: Fix iteration order of object types when generating bindings Mono: Some fixes for #15463 Mono: Fix starting MonoDevelop process from the wrong appdomain Mono: Some StackTrace to StackInfo[] fixes - Sometimes `StackFrame.GetMethod()` returns null (e.g.: latest frame of a `MissingMethodException`). Still not sure what to do with that frame (maybe skip it), but at least it no longer fails. - Skip `CSharpLanguage::debug_get_current_stack_info()` if an error is printed from `GDMonoUtils::update_corlib_cache()`. - Fix crash when calling `GDMonoUtils::print_unhandled_exception(exc)` if there is no ScriptDebugger attached. Fix CSharpInstance::call not initializing CallError Mono: Fix NodePath and RID bindings Mono: Don't defer call to dispose queue objects when finalizing domain Mono: Fix build errors with tools=no and target=release Mono: Fix method_bind fields being generated as instance members Ilija Boshkov (1): Added focus tracking in X11 and Windows classes, added new confined mouse mode (#7162) Indah Sylvia (27): Should Fix Compiling Export Templates vsnc --> vsync tagents --> tangents Update SCsub file for /servers/ folder update gradle-android buildtool for master remove meaningless print line from editor console Makes all Godot API's methods Lower Case renames leftover 'path_db' to node_path core/io: fix typo 'resoucre' to 'resource' trail divisor is now works properly Fixed Tab Switching of Main Scene State. Closes #11045 Fixed typo in editor_node.cpp: 'my' to 'may' Fixed Typo: 'Seperate' to 'Separate' Removed print_line in Physics2DServerWrapMT::init() Fixed Voice_Count issues in AudioEffectChorus: - Setting voice_count value to 4 (MAX_VOICES) is now allowed - Fixed slider glitch on setting voice_count value Fixed typo: 'texure' to 'texture' Renamed Patch9Rect (which was expected to be renamed to NinePacthRect) into NinePatchRect on "drag & drop asset to 2D viewport" feature. Fixed MSVC build issue introduced by commit c864b782c05f5e2833afd69a4c0dfc6fbcfc4b26 updated libpng to version 1.6.33 (September 28, 2017) Fixed wrong Virtual-KeyCode(0x12) pair on Windows platform (#12073) Adjusted editable_warning for "This resource was imported...." alert: - fixed a typo from it's to its - added 'then' to make it clearer Finished transition of Patch9Rect to NinePatchRect Completed bc2e8d99e5ae0dbd69e712cc71da3033f5f30139 so that windows can be built Enhanced iOS and UWP logo on Export dialog glad: Sync with upstream 0.1.16a0 Fixed typo: substract to subtract Caret blinking is now enabled by default Ivan P. Skodje (1): PopupMenu upgrade: Hide on item selection (#7306) J08nY (10): VisualScript: Fixed VariableGet vs VariableSet node names, fixes #6325 PopupMenu: added toggle_item_checked and exposed set_item_tooltip and get_item_tooltip PCKPacker: moved from tools into core, fixes #4129 Vector3: format properly, fix indents Vector3: added angle_to(Vector3 other) light: respect editor_only setting in release build and dont show the light editor_node: add an option to stop the update spinner from spinning, fixes #6653 Fix template loading Add GridMap::get_used_cells. Fixes #11857. Use binary names instead of absolute paths in calls to OS::execute. Jake Larson (2): Fix editor action button layout Fixed interface scaling issues with editor action button and value editor popovers Jakob Schwab (1): Adds missing shortcuts to TileEditor. Keeps fill-tool selected after use Jakob Sinclair (5): Added error dialog when failing to export project Fix ambiguous documentation for RigidBody2D File names for scripts can include '-' Fix margin with tree drawing Add and polish up documentation for Image methods Jakub Grzesik (35): Remote transform node (for 3d) EditorPlugin can request user inputs from editor 3d view Fixed thread check, solves: #3698 Ability to get a list of signals that are targeting object Clicking on subscene icon will open it fix for redundant RMB options for toplevel node ability to reposition scene tabs with drag & drop Ability to toggle script panel visibility EditorPlugin ability to open and reload scns from filepath Fix uncheckable checkboxes in RMB menu. closes #9625 Subscene icon tooltip update missing object.get_incoming_connections() documentation Make available more informations about editor for Tool Plugins Tabs enhancements: get_tab_rect(), move_tab_from_to() EditorPlugin methods and signals rename AnimationTree nodes sliders fixes expose missing CollisionShape API for CollisionObject documentation for EditorPlugin and ScriptEditor firsts docs for CollisionObject -> collision shape api Documentation update for KinematicBody.move() correct RMB options for instanced inherited scene ScriptEditor -> 'script_close' signal hint correction 'tab_changed' signal after using 'set_current_tab' NodePath option to find target in editor node tree tab_clicked signal for Tabs ability to click on spatial subscene to select it fix crash after click on MeshInstance with no owner spatial selection if subscene geometry is far from origin Improve 'quick open' search time rotation orbit modifier defaults to none freelook_base_speed calibration missing set/get_collision_mask_bit() for RayCast fix a 'proximity_fade_distacne' typo in material ability to lock spatial nodes transform in editor modify default param names in couple of signals James Beedie (1): Fixed return of KinematicBody::_move James Mintram (1): Compile error when duplicate key in dictionery literal #7034 Jared A. Scheel (1): Add note to Array#sort_custom about the dangers of using random return values Jason Anderson (1): Added descriptions to RichTextLabel Jeroen (1): Fix 2 typos Jerome67000 (14): doc improvement for get_colliding_bodies() methods #7215 try to fix adb bad targeting user on device [DOCS] Adds AudioEffects doc [DOCS] Adds JSON and JSONParseResult doc [DOCS] Adds RegExMatch doc and RegEx fix typo [DOCS] InputEvent* [DOCS] ParallaxBackground and ParallaxLayer [DOCS] BaseButton Removes Script::get_node_type() #15078 renamed "z" -> "z_index" property in Node2D Fix crash when using Image.resize() without calling Image.create() first Add standardised color names to doc removed unused project setting rendering/quality/depth_prepass/disable Fix "Attach Node Script" inherits popup type Jesper Bækdahl (1): x11: don't wait for window to be mapped Jia Wang (3): Workaround for IME on Linux(fixes #29 #7106): Workaround for IME and echo events on Linux: Request detectable auto-repeat (Require XKB extension) to support echo events and IME at the same time. Fixes #29, #7106 and #9381. Workaround to allow pasting unicode characters from X selection. Joachim Meyer (1): Enums get listed in the docs and enum members now also link to the corresponding enum in the webdocs Fixes #13254 Johan Manuel (6): Fix various warnings Fix some warnings about unhandled switch cases Remove some unused variables Fix some warnings about misleading indentation Fix some comparisons between signed and unsigned integers Use the gravity constant to calculate weights Johnson Earls (1): Fix search to find "whole" words at end of line Jon Ross (1): Fix #8819. Adds _import_node() that, when used in conjunction with _import_scene, recurses through the scene tree and exports all available nodes. Jordan Patterson (1): Initialize hat values for mapping and revert X360 mappings. Joscha (1): Tilemap editor: Bucket tool - allow deleting and replacing of tiles Jose M Pan (1): Fix click area for bool parameter Juan Linietsky (669): WIP visual scripting, not working yet but you can check out stuff More progress on visual script editing More work on visual scripting.. Concluded base visual scripting! can edit but not run though. VisualScript can now execute visual scripts, but there is no debugger or profiler yet. Likely with bugs and with some features are missing, as well as profiler support, but VisualScript should be more or less done! Reverted printable null object, seems to cause bugs around and not sure why. Will have to check better, likely for 3.0 removed extra print Added an easy API to yield to a specific time by doing: Added yield() signal smart autocompletion. -Added yield nodes to visual script -Added input selection nodes to visual script -Added script create icon for those who miss it, will only appear when it can be used. Automatically turn on process callbacks if relevant callbacks in node exists Added ability to create custom nodes from script. Added a simpler way to do sub-functions in both visual and gdscript with the subcall node. With this, visual script is almost done (missing registering custom nodes from addon). All this is probably pretty broken, too and needs a lot of testing. -Show proper node name in subcall -Implemented Ctrl-F to focus script type search Fixed bug in make_dir_recursive, closes #6016 prevent bug due to scripts not working in editor and notifier sending signals to it. -Added an ENet implementation for NetworkedMultiplayerPeer for "a bit higher level" networking. Missing some bits, and added connection status. Added high level networked multiplayer to Godot. It's complete, but absolutely and completely untested, undocumented and NSFW. Have fun :-) Brand new networked multiplayer Many fixes to networking, demo should work now ENet windows compilation fixes. For reference, when you include a Windows header (be it directly windows.h or something that includes it) put it at the end of the includes. it seems I forgot. Changed API to use sequenced packets for UDP (drop old) fix to mingw build -High Level protocol optimization (should be smaller) -Ability to set compression to ENet packets (check API) -Fixed small bug in StringDB that lead to duplicate empty strings -Added a new class, StreamPeerBuffer, useful to create your own tightly packed data prettier connections for graph edit Proper function/property selection in visual script editing for property. This one has an ordered list, built-in description, search, etc. Making bits of docs appear in different dialogues is made easier with EditorHelpBit tiny bug fix More visual script work -Block switches to 2d/3d editor if editing visual script -Added cast node in flow control -Added ability to do RPC in visual script -Comment nodes -Fix bug with inverted cable in connecting backwards -Copy and paste nodes, including from different scripts Even more work on visual script editor: -Added constructor nodes, specialized and conversion ones. -Cleaned up how unconnected input default values are shown and edited (much cleaner) -Dragging scene nodes into graph makes a call dialog appear by deault -Dragging properties into graph is set by default, not get -fixed dragging internal functions into graph Several all around fixes to visual scripting (in the process of creating demos) More visual script improvements -Added anti-aliasing on lines -Improved draw performance enormously -Removed sequence ports for most nodes, current visual scripts will likely be broken now. Sorry! -Reworked constant nodes better -Added simple switch node, removed InputEventFilter More improvements to visual script.. fixed a bug of not saving when sub-nodes changed. -Fixed issue in Kinematicbody2D -Modified Input and added is_action_just_pressed() as well as is_action_just_released() made visual script switch more flexible Basic type constants for visual script -Added focus to comment node -Make comment node not grab focus on main area Made basic call nodes unsequenced, since they are like gdscript and most return const. Connection hints when connecting to empty space. small fix Added expression nodes to visual script, please test. Removed script_variables/ prefix to VS properties, made them easier to access from GD and Expression nodes Changed Vector3.snap from fmod to stepify, which makes more sense, fixes #6399 Added option for UVs (and tangents) in adding sphere for ImmediateGeometry, closes #6398 Do not expose resource/ properties in sectioned property editor, closes #6396 Better snapping for graph ports, closes #6394 -Added diectly editable expressions on node to VSEditor, closes #6392 -Added ability for LineEdit to expand to fit text Renamed the bind_native functions to bind_vararg, should make it show the documentation more clearly and also make it easier to bind to C# Revert "Change Android float ABI to hard" Fix Viewport.get_mouse_pos() for specific situations, closes #1885 Add API for inspecting objects from EditorPlugin, as requested in one of the comments of #6254 -Added way to generate resource previews from script plugin. -Updated documentation Made it possible to properly draw over the 2D canvas for 2D objects. Arranged some functions to achieve this. small clarification in doc -Added bindings to the resource filesystem for editor -Added set_child_rect, which was unavailable for script fix get_selected_nodes() -Cleaned up find/replace bar for replace (made selection only default if selection exists), also made buttons look like buttons -Fixed a bug related to theme propagation, may be able to solve #6443, #6302 and others. Please test. -Added a ColorFrame control, kind of like Texture but for color. -Added dropping nodes to text editor for them to become a path -Fixed issues with font not properly being set in code editor Add argument options for the theme override functions in Control Added constants from types in code completion, somehow this was never added. Stuff like Label.ALIGN_CENTER or Mesh.PRIMITIVE_TRIANGLES did not complete.. Changed default assignment of shorcut for alt-left/right to history next/prev, which is more standard and useful. Indent can be done with tab and shift-tab anyway. If you don't like this, feel free to reassign them manually in the editor settings :P Do ctrl-click on any code identifier to go to definiton or help page. Modified resource menu for node scripts so it always goes through the new script wizard. Added favorites and recent history to create dialog -Add a distraction free mode button (so users know it's there) -Made distaction free not hide the top bar, it's more loss than gain to hide it -Fix fullscreen toggling and added a menu option for it so it's also visible in settings. Distraction free icon was missing -Added VeryLowDPI and MidDPI modes to Godot editor. -Improved HiDPI detection (requires resolution of > 2000 in X axis) Make Godot detect if the screen is too small (<1200 pixels wide), and use single dock column like in 1.0 if that's the case. Added a generic AStar implementation to Godot. It's pretty fast, use it for games where Navigation does not cut it. Added a few functions to make 2D split screen easier. Added API version and hashing to ObjectTypeDB Call run callback Center camera2D with the proper viewport size Hacked a demo C# class parser for neikeq. Click the inspected objet name to see all subresources. Begining of GLES3 renderer: make editor update by tracking changes in visualserverraster -Added ViewportContainer, this is the only way to make viewports show up in GUI now -2D editing now seems to work -Added some functions and refactoring to Viewport -the new shader language seems to work -shader editor plugin can edit shaders -code completion in shader editor plugin 2D Shaders are working again using the new syntax, though all is buggy in general Everything returning to normal in 3D, still a long way to go -implemented the scene part of visual server and rasterizer, objects without lighting and material are rendererd only More scene work, can display a skybox PBR more or less working, still working on bringing gizmos back -Many many fixes -Gizmos work again resolved reflection cubemap blending shadow atlas allocation (work in progress) all light types and shadows are working, pending a lot of clean-up Done with lights and shadows (wonder if i'm missing something..) working reflection probes!! Huge amount of improvement in the material system. Materials should be a lot more complete and usable now. Skeletons are working now. Instancing is working! (hooray) Migrated from GLES to GLAD, fixes many issues. Changed to proper GLSL version WIP immediates and proper buffers swapping implemented immediates Blend shapes using transform feedback (GPU) fixed bug removing dependencies Screen space reflection effect Add missing glsl file and remove generated .h files Subsurface scattering material param is now working! Support for SSAO fix small issue with copying reflections Tonemapping and Auto Exposure support Multi stage glow with light bleeding from HDR DOF blur, near and far fields.. work in progress global illumination Godot works on Windows again.. Some BRDF fixes can bake for omni and spotlight store normal when baking baking now shows a proper button, and bakes can be saved. put some limits to max ubo sizes to avoid crashes eliminated some crashes according to llvm address sanitizer Fixed many more bugs reported by Valgrind fixed a horrible bug on Windows AMD, scenes saved until now in this branch are no longer valid :( now it really works on window for real begin work on new particle system Some fixes and clean ups WIP particle system Ability to enable and change MSAA settings Ability to change VCT quality Ability to enable/disable HDR rendering Add a metallic mode fix stupid bug in light downscaling for GI Probe ObjectTypeDB was renamed to ClassDB. Types are meant to be more generic to Variant. All usages of "type" to refer to classes were renamed to "class" ClassDB has been exposed to GDScript. OBJ_TYPE() macro is now GDCLASS() Begin modifying properties to make them more friendly to script and doc. -Conversion of most properties to a simpler syntax, easier to use by script -Modified help to display properties -GDScript support for accessing properties directly -Added code lookup and code completion support for properties too -Changed most project settings in the engine, so they have major and minor categories. -Changed SectionedPropertyEditor to support this -Renamed Globals singleton to GlobalConfig, makes more sense. -Changed the logic behind persisten global settings, instead of the persist checkbox, a revert button is now available Editor settings categories are now tidy and beautiful! -Changed memory functions, Memory::alloc_static*, simplified them, made them aligned to 16 -Changed Vector<> template to fit this. Memory pool vectors (DVector) have been enormously simplified in code, and renamed to PoolVector -Fix bugs related to PoolVector crashes -Added ability to request nodes using $Name in GDScript :) Fix code completion for new getnode syntax fixes compilation in windows? Added missing readers writers lock to windows, should compile and run again.. Use more compatible initializarion of RWLockPosix removed unnecesary modulate funtions, which were superseded by self_modulate Dictionary keys are now sorted by insertion order renamed _input_event for GUI events to _gui_input, so it's more differentiated than generalized _input renamed joystick to joypad everywhere around source code! Made Variant::NIL printable as "Null". Please everyone be on the lookout of bugs related to assigning an empty variant to a string, and expecting it to be not empty! Removed the "released" signal from button, it's pointless now that button_down and button_up exist. Renamed finished to animation_finished, also passes the animation name when finished PopupMenu now emits both index_pressed and id_pressed instead of item_pressed, closes #3188 Swapped expand and fill flag bits, so scenes don't save this property by default Removed ratio anchoring (will have to fix multiple 3D views later..) -removed stop mouse and ignore mouse from control, which were confusing, replaced by mouse filter Variant INT and REAL are now 64 bits (other types remain at 32) Removed Musepack, it's a pretty obsolete format nowadays. Remove XML format, as promised, for 3.0 Moved JSON functions to built-in to_json, parse_json, validate_json Add clamp and wrap loop modes for animation tracks. -All types have editable script now in properties -Changed clip to a property in Control which can be set by the user -Translation text will change automatically for in-game buttons, labels, poups when translation is changed. -Added a NOTIFICATION_TRANSLATION_CHANGED for controls that need custom code -Sorry, editor will not update automatically because it uses a different translatio method. Groundbreaking!! Godot resources can now be flagged to be local to the scene being edited! This means that each time this scene is instanced, the resource will be unique! As such, thanks to this, the following features were implemented: -ButtonGroup is no longer a control, it's now a resource local to the scene -ViewportTexture can be created from the editor and set to any object, making ViewportSprite and other kind of nodes obsolete! Removed the set_child_rect() in AcceptDialog. AcceptDialog now works as a container! - _ready() callback only happens once now, if you want to receive it again, use request_ready() - C++ Nodes mostly do an internal process callback, so it does not conflict with users willing to use their own process callbacks - callbacks such as _input, _process, _fixed_process _unhandled_input, _unhandled_key_input do not requiere calling a function to enable them. They are enabled automatically if found on the script. uses the global thread to protect the instacnes map in GDScript, closes #4615 It is now possible to name layers of different kinds! Type renames: Both Array and Dictionary are always in shared mode (removed copy on write). fix code generation so it generates Transform2D instead of Matrix32 remove shorteners for server types in script using VariantParser to parse engine.cfg Added a BACK notification besides QUIT, so they go in separate channels. Editor settings file is now versioned removed stray hash Proper inheritance checking when requesting theem resources More efficient iteration syntax, and range() is converted behind the scenes to it. Made InputEvent use floating point coordinates. Renamed most signals so they refer to: -An action being requested to the user in present tense: (ie, draw, gui_input, etc) -A notification that an action happened, in past tense (ie, area_entered, modal_closed, etc). Added a list of signals to rename, this should become a header eventually Unify naming of blendshape / morphtarget into just "Blend Shape" made math functions inlnie Implicit inheritance now defaults to Resource, will error for node scripts if extends not used. some class renames TextureFrame -> TextureRect Patch9Frame -> NinePatchRect ColorFrame -> ColorRect Must now register with set_transform_notify() to get NOTIFICATION_TRANSFORM_CHANGED New API for visibility in both CanvasItem and Spatial Rename collision layer as suggested in #5696 Created new Engine singleton, and moved engine related OS functions to it. Renamed button functions to be more verboes, same with Range unit value -> ratio rename Input.get_mouse_speed() to Input.get_last_mouse_speed() renamed tween animationplayer scale functions to speed_scale Vector2.get_aspect() renamed to Vector2.aspect() to keep consistent method naming rename monitoring functions rename String.extension() -> String.get_extension() / String.basename() -> String.get_basename() UDP.set_send_address to UDP.set_dest_address Fixed dir access return value, changed it to Error like all other funcs Renamed call_group to call_group_flags, made call_group without flags the default Unexpose the video mode API, will be completely removed when multi-window support is implemented. removed duplicated functions in class hierarchy that were bound more than once added a check to detect this case in the future no more errors related to missing GlobalConfig::Get (or so I hope) 2D and 3D viewport are working again :D fixed to 2D physics, makes it work again Oops! Audio engine has vanished :D WIP new AudioServer, with buses, effects, etc. distortion effect Added BUS effect, Stereo Enhancer Added new Audio Bus Chorus effect. Added new Audio Bus Panner effect. Delay sound effect Simple to use compressor effect Added Audio Limiter bus effect, and sidechain ability to compressor. Pretty high quality pitch Shifting effect using smbPitchShift Added audio bus phaser effect, welcome to the 70s, baby! Ability to delete, drag and drop audio buses! Ability to drag and drop around audio effects! delete bus effects is now possible Audio bus editing is COMPLETE! Removed import/export system, will start new one from scratch. Lot of work in new importer, importing textures now works. CSV translation import plugin wav file importing! OBJ file importing! Changed OGG Vorbis type to be imported, so it's possible to specify loop Scene import more or less working, needs some missing features. fix continous reimport bug (i hope) completed scene importing (I hope?) Renamed engine.cfg to godot.cfg, to forcefully break compatibility with 2.x Ensure proper config version when reading the new configuration file. Several bugfixes, improving the import workflow ability to adjust propagation in gi probe shadows were not working in-editor for nvidia, fixed now basic contact shadows implementation, will most likely need some polishing Revert "Make nan==nan true for GDScript" -begin of export work, not done yet -fixes to make scenes exported from godot 2.x work Many fixes to make exported scenes work better, still buggy. a ton of bug fixes to the renderer Editor Export Settings Dialog is completed!! Now on to make some exporters.. -renamed globals.h to global_config.cpp (this seems to have caused a few modified files) -.pck and .zip exporting redone, seems to be working.. working on template validation Fixes to webgl/opengl es 3.0 for compatibility with webgl2.0, still does not work though converted skeletons from uniform to texture more html5 fixes Export template management dialog. Missing download (need to discuss this!) Export working (for linux at least) Several fixes to Android exporter and port. Android seems to be working again! Revert "8145 - Mouse Position is unknown until first mouse event on X11" New particle system, mostly working, some small features missing. Particle system is complete. Rejoice! -Fix eternal black screen on Windows -Disabled warnings on windows, need to properly set up warnings Restored (And auto-generated) splash image -Fixed crash with splash screen on windows -properly show editor without having to resize window on windows Revert "Use .godot as file extension for project files." New logo, in SVG format Removal of Image from Variant, converted to a Resource. Removal of InputEvent as built-in Variant type.. this might cause bugs I haven't found yet.. fixed crash on code that checks InputEvent Fix stex import into black textures when lossless and lossy are selected, closes #8801 -Fix the "set_val" call deferred, it was the only one.. closes #8742 -Removed redundant bind in input_event Removed skybox support, added panorama support. Skybox support may come back eventually, but hope not. -Added EXR supprot for HDR (no BC6 compression yet though) -Improvements to texture importer -Proper detection of S3TC compression modes, and added all modes to Image -Fixes to non-power of 2 compressed textures, which should all be supported by GLES3 -Added .hdr format support -Added default environment editor setting -Added environment created by default in new projects -Removed default light and ambient from spatial editor, to make the editor more PBR compliant Several fixes related to PBR and Environment rewritten PBR implementation to make it friendlier with Blender stuff got modified :( Rework shading modes and change location of light shader GI probes working back again many fixes to image loader, voxel cone tracing, etc. subsurface scattering is fixed and working again Added depth texture support (using parallax) to default material. Removed stupid right arrow to edit resource. Now simply click it.. Quick access list to subresources on RMB -working SCREEN_TEXTURE, SCREEN_UV shader variables -Added refraction support for default material -Enabled BCS adjustments, as well as color correction. Fog is complete! -Added proper access to depth texture from shader -Split Mesh into Mesh (abstrat class) and ArrayMesh, to allow to proper mesh primitives, as well as streamable meshes in the future. TGA support based on SaracenOne's work. -Restored multithread capability to VisualServer -Restored resource previews! Restired multithread support in OSX and Windows, should stop the crashes. Multiple 3D viewports are not operational. Restored multiple viewport function, as well as view modes. Restored everything related to information polling, and added information box for viewport. Properly adjust the visible editor rect and make limits respected, closes #8328 Fixed _draw_polygon, should help fix other bugs.. Fix empty shader related crash, closes #8314 Fix bug breaking shader when skeleton+tangents were used, closes #8673 Change Omni light default mode to Cube, avoids users confusing it as a bug, closes #8813 Remove default shadow bias of 0.1 for spot and omni light, fixes #8654 -Fixed occluder rendering, closes #8560 -Ability to smooth out 2D shadow filters Fixed several bugs with directional light, and changed defaults to be more sensible. get rid of button array Fix _draw_polygon colors and uvs Remove error spam on Intel, closes #8665 fix bug related to unshaded materials not working on MSVC. Not cleanest solution, might think about how to improve later. Fixes to SSR, WIP. Cleaned up Screen Space Reflections, closes #8119 TIME constant reverted to a single float, fixes #9123 -Fix freezes caused by etccomp2, closes #9183 -Normalmaps are now detected and imported as RGTC, both in S3TC and ETC2, this improves their quality. Particles properly update the shadow maps, closes #8815 Fix transparent background rendering, closes #8703 Properly implemented UPDATE_WHEN_VISIBLE mode for viewports -Fixed shader lang to not be able to get scalar from matrix (ie mat.x), to make it more GLSL compatible -Fixed referencing of world_transform in fragment shader not working -Fixed unsycn bug related to getting shader param list from the server -Fixed getting all textures from shader properly, fixes #8353 Add normalmap support for drawing in all low level primitives. Only added support in Sprite so far. Added normalmap support to stylebox and animated sprite. -Added AudioStreamPlayer2D, for 2D positional sound -Added ability for Area2D to redirect positional sound to a specific audio bus Texture rect_region drawing now clamps UV to avoid bleeding. This avoids scenarios like single-texture tilemap tiles leaking pixels to the next tile when filter is enabled on it. 2D GPU Particles working.. -Moved NinePatch to shader, saves a ton of draw calls rendering UI -Implemented missing stretch modes, now tile and tile fit work Properly exposed material types everywhere. Order of 2D nodes in tree affects drawing properly again. Fixed bug regarding to two spatial 2d players not mixing properly project and scene swapped, sorry could never get used to it :( Also reorganized menus a bit. Fix shortcuts, make them visible again and work. Small fixes required to get platformer to work. Added back CanvasItemMaterial Remove methods from code completion which are already exposed by properties, makes completion cleaner and more close to the documentation. -Trigger shapes removed in 2D, they became obsolete long ago when areas could detect their own overlap -Added ability to disable individual collisionshape/polygon -Moved One Way Collision to shape, allowing more flexibility -Changed internals of CollisionObject, shapes are generated from child nodes on the fly, not stored inside any longer. -Modifying a CollisionPolygon2D on the fly now works, it can even be animated. -Restored support for Canvas BG mode on Environment -Improved ease of use of WorldEnvironment (no longer extends Spatial) -2D editor viewport can now work in HDR! Simplified 2D Kinematicbody.. 3D will wait a bit. Ability to restart particle system with a function call -Added folding to property editor, persistent on objects it edits -Some changes to tree to support this properly Usability improvements for folding. Unfortunately SpatialMaterial broke compatibility. Revert "Workaround for IME on Linux." Revert "Fixed RegEx::search missing return type hint" -Fixed SCREEN_TEXTURE and other related 2D shader parameters. -Fixded BackBuffercopy object Reworked translation system -Label and Button reload translation on the fly -Resources are loaded and reload depending on locale -Many fixes to VisualScript, fixed property names, etc. -Added ability to set/get a field in GetSet, as well as assignment ops -Added a Select node -Fixed update bugs related to variable list and exported properties, closes #9458 Revert "Fix Tileset/tilemap issues related to my adding of one-way collisions to them" Clean up normalmapping, make sure tangents are imported correctly. Implemented environment arrays for skybox reflection and roughness, quality increase is enormous. Some changes to dual paraboloid envmap generation, fixes somme bleeding Fixed bug regarding to strange black shapes appearing in ice from material tester demo -Ability for controls to grow the left/top when anchored. This makes anchoring controls to the right/bottom easier when they are resized. Ability to set rotation and scaling pivot for controls. More fill modes for containers, closes #9504 Mark where ETC1 restriction needs to be done to speed up RGBA8 import -Added triplanar mapping modes -Some fixes to shader lang Added triplanar mapping, toon mode, and more specular modes for materials. Added multipass support for materials. Some adjustments to toon material to make it more flexible Ability to also disable specular Lots of work on Audio & Physics engine: -Added new 3D stream player node -Added ability for Area to capture sound from streams -Added small features in physics to be able to properly guess distance to areas for sound -Fixed 3D CollisionObject so shapes are added the same as in 2D, directly from children -Fixed KinematicBody API to make it the same as 2D. Script editor usability fixes -Fix for multiple reflection probes causing issues. -Fix for positional sound corruption to avoid making people deaf. Fix to make voxel cone tracing work properly again Many fixes to improve GI Probe quality Added a simpler/faster way to bind script languages instance wrappers to Godot -Reorganized all properties of project settings (Sorry, Again). (Lot's of bloat accumulated, so it was time for clean up.) -Made EditorSettings and ProjectSettings search more useful (search in sections too) Change label so they appear vertically alligned on fill -Renamed GlobalConfig to ProjectSettings, makes more sense. -Added system for feature overrides, it's pretty cool :) Several changes to better run in mobile. Script languges are uninitialized properly now. function to add script and instance at once, as needed by neikeq Requesting for dictionary keys also respects insertion order, closes #9161 -Ability to set default import presets for type -More presets for scene importer -Option in scene importer to export root nodes as separate scenes -Fixed MeshInstance preview small grammar fix Good bye chunky fonts, closes #9441 Fixes to glow and auto exposure, closes #9797, closes #9106 Few small GI Probe fixes Revert "Tweak command-line arguments to make them more UNIX-like" -Added GLTF scene support (still missing animations and .glb extension) -Fixed bugs regarding tangent generation in SurfaceTool Full GLTF 2.0 Specification support! cheers! renamed node path, closes #5691 Warn about resizing a rigidbody (2D or 3D), covers the most common cases, closes #7615 Properly update frame range after modifying the vframe/hframes, closes #7624 emit signal properly when frame has changed in autoplay, fixes #7730 Made bool constructor explicit in Variant to avoid bugs, fixes #7843 few bugs fixed thanks to explicit bool constructor and clang. explicit bool constructor has thus now been removed, as it served it's mission! keep default exported script values unless overriden, closes #8127 Added missing binding to ImageTexture, closes #8371 Added a .gdignore check to ignore specific folders. Closes #8461 Use vertex distance instead of z, fixes #9108 RGTC and S3TC are now always enabled on desktop, given the spect dictates they should be. Fixes #9267, Fixes #9939 Fixed some string names and animation playback options, closes #9446 Display the Y angle properly when rotating from gizmo, partially helps #1479 Revert "fixed loading old theme styleboxes" Restored black bars and custom images instead of black bars, closes #1571 Implement len() gdscript built-in function for python users, closes #1960 Ability to pause particles, closes #3675 -Fixed BoneAttachment delay, closes #3966 -Fixed skeleton crash, probably fixes other issues -Errors are printed again to Output, after a long time. Fixes #3373 Attempt to resolve #4673 Added proper local transform snapping, closes #4985 fix collada crash on invalid (blender internal expored...) file, fixes #6222 -Made visual server time affected by global time scale, closes #5583 -Restored time rollover in visual server sorry, leftover bug fixed Fixes node selection, and properly ignore mouse on inner comment node body, closes #6298 Properly rename visual script functions, fixed #6076 push variable later when created, to avoid self-referencing as a valid case, closes #6111 Ability to set a function as sequenced, so when called you can choose not to use sequence ports. Fixes #6346 -Restored Sprite3D to working function, fixes #2061, fixes #9738 -Restored an alpha scissor property in Material Set some reasonable limits for sending information to the debugger, closes #5848 Clean up canvas item when changing state, closes #5977 Moved mirror and rotations to the tile mapen, to avoid taking up too much toolbar space, fixes #6461 Gizmos properly follow the edited object, closes #7837 Ability to save objects to binary format Ensure nothing is found outside modal stack, but keep logic going. Fixes #7622 Converting to MeshLibrary works again, fixes #8092 Small fix for problem of nodes losing type, this is not good enough to solve a core reimport problem, but so far fixes #8116 Fix debug materials, closes #8607 Fixes crash related to animatio editor, closes #8687 Changed anchor constants to enum, removed ANCHOR_CENTER, fixes #9889 Several improvements and fixes to import system. Might fix many issues opened, but have to check in detail.. Oops, fixed wrong color masking problem. Closes #10149 Make sure local to scene resources are initialized after loading all nodes, fixes #9438 -Properly check limits to objects sent (regarding to size), fixes #9034 -Changed the way objects are marshalled and sent to the debugger -Editing debugged objects happens in the remote inspector now Properly manage drawing of primitives when they lack an area, fixes #8930 Update script signals in real-time when script changes. Fixes #8980 -Volume sliders, mute, solo and fx bypass are functional, closes #9021 -Fixed tree reselect, makes reselecting an audio bux FX work ProceduralSky now regenerates in a thread (the second time, first does not), closes #9138 Fix primitive mesh selection, closes #9210 Inspector re-edits edited object when dock moves, closes #9287 Small fix that makes overal UI (including dragging spliiters) much, much faster. Flushing messages meant that for every event, UI was reaccomodating everything. This is relly slow. Messages will have to happen sometime later, during iteration most likely. I still can't fix the overall code editor slowness on Mesa+Radeon, I suspect it's a driver issue. Fixes to label and code editor to make editing code hopefully fast again. Added polygon antialiasing, but it does not work on nvidia. Will have to try something else.. Fixed wrong usage of has_no_area function, closes #10434 Revert "Second take at making command-line arguments more UNIX-like + main.cpp and help cleanup" -Fix all shadow and culling related issues, fixes #9330 Properly initialize color hinted vec4 uniforms to 0,0,0,1 fixes #9354 Inspector is no longer cleared when game runs, fixes #9408 property validate assignment condition in new variables, fixes #9411 Implemented missing opaque prepass render mode, fixes #9452 simplify the way window is allowed to steal focus, no longer relying on project.godot. Closes #9459 Fix binary object marshalling, closes #9472 Revert "Reworked change_dir to support symlinks" Several fixes to subsurface scattering. Closes #9530 Update ISSUE_TEMPLATE.md Invalid materials or shaders will now interrupt the next chain in materials, closes #9570 readded ability to set loop offset in seconds, closes #9630 Fade last cascade in directional shadow, closes #9779 Changed MethodBind API to request information from methods. It's much claner now. Also changed PropertyInfo to include informatino about class names. -Code completion for enumerations -Disabled GDNative and GDNativeScript so build compiles again GCC fixes Fix bug where not all previews are shown, closes #9895 Implemented, The Amazing Zylann Hack (tm), fixes #10603 Fixed opaque unshaded materials, they go through the regular opaque render list, closes #9917 Removed old fp_adjust code that conflicts with clipped rects, fixes #9925 added finished signals to audio stream players, fixes #9928 -Massive clean up to gizmos -Make sure handles are always visible (on top) -Fixed instanced scene selection (should work properly now) -Added interpolated camera -Customizable gizmo colors in editor settings Changed camera interpolation to work when LMB is pressed and no modifiers are pressed -Split EditorPlugin into EditorPlugin and EditorInterface -Added EditorInterface to EditorScript -Added functions to save the scene to EditorInterface -Largely rewrote gridmap to simplify it -Got editor working again -Added a current-floor marker on selection -Moved script run to editor, removed from project -fixed to code completion -fix shader crash bug reported by tagcup -Some fixes to code completion. -Fix getter in code completion being displayed when it shouldn't -Clean up preview generation for editors and exposed it as editor plugin -Fixes to how collada generates tangents (use SurfaceTool), closes #9562 -Fix to gridmap cell size (wrong property type) removed DISCARD built in variable, replaced by actual discard GLSL instruction, fixes #9677 -Fixed screen edge SSAO filter, fixes #9678 -Raised the SSAO limits, making the effect a lot more useful -Still pending to enable tresholding to avoid some hollow places Made some methods to check method/signal availability in GDScript, closes #9800 Changed bools to uint32_t as this may be a compiler bug.. Fix constant reimport on broken files, closes #9930 Added nice icon to show when a file is broken on import. Changed defaults, as it seems to be obviousy better to keep materials outside by default.. Improved default directional shadow params, added bias split scale, closes #9828 Do not error flood if removing default environment. Closes #9945 Fixed problem with non triplanar UV2 mode as described in issue. Closes #9979 Contributors missing in project manager title Exposed new ClearMode function to Viewport clases, closes #9995 Fix issues regarding reload of resources in imported scenes. Closes #10017 Fix special case where KinematicBody fails one way collisions by adding exclusion lists, closes #9729 Removed ontop property, added a material rendering priority system. Fixes #9935, closes #10135 Fix detectin of existing file being a dir in new script creation, closes #9958 Fix some argument ordering, closes #10010 Fix freeze on exit on audiostreamplayers when setting invalid stream, closes #10093 Fixed missing return value in glTF2.0 importer camera, closes #10130 Made triplanar local space by default, world space optionally, closes #10159 -Fixed EditorDirDialog, which was really old and needed to use EditorFileSystem -Fixed refactoring tools to work with imported scenes (properly move .import files) Added transmission shader parameter. -Added an optimization so physics shapes are configured later, speeds up grid map loading and editing -Changed KinematicBody API yet again to make it friendlier -Fixed get_scale functions (and added set_scale) to make it more coherent when decomposing and composing (fixes bugs in transform interpolation) Improve guessing of what editor to switch to, fixes #10405 Fix ETC2 import for luminance/lumalpha textures, fixes #10421 Fix opaque pre pass, closes #10472 Automatically redraw when shaders using TIME are visible, fixes #10554 Added support for for, break and continue. Closes #10560, closes #10661 Fix directional vertex shaded light which was using normal instead of light color, closes #10608 Added a warning for when a PC compression is not found for the project, closes #10626 hide next pass for material types that make it pointless, closes #10686 Fix frame selection in 2D particles, closes #10668 -Fixed changes to default input actions not working, closes #10502 -Added Array.duplicate() method, needed to fix above Check whether stuff is visible before baking it, closes #10525 -Fix folow surface in subsurface scattering, closes #10696 -Fixed filter kernels of subsurface scattering so quality settings make more sense Renamed playing property of audiostreams to play, to make it clearer. Fixes #10730 Also disabled the auto shut down of the property when stream ends, to make it easier to animate Force redraw when HDR auto exposure is enable in all frames, fixes #10784 Mono vorbis support fixed, closes #10787 Removed camera interpolation in orthogonal mode (I have no idea how to fix this due to how orthogonal works), closes #10718 Restored auto snapping of controls to pixels, fixes #10847 and probably several more issues. Made it optional in the project settings but defaults to true. Several fixes to directional shadows, closes #10926 Added option to change directional light range mode, between optimized and stable. For Orthogonal, you might need to use optimized. Fixed orthogonal projection in all effects and post processes Ability to use a sky for reflection together with a background color. Many fixes to visual script, changed virtuals override for a proper selector. Fixed conflict in len() function HiDPI support on Windows.. yes this is all it took. Merged docs and small correction to lowdpi feature (it supports windows now) Changed the doc class generation to individual files per class. It is also possible to save module files in module directories and the build system will recognize them. When method or property has no description, a link asks you to create it Renamed play to playing property, but now playing and is_playing is the same, to avoid confusing. Closes #11211 Warn the user that changes to resources will be lost when editing imported or instanced resources from scenes. Added a menu to enable/disabled GDNative singletons in project settings Re-Added export plugins with a more interesting API, as well as the ability to do path remapping. Also added ability to tell the exporter that a shared object needs to be bundled in the build. Added type on export file callback, and initial export function. Fixed to InputDefault, button mask was wrong. Fixes to editor camera interpolation. forgot to set proper default values for new camera interpolation fixes to one way collision, closes #10971 correction to one way collision code Fix import order, so scenes are imported after textures. Also fix bugs when meshes are always generated. Added proximity and distance fade to SpatialMaterial Ability to convert from SpatialMaterial to ShaderMaterial Fixes to rim parameter in shader -Fixed redraw always on 3D viewprot bug -Changed manipulation inertia default values. Do not touch them again or I'll cut your fingers and eat them. Massive optimization to Variant::set_named/get_named. Should give a nice boost to GDScript. Added light affect parameter to baked AO Fixed constness of variant functions, as well as visual script sequence ports. Closes #11258 Fixes to light shaders, should work now.. Ability to set a custom FOV makes it possible to use sky on orthogonal view. Closes #9186 Properly allow completion on variable initializer arguments, closes #9359 Restored ability to import OBJ files as meshes directly. Finally closes #9445. Ability to set a module enabled/disabled by default by adding is_enabled() to config.py Switched Burley/Lambert, and restored diffuse term to 0-1 range for compatibility. Using advise from Matias, left the 0-1 range for lights, divisiom by PI, and multiplied lights by PI internally. Slight proposed fixes to PBR. missing PI division on vertex shader fixed the OS.has_feature() API, and added support for 32 and 64. Avoid failed viewport when size is too smal, fixes #9891 Restored normal bias as default bias in GIProbe Added the set/get_setting function in Editor/Project settings. Renamed has() to has_setting. Fixes #11844 Make sure to obey hidpi to off by default, as present in project settings. Set it to on by default for editor. Many integrated GPUs can't really get enough performance to play games at hidpi, so this should be enabled manually. Fixed unnecesary structure copying in bugfix. Many fixes to SSAO, should be good now. Sound support for Javascript (untested). Clean up GI Probe baking, proper button and progress bar. Ability to shrink 3D viewport by half -Modules can now add custom version info (added it for Mono) -Version string takes this version info -Ability to download templates from the interweb (listing does not work yet) Remove performance warnings, closes #11585 Make video mode initialization more intuitive, fixes #12022 fixes to initialization order Add slope min stop velocity on 3D physics body, closes #10981 adjust min stop to horizontal velocity Reworked how servers preallocate RIDs, should fix #10970 Remove node from list before calling queries, fixes #10886 Disabled filter clip by default and made it optional, fixes #12368, likely others too Set ambient contribution by default to 1, fixes #11850 remove half_texpixel in canvas since no longer used Properly fix node path selection in input ports, closes #12152 -Added ramp fadeout in AudioStreamPlayer, removes clips on audio restart -Fixed bug in AudioStreamPlayerSampler not completely writing the target buffer if sample ends, fixes #12307 Do not send NOTIFICATION_PREDELETE to scripts, as it can cause problmes in garbage collected languages. Closes #6784 Disable OpenGL warnings unless running with -v, closes #7171 Revert this, karroffel makes sense that this should be implemented per language. Do not enable light if atlas size is 0, closes #9335 Finalized ability to convert from CanvasItem/Spatial/Particles materials to ShaderMaterial, closes #10242 Ability to update parts of an array, and set arrays as dynamic draw When script changes, defer tree updating. Fixes #9704 -Ability to choose operator for emission, closes #10441 -Ability to use proper operator for GI Probe, closes #10534 -Closes #12938 as it's no longer needed (thanks for the work though) Make sure scan happens after all nodes enter scene (including plugins), fixes #9286 Add support for remote debug in scene tree. change low cpu delay to 1 usec, should make editor smoother and not really use a lot more cpu. Fixes #11030 Ability to change indirect light energy. Make old scenes readable again Revert "Added loop_begin and loop_end to OggVorbisStream" change default propagation value Modified low processor sleep to 8000 and made it customizable (should be customizable for editor too) Attempt to remove setters/getters from doc data Changed reimport logic to also check md5 before reimporting, fixes #13135 Has the nice side effect that you can share your .import folder or rename your project and godot wont reimport stuff. Add a bit space around the .import [deps] tag to make it more readable. Fix block where setter/getters are cached to be skipped Fixes bug where enumeration is not being saved Made Vector::ptrw explicit for writing, compiler was sometimes using the wrong function, leading to unnecesary copy on writes and reduced performance. Add importer option to make meshes bakeable by default. -Fixed height fog (was broken) -Make sure materials are named in OBJ importer, so they can be saved outside as resources. Disable logger by default. Ask users to explore official projects when none is loaded. Switch to textureLod for parallax offset, avoids errors on UWP. Changed the dynamic library open function to allow setting the path of the library to open extra libraries. Properly take into consideration that VERTEX must be written to in opaque pre pass, does some speed up to scenes using triplanar. small fix so shadows dont need to use a separate material for world vertex coords (more perf) -Implemented Proxy Textures (needed to solve the problem with ViewportTexture) -Properly use hierarchy to initialize resources local to scene (solves problem of GUI in 3D) Added a higher level wrapper for proxy texture Do not cancel event if no need to cancel it. Fixes problem with GUI in 3D. Make sure the scene warning of changes may be lost is only for scenes, fixes #13970 Fixed rim lighting glitch, closes #13340, closes #13986 Attempt to see if this can solve the problem with #13338 Created internal usage flag to remove non editor properties from doc, closes #13334 Fixes to some thread safety situations to avoid GIProbe from freezing on save. Fixes #13338 Fix and rewrite folding logic, closes #14005, closes #13421 -Fix particles with size==0, closes #13931 -Fixed material previews (dont show sphere unless for spatial) Reduce some graphics memory usage by disabling unnecesary modes, closes #12831 ability to keep user tracks when importing animations, closes #12801 Added some clean up in camera/viewport management. Fixes #12279, Fixes #12774 Implement orbit velocity in particles (this is for 2D only, like in 2.1), closes #12764 Fixed tangential velocity (was broken) Exposed EditorSceneImporter to script. Added APIs to use intermediate converters more easily. Added small bit of bias depending on lenght for contact shadows, fixes #12726 Fixed is_playing funtion (was reporting wrong), closes #13928 Made error reporting to opcode_set in gdscript a bit clearer After a lot of trial and error, i think rim lighting implementation is now perfect, closes #13986 -Ability to and unwrap lightmap coordinates on import -Added unwrap functionality to Mesh -Ability to display and debug mesh UVs -Added multiline draw, so it's easier and faster to draw UVs -Many fixes to SurfaceTool -Fixes to Thekla Unwrap, but it's a piece of ass and it keeps crashing. Will have to go away oops, missing -Add lightmapper -Fixes to unwrapper (remove degenerates), makes Thekla not crash -Added optional cancel button in EditorProgress -Added function to force processing of events (needed for cancel button) GDScript files are converted to binary on export now. -Added new scene conversion to binary on export (disabled by default, please test) -This method works by directly converting text to binary, so the scene does not need to be loaded and saved fix compile issue Made built-in identifiers properly constant in shaders. Fixes #14449, closes #14629 restored binary compatibility, which was broken in #14406 Added custom editor splash (including sponsor logo). fixed reference to splash file Add epic hack so vsync can be toggled in run-time from script. Fixes #14458. Call needs to be routed via visual server to reach the proper thread. Revert "Fix mouse button release not sent to gui_input if it's different from the button that gave focus" Fixes how transform is applied to geometry in UV unwrap Property install export templates when downloaded from http added a scale parameter for scene import Added baked light support for gridmaps. Use a different strategy for path remaps, try loading from a remap file instead. This ensures multiple PCK exports still work. Should no longer crash after rebaking, may be a solution to #14795 Not sure if this is the same problem, as reported, please test. -Fix some crashes in unwrapper -Add emission lighting to raytrace mode, fixes #14686 Fixed bug where all file dialogs requested thumbnails even if hidden. properly plot normal when baking Propertly deinitialize sampler FBO/Texture, fixes #14586,#14805 Good while it lasted, restored full 3D for 2D viewport, as required for Canvas BG mode. Fixes #14540 Fix raytrace lightmap bake bias Added font oversampling support Fix randomness in voxel light baker, closes #14841 Make dynamic font oversampling fully dynamic. Fix gridmap disappearing after editing after bake, closes #14868 Properly silence buffer while not in use, fixes #14866 Add functions to image to load a PNG or JPG from a buffer, closes #4024 properly send mouse released event when grabbing modal focus, fixes #14854 -Make capture dependent on a cell size, not subdivision. -Fixed a bug recently introduced when releasing mouse events and calling popups Change skeleton processing to work on global coordinates, should help fix many import problems from Blender, GLTF2, etc. -Removed OpenMP support, replaced by a custom class. -Disabled Opus, implementation is wrong. Restored opus build since WebM needs it, but disabled it from code. Removed the InputEvent ID field, which was unused and can cause bugs. Fix sidedness check in material. Also remove SIDE built-in. Change the rotate function of Spatial to be local, makes more sense. Closes #14569 Ability to set flags via code in StreamTexture, as some users find it useful. Fixes #14526. A promise is a promise, so added ability to load and save shaders as text files, closes #14431 Property apply shader parameters, even when materials are being reused, fixes #14012 Fixed proper texture binding for sprite material, fixes #13987 Properly rename scenes and resources after renaming or moving files, should fix #13976 It's not tested, so please test. Reimport now checks source path changes and imported files and their md5, fixes #14728 Added more hacks to GLTF2 importer to support crap exporter (MakeHuman in this case), fixes #13393 Update the skeleton on transform Use a different approach to update skeletons when transform changes Missing transform notification for Skeleton. avoid error on setting skeleton from transform changed Some fixes to improve precision and speed on Android. Fixes precision issues on Mali and PowerVR. Revert "Add missing image format RGB10A2. Fixes #14964" Avoid crashes in skeleton Add support from properly exporting shared objects, needed for GDNative export Fixes to GLTF2 importer skeleton positioning, though vertex bone indices still look broken somehow.. Fixed GIProbe blending, closes #15164 Fix dual paraboloid shadow maps, closes #14487 Forced set mouse global position always, hopefully will fix #15354, otherwise out of luck. Force button release when window focuses out, fixes #15318 and likely many other issues. Fixed problem with missing uninitialized last byte on waveform trip, closes #15316 Make sure .import folder exists before importing, in case user deleted it manually. Fixes #15315 Print error if a resource can't load from script, fixes #15313 Avoid crashing when dependencies on inherited/instanced scenes cant be satisfied, fixes #15298 Improve detection of variable writing in shader, fixes #15177 Removed PBM bitmap loader, added abiliy to importi mages as bitmap. Fixes #14828 Ensure depth reads go via alpha render list, fixes #14759 Use better initialization value for normalmap, fixes #14720 Properly dispose of instance capture data, fixes #14795 properly blend interior and exterior ambient in reflection probes, fixes #14695 Added middle button doubleclick, fixes #15567 sorry, accidentally pressed delete before commiting. Update documentation to clarify that list of overlaps is not updated immediately. solved particle memory leak, fixes #15591 Properly fix blend equations for both transparent and non transparent framebuffers. Closes #15047 Removed extra multiplication in baker Restored multiplication by texture -Remove color operator clamping, which is unnecesary. Fixes #15184, fixes #14686. -Refresh progress bar less often, makes baking, exporting, etc. faster. Renamed tree_exited to tree_exiting. tree_exited is now used for actual out of tree notification. Updated doc accordingly. Instance dependency for particles was not being get rid of. Again fixes #15591 Add special coloring to members, to make shadowing more obvious. Make members a bit more visible color wise Properly resize textures so they can be ETC compressed, fixes #15139 this may make import times slower though, will have to wait for 3.1 for background texture import and compressonator. Make burley default for materials, fixes #15054 Fix uniform alignment, closes #14962 Fix mat2 alignment Attempt renaming multiple times on safe file save, and make the behavior optional. Fixes #14339. Properly save the new save safe setting, avoid crash. Filled tutorial field in most relevent classes. Added tutorial display in doc. BMFont loading direct support from .fnt files. Before I forget, add warnings on areas without children (should not break anything). Seen too many users misunderstanding the edit rect is the shape. Allow shadowing class members with local variables in GDScript, closes #15896 I have no idea why this commit fixes #15392 Juande (1): Fix the revert button issue with instanced nodes Julian Murgia (8): Add API to access battery power state Add Signals descriptions when they exist. Corrects usage of 'is' instead of 'extends' for testing node inheritance. Fixes power management on x11 platform and removes explicit NULL pointer dereference. Documentation for AtlasTexture. Documentation for AtlasTexture. Partial documentation for Environment resource. Bind VisualServer.sync() method to GDScript Jylhis (2): Update PopupMenu hiding Fix #7262 Jérôme GULLY (1): [DOCS] Review and improve 17 classes (#11890) K. S. Ernest (iFire) Lee (2): Fix gdnative generation for lightmapper. Make sure PropertyHint matches in the VisualScript editor. Karol Walasek (6): Filled blanks and normalized documentation on RayCast[2D] Added force_raycast_update GDScript method for RayCast[2D] Added general notes on RayCast[2D] updating behaviour and force_raycast_update() Documentation of RPC-related methods and classes Fixed Particle2D docs - radians to degrees for some params Added a SceneTree.has_network_peer, closes #7922 Kaukamieli (1): [DOCS] documented and edited Particles2D Kazuo256 (2): Add http method and request data parameters Add Array.front() and Array.back() Keetz (1): Fix scene tree drag & drop places node as child (#6912) Kelly Thomas (1): remove c#7 features for compatibility with 2015 Build Tools Kenneth Lorthioir (4): Fixed compilation issues with Visual Studio Removed DX9 Rasterizer in windows. Close out audio drivers when exiting. Remove memdelete of button in GIProbeEditor exit Konrad Nowakowski (2): Fix image lock on preview image generating Fix bitwise NOT operator on BitMap's set_bit Konstantin Zaitsev (6): Fix MSVC compilation errors Change structure order for godot nim compatibility Add command line support to export pck or zip Set android 'compileSdkVersion' to 24 Fixed crash on duplicate instanced nodes (#13432) Fix scroll enabled in case of content fit in scroll container Kristupas Stumbrys (1): Fixing typo for rect_position in _change_notify call for Control Kryptocron (1): Added option to not save a scene when played. Kurtis Harms (1): Fix mixed use of tabs and spaces Kyle Van Berendonck (1): Add Color.lightened and Color.darkened (like LESS.css or SASS) Leandro Motta Barros (1): Fix RANDOM_MAX, which is 2^32-1 with PCG32. Leon Krause (71): Add JavaScript eval interface Allow documenting unexposed return types in bind_native_method Remove JavaScript compilation option `compress`. Add option 'wasm' to compile to WebAssembly in web export Clarify a NULL comparison Enable memory growth in WebAssembly builds Remove explicit BINARYEN_METHOD for WebAssembly build OS additions and fixes for WebAssembly/asm.js Fix some mouse bugs in WebAssembly/asm.js Add window features in web export Emit asm.js code into a dedicated file for asm.js export Relink web build when HTML shell changes Improve usability and style in web export presentation Enable WebGL2 in web export, start fixing build Fix parallel asm.js/WebAssembly builds Automatically zip web export templates Fix WebAssembly builds on Windows Fix web export build Some WebGL 2 and build fixes/clean-up WebGL 2 export per WebAssembly or asm.js Reenable Windows Desktop export Fix FBO depth texture format Reimplement HTML5 mouse input without GLUT Implement HTML5 touch events Remove GLUT usage in HTML5 platform Fix HTML5 key events Implement mouse capture and hiding in HTML5 export Implement cursor style control in HTML5 platform Update HTML5 platform for new InputEvents Use custom native-run icons for Android and HTML5 Hide HTML5 native-run icon without runnable preset Fix zipping HTML5 templates when using implicit cache Fix building HTML5 when cmd.exe is set up for MSVC Implement input focus behavior in HTML5 Fix atomic operations in NO_THREADS builds Implement touch-screen check in HTML5 platform Improve HTML5 canvas management Initialize Particles2D draw order property HTML5: Prevent sending MainLoop notifications before initialized HTML5 start-up overhaul Fix mouse button state in HTML5 platform Correct spelling SEPERATE -> SEPARATE to fix build Use primary WebAssembly.instantiate overload Add OS::is_userfs_persistent to check user:// persistence Fix binary marshalling of Objects Improve JavaScript calls Bind some VisualServer functions Remove HTTPClient::send_body_text and ::send_body_data Fix WebAudio and HTML5 build Implement HTTPClient in HTML5 platform Fix HTML5 mouse button release events Move singleton management from ProjectSettings to Engine Fail when attempting to retrieve a non-existent singleton Fix HTML5 HTTPClient includes Facilitate exposing platform-exclusive interfaces to all platforms Remove asm.js support from HTML5 platform Change HTML5 start-up API Export boot splash and add custom HTML file option in HTML5 export Remove contrived JavaScript.eval return types Update my name in AUTHORS.md Fix inverted relative mouse motion in HTML5 export Fix internal Emscripten JS API calls HTML5: Print without color control sequences Initialize WebGL context in OS Build WebAssembly module with -Os to decrease file size Fix HTML5 feature tags Wrap Emscripten module into JS Engine singleton per SCons Fix Particles2D in WebGL 2.0 Fix copy shader in GLSL ES 3.0 Fix HTML5 JS API setResizeCanvasOnStart Disable OpenSSL module in HTML5 platform by default Letheed (1): Allow to disable shadow gradients in Light2D Lewis (1): Removed code that flips normal if facing away from test direction LikeLakers2 (1): Use gdquest's suggestions Linus (1): RayShape, Shape, SphereShape Lucas Eriksson (1): Added VehicleWheel::get_skidinfo(). M.H. Alkotob (1): Fix console warning: Condition !env is true MSC (1): Some additions to the OS documentation (#6037) Manish Sharma (1): Fixed running the game before saving scene Marc Gilleron (36): Windows: prevent huge prints from crashing the engine Added bucket fill preview Added option to toggle bucket fill preview Added Line2D node that draws a polygon-based line Fixed Line2D editor doesn't respond to input Fix #8617 WindowDialog with custom panel background crashes godot Added 3D freelook navigation mode - Triggered by holding RMB - Can look around in FPS style - Can move with WASD - Movement speed accelerates over time - Can multiply speed with a modifier key to go faster or slower - Configurable in editor settings and shortcuts Improved freelook Fixed compilation on Windows + removed debug print Fixed broken Line2D due to math changes in f271591ac22bd07e1b2316448dd6e9af879c218f Fixed memory leaks Fixed freelook conflict with text inputs Added Curve resource GradientTexture now uses a Gradient Curve features Fix curve saving, refined undo/redo Added Curve preview thumbnail Added configurable modifier key to activate freelook Initialize freelook shortcuts properly Added option for mouse orbit sensitivity Reduced default orbit sensitivity for smoother rotation Added freelook inertia Bind missing ArrayMesh.ARRAY_MAX Allow to set a custom DynamicFont in editor settings In editor, instance DirectionalLight with an initial sun-like orientation Freelook interpolation fixes Added icon under zoom/speed indicator bar Use bresenham line in freehand tilemap painting to fill discontinuities Add option to use freelook with a toggle shortcut (like Blender) instead of holding RMB (like Unity) Fix tilemap undo/redo Implement per-instance custom bounding box Update GIProbe data instead of creating a new one on bake Fix mouse button release not sent to gui_input if it's different from the button that gave focus Fix crash when freelook shortcuts are undefined Added GDNative copy constructor for PoolVectors Read and Write Fix VisualServer.free conflicting with Object.free Marcelo Fernandez (71): Fix set_window_size not setting the correct size on OSX Crashfix for OSX on Sierra beta Fix issues with set_window_resizable on x11 Fixed the IP resolver code blocking the main thread, it uses a Mutex now to lock its own thread. Fix possible crash in joy_axis (fixes #4944). Implemented borderless window code for OSX. Implemented borderless fullscreen code on OSX. Implemented borderless window functions on Linux. Fixed issues with borderless windows on Windows Fix fullscreen on X11 for non-resizable windows Reinit audio device when the system default device changes on OS X Fix for possible crash in OS X audio init. Fix Right-Click (Ctrl-Click) on OS X Fix cvs files freezing the editor when a double quote is not closed Fix get_screen_* funcs returning old values after resolution changes on OS X Fix mutex initialisation in OS X Audio Driver Fix possible division by zero crashes on the wav importer Implement 32 bit IEEE float WAVE format Fix AudioServer::finish not getting called while quitting Fix double finalisation of audio drivers Fix scons failing when not building sources Fix crash when running a game with the profiler enabled Fix get_screen_* funcs returning old values after resolution changes on Windows Added notification const NOTIFICATION_WM_ABOUT Add closest_power_of_2 func and implement mix_rate/latency on OS X Fix y axis for set_window_position on OS X p_screen param from get_screen_* funcs now default to the current screen Add missing NULL check for the new show_about() call Fix RtAudio driver buffer_size incorrect calculation Added new WASAPI driver for Windows Corrections to audio buffer size calculations Added an option to reset the bus volume to 0db Not found projects are grayed instead of removed at the Project Manager Implemented DirAccess get_drive and get_drive_count for OS X Added check_c_headers to SCons env to check for the existence of headers Fixed issues with surround sound on audio server Implemented DirAccess get_drive and get_drive_count for Linux Added a crash handler to dump the backtrace on Windows, Linux and OS X Fix crash when no audio driver is available Fix compile error on gd_native_library_editor.cpp with tools=no Fix possible crash with ctrl-u on script editor Compile fix for clang error on spatial_editor_plugin.cpp Fix setting the default icon briefly with tools=no Fix x11 exported executables not getting the +x flag Fix crash when using key+u on a line with only a # Prevent running the crash_handler when a debugger is present on windows Fix crash handler not including stdlib.h Add missing NULL checks on CanvasItemEditor Rename get_position => get_playback_position and seek_pos => seek on audio classes Fix possible infinite loop with bucket fill tool Bucket fill will now incrementally process the queue on preview mode Fix Variant::get_named return when p_index is invalid FileSystemDock will now remove files/dirs to trashcan using OS::move_to_trash Fixed bug with clearing the stream in AudioPlayerStream Prevent a possible crash when exporting to MeshLibrary Merged iphone and osx audio drivers into drivers/coreaudio VisualScript crashfix when returns are too few OS::execute can now read from stderr too when executing with a pipe Improvements on the export code on OS X Fix crash when a custom theme can't be loaded Added a name/path description when there is an error in the Animation Track Prevent a possible crash at collision_object_2d_sw.h Fix BSD compile issues Fix Color.r8/g8/b8/a8 being type float instead of type int Improved *_FAIL_INDEX error macros to print the index/size Implemented vsync OS functions for OS X Detect javascript platform using EMSCRIPTEN env as well Implemented OS get_latin_keyboard_variant on x11 Improved WASAPI driver logic when devices are connected or disconnected Fix wasapi going silent when number of channels are not supported Fix Video Player issue with audio mix_rate when different than 44100 Marcelo Paez (1): Changed get_audio_bus and set functions to get_audio_bus_name and set and edited docs for Area2D due to renaming o get_audio_bus and set_audio_bus Marcin Zawiejski (3): Fix Regression: running current scene (unsaved) will ask for main scene Fix constant node value edit initialize bus_index to 0 Marco Masselli (1): Ported 'Exclude Parent' from Raycast2D to Raycast Marco Melorio (3): Fixed that playing the project opens the project manager Update snake_case splitting Added a container to EditorNameDialog Mariano Javier Suligoy (11): Explicitly initialize TextureProgress's initial angle value. (Hopefully) Fixes #3856 Fixes #6426 Fixes #6344 Fix Color Picker Fix ColorPicker's screen pick functionality Fix regresion on Texture Region Editor Plugin. Fixes#9282 GdScript: Add signal autocompletion to emit_signal function Add anchor shortcut to fit parent Also remove old Edit -> Expand to Parent menu option Implement auto-tiling TileMap Fixes Fix crash when closing the editor TileSetEditorPlugin: take scale in accout when highlighting current selected subtile. attemp to fix #15743 Mario Schlack (2): Hide the mouse cursor when MOUSE_MODE_CAPTURED is activated. Fix release build. (II) Marius Guggenmos (2): fixed double escape for quotes in editor/SCsub Array::sort, sort_custom and invert now return reference to Array to allow chaining of operations Mark Nokalt (1): editor: Add mouse position information in TileMap Martin Capitanio (7): Fix 2D-editor mouse wheel zoom (x11). Don't append standard ports to the request header. custom_features: fix typo Fix class docs, improve error handling of the rst generator. Fix the class docs for the rst-syntax errors. Avoid thekla_unwrap crash Add thekla_atlas/godot-changes.patch Martin Lindhe (1): fix some typos Martin Novak (1): Fix typo which caused popup to display on incorrect coordinates. Mason Ashbridge (4): Slider value accounts for grabber offset Fixed build for Visual Studio Fix shader function calls being assignable Script editor: fixed no key repeat for CTRL+Y MateusMP (1): Fixing bad index used in Space2DSW Mateusz Adamczyk (5): Added simple check to viewport, if matrix32 is invesile (https://github.com/godotengine/godot/issues/6296). Place child control under label in AcceptDialog. Possibility to write node path by hand in exported NodePath variable (#3486) Option to load script for node (#6839) Option for detaching script from node (#6934). Matt Hughes (1): Fix video playback MattUV (7): Add set/get_collision_layer/mask_bit() to TileMaps [DOCS] Corrected some typing mistakes on Node2D.xml [DOCS]Completed LineEdit.xml Fix Manage Export Templates link Modify shortcuts and menus to fold/unfold code Modifies indentation behaviours Adds an option to move cursor with right click in TextEdit Matthew Kunjummen (1): Adjust openssl #defines to be libressl compatible Matthias Hoelzl (20): Fix mixed tab/whitespace in build files Make build scripts Python3 compatible Generate project files for VS2017 Fix inconsistent toggle button behavior Fix errors in Python 3 build Fix Python 3 build Fix Python 3 incompatibility in Mono build Fix build with Python 3 on Windows Remove preprocessor directives from macro arguments Suppress progress messages in Visual Studio output pane Add cpp.hint file to improve IntelliSense Add placement deletes to avoid warnings on VC++ Add explicit exception model flag for Visual C++ Fix displacement for centered tilemaps Make VisualScriptFunctionState instantiable Connect signal for VisualScript "Yield Signal" using oneshot mode Ignore Visual Studio '*.natvis' files Change -std=gnu++11 to -stc=c++11 and don't pass flag to MSVC Prevent users from moving instanced children Improve duplication and saving of instanced scenes Max Hilbrunner (9): [DOCS] OS.get_unique_string(). [DOCS] Node: Document _process()/_set_process() [DOCS] IP_Unix [DOCS] IP [DOCS] IP.xml typo fix stream_peer_openssl: add missing break & format [DOCS] JSON: Small fixes [DOCS] Small fixes for Mutex [DOCS] Small fixes for Semaphore Maxim Sheronov (2): Fix UV calculation for spritesheet in particles Fix enums bindings Maxwell Paul Brickner (2): Changed a link from http to https Changed badge to use HTTPS Michael Alexsander Silva Dias (38): Added "is_readonly()" to TextEdit and made it a property. Made text in TextEdit a property. Small arrangement in ScrollContainer. Fixed signal connection dialog ignoring indentation settings when creating a function. Enabling relationship lines in the Scene Tree enables them in the Create New Node dialog as well. Added a label to the Dock Positioner. Fixed not being able to use the "Open a Directory" dialog with the "Default Export Path" setting. Fixed the Remote tab not complying with the "Draw Relationship Lines" setting. Fix not being able to select an editor layout created in another language. Add disabled theme to TextEdit. Changed EditorAbout's TextEdits to RichTextLabels. Fixed FileDialog's "parent folder" button not having a texture. Added "mode_overrides_title" property to FileDialog. Fixed PopupMenu's submenus not showing up in certain situations. Removed style override inside the Localization tab in the Project Settings. Fixed Tileset editor button having the wrong text and not being translatable. Enhancements and fixes for PopupMenu's submenus. Made multiline property editor deselect text when opening. Made highlighted item in PopupMenu circle back to the beginning/end when using the keyboard. More changes to PopupMenu's submenu keyboard handling. Exposed LineEdit's "selection_clear" and renamed it to "deselect". Some fixes for the Script Editor and dead code cleaning. Fixes for the Spatial Editor's Perspective options and dead code cleaning. Fixed SplitContainer showing the "resize" cursor when it shouldn't. Fixed wrong Project Settings direction on an error message. Fixes and modifications for some dialogs. Fixed right dock dragger not disappearing when there is no docks there. Changes to the Editor File Dialog. Added "get_popup" method for OptionButton and minor changes. Made MenuButton and ColorPickerButton's "get_popup" methods return constant. Changes to the Project Manager's New Project/Export dialogs. Made the Create Dialog be clearer when it's changing a type of something. Small fixes for the Curve Editor's context menu. Fixed the "Tile Set" button being able to go out of bounds. Fixed "Tile Set" button always showing bug introduced with #15309. Added Geany/geany_plugins files to the ".gitignore". [DOCS] Description for the JavaScript singleton in @GlobalScope. [DOCS] Fixed incorrect information inside String's "find_last" method. Michele Valente (2): adds gles3 auto generated shader header files fix for compiling the new lightmapper Mihaly Csonka (1): Fixed clearing of an export preset's name when deleting the one above it. Mike Demchenko (1): Inline documentation request satisfied. MillionOstrich (13): Fix icons for custom types in the recent & favorites lists in the create dialog. Can now right click folders in filesystem dock. Reworked rename & move for files & folders. Rework DependencyRemoveDialog for deleting folders Add right click option to create folders. Stop move_to_bottom losing references to treeitems Don't try to move if dragging a folder into itself Fix dragging a resource onto filesystem dock Improve file/folder drag preview on filesystem dock Fix randomisation of initial particle velocity Fix size mismatch in _compress_etc Use j for inner loop Fix extra separator in filesystem dock right click menu Stop particles resetting on pause. MrCdK (9): Add loop_begin and loop_end to OggVorbisStream Added filter_clip to AtlasTexture Fix particles' tangential acceleration randomness Fix windows compilation when using MinGW Fix ogg looping pop noise. Closes #11468 Set particles emitting to false when particles finish emitting with one-shot enabled Fixed loop mode values when importing a wav file. Importing a wav file that was exported with a custom loop type was causing it being imported with loop mode ping-pong Fix NEQ operation between 2 different Arrays Set correct types on a couple variables inside the canvas.glsl N0hbdy (2): Fix python 3 build in osx-specific platform Add Colemak keybindings to editor for osx NNesh (2): Fix AudioPlayer.play() bug when music always starts from 0 pos Fix AudioPlayer.get_pos() always returns 0 Nabor Erices (2): Added support to rename projects on manager Deleted unnecessary print Nathan (5): improve some descriptions for the Control node rewrite the methods and member variables for the Node2D class Write TextureRect, Label and NinePatchRect [DOCS] Write member, signals and constants in the Control class [DOCS] Write TextureButton, review and finish TextureProgress Nathan Hold (1): Fix missing and incorrect values in return value of _move method Nathan Warden (21): Added a warning message when a VehicleWheel is not a child of a VehicleBody. Updated the 'members' documentation for Rigidbody. Updated documentation for StaticBody. Changed the text from "Cancel" to "Done" in the "Fix Dependencies" dialog. Documented 'resource_changed' for CollisionShape Updated some documentation for the OS class. Fixed a bug where ssl would force validation even though you told it not to. Changed the export/dependencies dialog button names from "Cancel" to "Close" Added a node_added signal to the SceneTree Added properties for CubeMap. [DOCS] CubeMap Fixed a bug where materials weren't assigned to scene on first import. [DOCS] Object Fixed a bug where clamp_uv was clamping one pixel short, stretching the last pixels. Exported variables now show in the correct order. Finished off the RayCast documentation. Updated Linux template extensions to match architecture. [DOCS] Completed the docs for the Navigation node. Renamed navmesh/poly_create to navmesh/poly_add since no navmesh is created. Fixed a bug where mouse button focus breaks when using multiple buttons at once. Finished the documentation for AnimationPlayer Naughty (1): Added missing descriptions to Vector2 methods abs and clamped. Nikhil Shagrithaya (1): previous value of time_left is added to wait_time before assigning to time_left Niko Abeler (3): fixed multimesh_instance_get_color Showing anchor icon in editor if control-node is hidden (fixes #9542) Checking vecs before normalization. Fixes #10183 Nuno Donato (13): Added "Scots" locale name, fixing #7630 Removed the deprecated Import menu from the main editor. Fixed #8102, by renaming FixedSpatialMaterial to SpatialMaterial Improved default colors for the new theme Join text menus on the top-left, move shortcut buttons to new location Added an help menu Added color presets for easy theme switching Automatically open new project after creating it in project manager. Fixes #9075 Run project after selecting main scene. Fixes #9077 highlight the correct error line in shader editor Update some property names for animation keys. Added rect_rotation too. Fixes #9337 Update import dock when editing a resource from the inspector Update import dock when editing a resource from the inspector (improved version) Oliver Dressler (2): Added docs for PrimitiveMesh Added Mesh docs Olli Markkanen (1): [DOCS] Improve docs for is_action_just_pressed and is_action_just_released (#12081) Omar Al Halabi (1): fix set_current_tab: Indexp_current=-1 out of size Onur Aslan (1): Fix installing export templates from file Orkun (3): Fix #10798: Fixes Change Type does not change icon Add duplice option to filesystem dock Fix #12220: Add Decompress Bc5 to Squish Ovnuniarchos (2): Mouse hotspot is not honored. TileMap now honors blending mode. PJB3005 (4): Fixes TileMap occluder offsets. Fix TileSet::AutotileData::ocludder_map typo Fix fatal mono logs not getting logged to disk. Document Control.mouse_filter and its constants. PanPan (3): support obj with negative indices fix varying in 3.0 shader add index to particles glsl Patrick Reh (1): small improvement to y_sort: make clear which item has to be drawn first when two have the same y-coordinate Patrick Yates (1): Fix InputEventJoypadMotion::action_match for 0 axis values. Paul Batty (63): Added missing license and quotation typo Added setting to change current script background color, issue 5450 Ability to disable item list tooltip, issue 6240 Document itemlist disable tooltip Added customisable grid color, issue 3781 Added get_v_scroll to item list, issue 5343 Added ItemList get_v_scroll to docs Update current script color on change Fix highlight current script when script temputure is disabled Made background and symbol color follow the color API Caret blink will no longer cause redraw without focus, issue 6167 Fix text editor theme saving and loading Fix current script background color Fixed line lenght guideline drawing with color option Added ability to convert indent type Added support for space indentation Convert indent on save Fix cursor position on indent convert Fixed convert indent and trim whitespace on save Ability to Convert Case, issue 8079 Changed indent type settings Added recent scripts to script editor Added members overview Fixed script tab selection on file close, issue 8400 made delete next and prev consistent to other editors,issue 6546 Fixed undo when converting indent with no changes, issue 9841 Fixed blinking text, issue 10432 Added smooth scrolling to TextEdit Delete current line, issue 9643 Fixed not being able to scroll to eof Increased smooth scroll speed and added user setting Stops scrolling when the user issues another command Fixed offset view when removing text, issue 10529 Added setting to toggle auto indent Fixed jitter when scrolling up Added support for brace auto indent and fixed indent above Fixed delete animation frames in AnimatedSprite, issue 10788 Enabled smooth scrolling for shader editor Fixed quick open not showing enties with no search text, issue 11277 Added Left / Right arrow navigation in tree, issue 10737 Fixed segfault on loading text editor theme Goto to parent on left arrow in tree with single column Fixed scrollbar jitter when clicking Fixed caret blink and speed resetting in scenes, issue 10764 Consistant scroll when using members overview, issue 11648 Fixed help overview visibility, issue 12011 and 10407 Separated Editor settings and Scene undo redo stack Fixed current line highlighting and visual indication of empty selected lines Added setting to toggle current line highlighting Added multi level undo redo to line edit Remove text on enter, issue 12494 Changed line and word mouse selection Fixed help lookup not finding classes, issue 11867 Fixed scene tree not updating when undo/redo delete of root node, issue 3642 Fixed scene tree updating when undoing root node creation, issue 6125 Fixed not be able to unfold the last line Restore scenes on startup, issue 2385 Fixes adjust viewport to cursor when line is to long, issue 13190 Changed current line draw order and added code folding color Fixed close current scene closing the wrong scene, issue 13844 Fixed keyboard word selection when at the start/end of line, issue 14675 Fixed current line highligting with horizontal clipping, issue 15427 Fixed member keywords colour not updating on settings change Paul Joannon (9): fix set_stream_peer binding in PacketPeer get_target_fps and set_target_fps now both use an int Deselect on undo/redo in TextEdit fix marshalling when a function is returning an object from c# remove an unneeded marshalling function fix GDMonoProperty::set_value RID cached class was wrong (mono) SignalAwaiter::_signal_callback was calling the thunk with a wrong pointer update signals' MethodInfo in Tween Paulo Gomes (4): Added a cursor column check. Fixes glich, when cursor is on column 0 of and indented line and you press return an extra indent is added. second attempt on fixing the indent glitch. Smarter toggle comment block. issue #10720 second take at autocomplete logic, using a TextOperation check. Pavan Kumar (1): Document MeshInstance::create_debug_tangents Pawel Kowal (13): ScrollContainer expand children bug fix Add scrolling to Tree control in Drag and Drop mode Use full width of TreeItem::Cell to change value in CELL_MODE_CHECK Show True/False tooltip in property editor for bool values Tween reset/stop/resume/remove for all object properties at once LineEdit long indicator, fix #6624 Fix #6480, area duplicated param Fix #5959, contrasting texture for toggled button New load icon, removed unused open icon Fix regression #6864 caused by #6613 Fix #7016, add script create icon Export immediately if only one device present Fix #7011 ScrollContainer takes into account child's EXPAND flag when scrolling is enabled Pedro J. Estébanez (151): Improve/fix GridMap editor Fix cursor/palette update on tile eyedropping Fix editor not cleaning its state when becoming inactive, which leaves indicators behind among other issues Fix/improve menu/keyboard shortcuts Merge 'Gridmap Editor' and 'Grid Map' settings into the latter Rename misleading define The macro USE_LIGHT_SHADOW_COLOR actually was being defined when the shader used SHADOW (the output shadow color), not the shadow color set for the light so it's better named USE_OUTPUT_SHADOW_COLOR. In 3D there's not that difference but renaming as well for consistency. Expose light shadow color to canvas item shaders Fix (potentially) Android libs packaging issue (#5645) Add show bones checkable menu item Change Android float ABI to hard Fix Input.action_release() marking action as pressed Fix/improve AnimationPlayer blending logic Improve debug focus behavior Fix focusing debugged game on Windows Add re-focusing editor on continue Fix manifest generation bug in Android export Respect texture .flags files on export Add editor_only param to Light2D Fix compile flags not getting to the Android build Fix reparent undo not renaming back Refactor node naming APIs used by editor Make 'name_num_separator' a project setting Make all node operations separator-aware Add line length guideline to code editors Refactor duplicated code Make text column numbers one-based Allow step for integer properties Small readability improvement Revise serial naming behavior Add/expose VisualServer::get_default_clear_color() Allow turing off zero-padding for line numbers Adapt overlooked instances of zero-based column numbers Adopt simpler strategy for big libs on Windows Make regex compilable with RTTI disabled Improve Android build (Clang + tidyness) Clean/fix triangulation internals Drop unused variable Remove commented-out code Fix leak by using Vector instead of raw memory Make Android export quicker (especially on Windows) Update/fix Android build Add modulate (color) to TileSet tiles Improve .tscn VCS Serialize dictionaries adding newlines between key-value pairs Serialize group lists also with newlines in between Serialize string properties escaping only " and \ (needed for a good diff experience with built-in scripts and shaders) Make image-groups map in export.cfg ordered This improves the VCS experience because otherwise they change their order everytime producing spurious changes. Fix resources for Android modules not being merged Fixes #7421 Include filesystem dock split offset in editor layouts Replicate load-as-placeholder state on node duplication Add shape property to TouchScreenButton Solve TouchScreenButtons issues Fix touch button needing double tap after pause (applies to those not set to pass-by) Fix error when a pressed TouchScreenButton with no associated action exits the tree (with some refactoring of duplicate code) Add more options to Node.duplicate() to decide whether signals, groups and/or scripts should be set in the copied nodes or not; it's default value makes the method include everything, as usual Fix crash if TouchScreenButton is pressed while exiting the tree Add process mode option to Particles2D Implement single-field property change for multinode edit Expose Geometry::get_closest_point_to_segment_2d() Expose uncapped versions of closest-point-to-segment utilities Fix VisibilityNotifier2D reapplication of viewport offset Complement KinematicBody2D fix >> which was done at 5fc084c28e912c54bf64645df3e6cf2cd2c30be6 Map POSITION to gl_FragCoord.xy for 2D shaders Fix node duplication in scene sub-inheritance Fixes for TouchScreenButton - getting stuck on pause - handling input when not visible Skip asserts on non-debug builds at compiler level Fix redundant connections saved in sub-inheritance Remove warning on owner re-assignment Fix random crashes when using yield() Implement warped mouse panning for 2D & 3D editors Enabled by default as in Blender, but can be disabled separately for 2D & 3D; the core functionality is in Input so this could be reused or even exposed to scripts in the future Improved 2D snapping behavior Make snapping affect nodes created by drag & drop Make snapping for a single Node2D refer to its pivot Refactor duplicate drag setup code Replace one occurrence of the old set_pos by set_position Include uniform (Shift down) mode in only-one-Node2D dragging Several enhancements for the tile map editor Allow sorting tile palette by name Allow hiding tile ids in tile palette Add missing binding for DUPLICATE_USE_INSTANCING Fix warped mouse panning on Linux Fix/improve it also on certain edge cases for any platform Improve TouchScreenButton Fix shape not being updated Add a way to hide the shape on editor and debug-with-visible-shapes Remove useless checks Fix crash on Android-x86 Reset display folded for an instanced scene if editable children is toggled off This avoids the display folded flag needlessly getting into the scene file (potentially forever) and also gives more visual feedback if the user re-enables editable children so it will display unfolded at first. Optimize-out some debug and/or non-tools methods Collisions and nav debug are conditionally compiled depending on DEBUG_ENABLED is_editor_hint() and is_node_being_edited() are compiled only with TOOLS_ENABLED Every affected method is implemented in the header in case its macro is not present (the getters just returning false and the setters having an empty body) so the compiler can inline and finally no-op-out them as likely as possible. is_node_being_edited() already showed a similar optimization effort and has been adapted to this change. Furthermore, and as a consequence, -debugcol and -debugnav will not work on non-debug (strict release) builds. This can bring a little bit of runtime performance on release and non-tooled builds (less code, so less cycles to spend and maybe more cache friendly). Allow zero preprocess time for Particles2D Add setting to opt-out of capitalization in the property inspector Fix infinite loop in DirAccessPack::get_current_dir() Upgrade Android build tools to the latest Add extended check option to GDFunctionState::is_valid() Make MessageQueue::flush() reentrant Implement OS.alert() for iOS Allow custom CCFLAGS for iPhone builds plus disable exceptions by default Rework warning levels Improve/harmonize mobile builds Add missing initializer for RasterizerStorageGLES3::Shader::ubo_size Fix/improve TouchScreenButton Add AT_LIGHT_PASS builtin to canvas shaders Add atomics for 64-bit integers Implement well-defined handling of unrecoverable errors Improve reliability of memory stats Implement byte-tagging of memory Remove warnings about benign situations Fix picking list flood while mouse capture enabled Add atomics for 64-bit integers Implement add & subtract atomics Improve/add atomics Fix crash in Space2DSW::test_body_motion() Fix early-accepting area-area match when masks don't match Fix 2D broadphase remove-while-iterating logic Extend check for same space to all 2D/3D bodies/shapes Add missing initializers Fix Node::move_child() crash if moving to the end plus one Remove ANDROID define Add support for ARMv8 (64-bit) on Android Fix mutating project.godot Fix misplaced quote in error messsage Fix Android debug/run Improve cleanup of physics constraints Make memory monitors query the right counters Use atomics for memory use tracking Fix equality when assignment intended Comment include order to avoid errors Let TileMap apply its material Keep shapes bound to out-of-tree 3D physics objects Revive inspector property evaluation Allow zero-padded serial naming Rename layouts file to editor_layouts-3.cfg Remove needless check in motion test Fix double point in Navigation2D Guarantee start & end points are returned by Navigation2D Fix/improve property evaluator Fix tokenization of doubles Make Android debug over USB the only option Fix Android remote debug not hitting breakpoints Fix crashes in SVG loading Add ability to undo auto-indent Make OS::delay_usec() more reliable on UNIX Implement custom thread numbering for POSIX Fix joints collision exceptions Fix parsing of Android API level Fix pre-Lollipop (21) Android debug Remove joint freeing logic from physics servers Fix animation not stopping after seeking to the end Fix animation before first key Add ability to type easing value for key transition Reset slider mouse state on hiding/removing Fix crash in shader parsing Fix formatting of debug log overflow Rename RayCasts collision_layer to collision_mask Fix TileMap editor not getting input Fix viewport margins drawn after swapping buffers Change AnimationPlayer looping logic Fix duplication of signals Remove out-of-logic assignment of instance's original scene Let SceneTreeDock duplicate nodes via Node::duplicate() Universalize draw-over API for EditorPlugins Implement backup/restore for animated values Add ability to opt-out buffer swapping in `VS::draw()` Update clang-format in modified files Improve/fix SpatialEditor state saving/restoring Implement onion skinning for the animation editor Fix crash on node duplication Fix Windows-to-Linux export error Implement multitouch on X11 Improve/fix multitouch on Windows Add build param for targeted Windows version Remove guards for the now targeted Windows 7+ Fix function arg count not considered in VisualScript Fix crash on Android export Fix no mouse if touch device present in X11 Fix AnimationPlayer redundantly signaling finish Fix crash on save-branch-as-scene Update collision shapes data on tree entered PetePete1984 (1): More precise description for is_visible_in_tree Peter Todorov (1): Fix for disappearing import panel contents (#11451) Pieter-Jan Briers (1): Fixes Mono color creation from string. Poommetee Ketson (134): LineEdit: fix placeholder text affected by secret RayCast2D: fix detached arrow tip AssetInstaller: fix toggling dir bug, scan after install CreateDialog: select root if search exactly match CreateDialog: fix activating recent item creates node selected in search result NaturalSort: strings start with . treated differently Fix autoplay animation starts from last editor state #8976 EditorHelp: Help>Class now switch to script editor About: add contributors list Fix build error Fix Script Editor stealing focus on class search text changed Fix unsaved scene not running after save Fix build error, commit bee81d5 Refactor layer_mask to collision_layer ColorPicker: fix DPI, hue & color update issues Environment: remove ssr_accel property, fix typo BuildSystem: generated files have .gen.extension EditorNode: add Save/Discard/Cancel dialog EditorNode: enhance quit dialog EditorNode: enhance save/quit dialog Clean up redundancy in scene save confirmation Fix build error on master EditorNode: mark opened deleted scenes as unsaved EditorNode: request attention when quit while minimized SceneTab: MMB or double LMB to create new scene Authors/About: support for multiple sections ItemList: expose methods, in-editor items editing support About: Add License info About: add thirdparty license info ScriptCreateDialog: fix open error crash, remember template About: center valign copyright label Refactor 'treshold' to 'threshold' Fix duplicated resource_local_to_scene ScriptCreateDialog: Fix regressions from #9536 Fix crash on closing [empty](*) scene tab Slider: add set/is_editable Include Git hash in the engine AStar: add bool has_point(id) Ignore fuzzy translations EditorHelpBit: fix stylebox error of some instances Control: save SIZE_FILL size flag property AcceptDialog: fix child w/ ANCHOR_END sized wrong until resized LineEdit: don't undo uneditable LineEdit Fix Zlib license not extracted Fix ColorPicker to use theme constants EditorNode: remove obsolete comments in constructor Add object type hint for docs Enhanched About dialog, Add ItemList auto_height Label: add auto_height ScriptEditor: suppress get_child errors Clang-formatting *.cpp and *.h (some files excluded) Docs: ignore tags inside code,codeblock tag Docs: fix broken ref tags Move About dialog to editor_about.cpp Sprite: fix disconnect nonexistent signal EditorNode: request_attn when behind other windows Tabs: expose tab_close_display_policy property Add object type hint for docs Suppress get_edited_scene_root error EditorNode: fix missing distraction-free tooltip Label: update min size when regenerate wordcache Fix !save_each_scene saving scenes with no filename Fix various property not found errors PropertyEditor: display "Off" if property is false ThemeEditor: fix broken dialog PropertyEditor: Fix easing_curve blocking popup input SpatialEditor: fix transform dialog MenuButton: defer grab_click_focus until button_up Tree: fix index error with expanded column Docs: fix method/type renames, fill some blanks SpatialEditor: uniform min/max of fov,znear,zfar SpatialEditor: fix "Top", overflow preview button ResourceImporterScene: fix 'bult' typo GDScript Built-in: add inverse_lerp & range_lerp Fix typo 'an setting' to 'a setting' EditorAudioBus: Rename delete_popup, disable delete for Master Monitor: add hint, fix certain graph not drawn Tree: fix RMB click collapses next item Fix double single quotes in `connect` error print Viewport: fix 'size' binding from Rect2 to Vector2 ImporterCSV: print error condition to console ImporterCSV: add delimiter options , ; or \t EditorNode: enhance open scene error dialog EditorNode: fix scene save over others Change editor update_mode to boolean Fix typo 'inetria' to 'inertia' Fix files header Fix typo 'begining' to 'beginning' Fix typos 'a' and 'an' EditorAbout: add donors tab 2DEditor: enhance viewport cursor shape ProjectSettings: enhance add action error, fix confirm dialog EditorAbout: fix names being selectable MeshLibrary: remove duplicated line ClassRef: fill in the blanks Implement String len() Material: fix priority not int AudioEffectLimiter: fix wrong soft_clip_ratio getter 2DEditor: fix duplicated 'id_pressed' connection EditorAudioBus: restore delete option on master bus 3DEditorGizmo: fix spotlight and camera gizmo & handle CurveEditor: fix can't edit right tangent EditorSettings: remove duplicate set_favorite_dirs FileDialog: fix select index out of range VisualScript: add inverse_lerp & range_lerp EditorHelp: use '<' to show inheritance Fix Viewport clear mode is bool instead of int, fixes #12202 Refactor Fixed to Physics Bind unbound enums, rearrange some by value FileDialog: enlarge the file list a bit CubeMap: fix duplicate flags property AudioEffectFilter: lowercase dB property to db Bind MainLoop.notif_wm_go_back_request Monitor: add checkbox to monitor list ProjectSettings: show error msg in a label instead Refactor bufer to buffer Fix a mistake in KinematicCollision docs EditorAbout: single-column'd some section, monospace Rect2: add function returning same rect with positive w and h Change statable to multistate, remove extra separator Enhance undoredo action name, TTR, cleanup ProjectManager: enhance dialog ok button text IssueTemplate: remove \n at checkbox line EditorAbout: TTR workaround for "Project Manager" contexts AnimTreePlayer: fix duplicated properties Add missing parameter names Minor docs fix Fix typo in new strings Fix imported BitMap dimension flip ProjectManager: show error/warning by default SCsub: fix mixed indentation Fix ObjectDB Instances still exist Copyright: replace tabs by 8 spaces ProjectManager: prevent installing project template in non-empty dir Przemyslaw Czarnota (2): Fix #14429 GIProbe does not work with SpotLights Fix #14564 ImmediateGeometry normals act strangely compared to SurfaceTool Przemysław Gołąb (n-pigeon) (1): Scale editing Gizmo for Spatial Editor Przemysław Gołąb (n-pigeon) (11): Reworked look and feel of Add Script Dialog. Exposed Transform.interpolate_with() Documented Spatial node. Documented Transform and Transform2D. Spatial, Transform and Transform2D documentation tweaks Fixed rotating in local space using 3D Gizmo. Cleanups in Spatial Transform Gizmo Fixed View plane local rotation. Fix uninitialized bool. Breaks translation in release_debug target. Implemented planar scaling with two modes. Moved Local Space Mode and Transform Snap settings to Top Bar ... Przmk (1): Fix default C# script Quinn Schwab (1): add SceneTree method to get ID of rpc calling peer Quinn Yo (1): updated project manager to use new project.godot values RCurtis (1): Fixed issue that improperly initialized visual node properties to Nil REBELLIOUSX\Rebel_X (1): Fix issue #7331 A Drive with "Z" letter assigned to it on Windows will be shown. RaTi17 (1): Added code tags and corrected some lines RaXaR (2): Added overloads of vector parameters for shader Trig functions. Ammend: Removed whitespace from blank lines. Ammend2: Removed extra spaces in an attempt to make Clang happy. :) Added get_popup() method to ColorPickerButton. This allows to check if the picker is open or not using Popup signals. Ammend: Added docs for the method. Rafael Gauna Trindade (1): Improved math functions descriptions and added many AStar descriptions Ralf Hölzemer (1): Move hardcoded theme colors from editor_node into editor_themes Ralph Minderhoud (4): Moved binds of PRIMITIVE_* contants from ArrayMesh to Mesh Added EditorImportPlugin class ref docs Fix read bug in compressed bone weights Added example for Array sort_custom function Ramesh Mani Maran (2): support for multiple maven url android: adding classpath and gradle plugins Ramesh Ravone (15): Update build.gradle.template Android: Support to change minSdkVersion (#8313) Android: avoiding duplicates in build.gradle Honoring the Indent setting for gdscript Settings: Moving Poly Editor into Editors category 3.0 recompute_aabb on add_surface Revert " 3.0 recompute_aabb on add_surface" Separate fullscreen state for scene & script editor Fixes method bind _get return type fix [GDNative] dynamic properties gdnative bug fix in get (return null check) GDNative register_property flatDir support [Android] export onBackPress for Android Module Randy Tan Shaoxian (1): Fixed tiny error in detect.py causing compilation for Android to fail. Rasmus Ketelsen (2): Updated default values in SpatialMaterial and Environment Fixed AnimationPlayer.get_autoplay() returning empty string Ray Koopa (22): Project setting to control node name casing Added VC++ cache database and temporary storage folder when running Fix editor method calls to is_visible for Spatial and CanvasItem and is_visible itself for Spatial Respect style boxes for Button states other than "normal" Use constants from math_funcs rather than unstandardized C++ constants. Added parameters to skip hidden and/or navigational file system entries Added warning when removing animations Fix several drawing and logic issues in TabContainer Add menu item for file resources in the inspector to reveal them in the FileSystem Add disabled tabs Added functionality for resizable dialogs. Make Editor, Export and Project settings dialogs resizable and store their bounds Make Create New Node dialog resizable and burninate old dialog Ignore .vs folder, fix .vscode comment Respect the expand margin for StyleBoTextures again. Add context menu to editor file dialogs. Remove layer flyout label. Add feature to disable animation tracks Highlight Editor Settings categories Clean up setting dialogues a bit. Add functionality to insert tree item. Limit code editor minimum width, clear Scene node subresource menu before refilling it Raymoo (1): Fix broken stream reading in StreamPeerBuffer Razah (3): Fix broken Info.plist after copyright update maximum recent files increment fix Fix shortcut conflict Rhody Lugo (11): add support for Android NDK unified headers unified headers fix add missing distutils.version.LooseVersion import change matrix and enable caching for Android, iOS and macOS (cross-compile) fix window position computation on macOS add support for scons cache and enable it for appveyor add support for scons cache and enable it for travis prune scons shared cache use the same cache for all branches for appveyor disable caching for targets using helper functions sort by the most recently accessed files Ricardo Maes (1): Add simple spacebar panning setting for 2D editor Richard Adenling (1): Set the X11 class hint before mapping the window Robbie Cooper (2): Proofreading: Change a usage of "specially" to "especially" Fix file extensions persisting in file dialog after export Robert Hernandez (6): Fixed AtlasTexture being incorrectly Fixed WindowDialog not aligning properly Fixed Node2D/Control not updating properties Fixed NinePatches not working on HTML5 Texture region now updates when changing an Atlas Fixed memory leak with AStar class Robert Morse (2): Modified code completion for better tabbing, and removal of need to backspace and re-enter '(' to get code completion hints. Fix issue #11400. Fixes issue with arrays and dictionary acting as static objects between different instances of objects. Robin Arys (1): Fix text margins in value editor pop-up. Rodrigo Troncoso (2): Fix import dock defaults: Set as default actions Fix importer not applying saved default settings on load Roger Smith (4): Rewrite the methods section of the Thread class Rewrite the methods section of the IP class Rewrite the AcceptDialog class Refactor the BoxContainer and BoxShape classes Ross Hadden (1): Fixed a bunch of typos, including an error code. Roy Berube (1): Cleanup of Visual Studio project generation (#12929) RoyBerube (1): Visual Studio project creation bug fix Ruslan Mustakov (59): Fix android export templates build Use specific size for numeric types in ptrcall Add a way to retrieve stack bottom of the main thread Support multithreading for NativeScriptLanguage Forward refcount changes to NativeScriptInstance Pass GDNativeLibrary pointer to library init Fix passing Refs via ptrcall Forward frame call to GDNative libraries Dont call nativescript callbacks if lib is not initialized Fix is_class check typo in ObjectDB::cleanup Fix getting default values for NativeScript base type properties Allow to edit base type NativeScript properties Implement OrderedHashMap Use include/exclude export filters. Fixes #9860 Enable command-line export Quit after command-line export Add enums in GDNative API generator Fix GDNative API generator after changes to MethodBind Make GDNative work on Android Provide NativeScript properties in definition order Construct Variants from Reference properly in GDNative Return player ID after connecting to Game Center Set Android minSdkVersion to 18 Do not compile Recast for Android Extract logging logic Enhance iOS export Improve input handling on Android Fix returning Game Center player ID Allow to obtain virtual keyboard height Fix logging on iOS Fix logging of long strings via RotatedFileLogger Add NIL_IS_VARIANT usage to few definitions Fix command-line export looping infinitely Use additional repositories for gradle build dependencies too Define va_copy with --std=c++03 (fixes #11979) Remove junk output Sign iOS dylibs before packaging Check if input is handled before handling it Fix rotated logger naming and backup deletion Allow configuring iOS export Return and repair file logging Proper GDNative export on Android Allow to specify multiple resolution Android icons Fix TileMap and TileSet ClassDB bindings Fix open_dynamic_library override in OSIPhone Update Android compileSdkVersion to 26 Remove get_stack_bottom Remove debug logs that are of no use to end users Perform export after import is fully complete Improve missing iOS loading screen error message Destroy AudioServer after other non-core types are unregistered Fix registered light_data property type name Dont print error when loading resource from cache Fix GDNative procedures returning godot_char_string Fix Material's shader property binding Fix get_parent_range to return 0 when there is no parent Fix open_dynamic_library for Android Make remote FS work with GDNative on Android Fix Android onTextChanged crash Ryan Phillips (1): Document the Script and GDScript classes Ryan Stein (1): Move Project Manager favorite icon back to center. Rémi Verschelde (468): Fix translatable strings in VisualScript Bump version to 2.2-alpha i18n: Add a README file to point to the Weblate repo classref: Sync with current source i18n: Sync translations from Weblate i18n: Sync template with current source i18n: Merge PO files with current template enet: Fix build on android and iphone platforms draw_line: Properly bind antialiased argument classref: Sync with recent changes i18n: Sync translations from Weblate i18n: Sync template and and merge translations i18n: Update list of supported locales based off glibc InputEvent: Fix event comparisons when type is NONE Move templates and distribution stuff to tools/dist Remove obsolete Win32 libraries that everyone had forgotten about Move various scripts to the "scripts" folder Merge tools/docdump in tools/doc Remove tools/script_plugins, demos of the old plugin API LineEdit: Quick fix to set_expand_to_text_length argument name classref: Sync with current source Classref: Sync template with current source i18n: Sync translations with Weblate i18n: Fix string that broke msgmerge i18n: Sync template and translations with current code Remove speex support, it is obsoleted by opus Drop nedmalloc which is apparently not used anymore png: Split library to thirdparty dir and allow unbundling jpg: Make it a module and split jpgd thirdparty files enet: Split enet thirdparty files and allow unbundling dds/etc1/pbm/pvr: Make those modules and split thirdparty files webp: Make it a module and unbundle libwebp thirdparty files ogg/vorbis/opus: Make them modules and unbundle thirdparty libs openssl: Move to a module and split thirdparty lib modules: Clone env in each module theora: Move to a module and split thirdparty lib mpc: Move to a module and split thirdparty libmpcdec rtaudio: Split thirdparty files squish: Move to a module and split thirdparty lib squish: Update to upstream 1.14 glew: Split thirdparty files and isolate env zlib: Split thirdparty files, simplify scons option chibi: Move to a module freetype: Make it a module and split thirdparty library drivers: Refactor SCsub and drop redundant env_drivers clone png: Try to fix neon issue on iphone armv7 SCsub: Add python shebang as a hint for syntax highlighting Revert "make `Container` node aware of `Size Flags`" scons: Move lib splitting method to methods.py style: Start applying PEP8 to Python files, indentation issues style: Fix PEP8 whitespace issues in Python files style: Fix PEP8 blank lines issues in Python files style: Various other PEP8 fixes in Python files libpng: Update to upstream 1.6.26 scons: Reorder options for clarity Rewrite the README to be more descriptive opus: Move public headers to match system install server: Allow building against system libraries i18n: Sync translations with Weblate i18n: Sync template and translations with current code Blimey! Ye Pirate locale be anchor' a'port! Add instructions about git commit log formatting Add missing commit title in the log example libpng: Fix erroneously linking against libpng12 on old distros libpng: Same fix as previous commit for server platform Revert "libpng: Fix erroneously linking against libpng12 on old distros" png: Allow building shared freetype with bundled libpng Revert "X11: Fix maximized boot splash" Fix console output for MinGW compilers Revert "Do not emit NOTIFICATION_READY more than once (breaking change)" Travis: Disable Android builds for now Remove incomplete Inverse Kinematic module Welcome in 2017, dear changelog reader! Revert expression reduction from #7390 Revert "Add/expose VisualServer::get_default_clear_color()" Revert "small improvement to y_sort: make clear which item has to be drawn first when two have the same y-coordinate" Revert "bind method canvas_item_set_sort_children_by_y" Revert "Bindings: Fix missing default value" Bump version to 3.0-alpha Travis: Disable OSX and iOS temporarily libpng: Update to upstream 1.6.28 zlib: Update to upstream 1.2.10 opus: Update to upstream libopus 1.1.3 Move glad files to thirdparty dir glad: Update to upstream 0.1.13a0 Remove bundled glew, obsoleted by glad i18n: Sync translations with Weblate i18n: Sync templates with current code Move core engine tests to core/ i18n: Add support for Scots (sco) language x11: Improve logic for cross-dependencies between freetype, zlib and libpng Windows: Define _WIN32_WINRT to 0x0600 (Vista) opus: Update to upstream opusfile 0.8 Finish replacement of joystick by joypad Move tests again from core to main OSX: Revert back to kHIDUsage_GD_Joystick Windows: Workaround missing includes in MinGW-w64 < 4 Issue template: warn about known unstability Add information about dev communication channels Dehardcode version major in editor settings Remove libmpcdec bundled lib, no longer used Replace Engine version API by preexisting OS one Tween: Rename times_in_sec (sic) param to duration Reenable node name case setting + code cleanups Node name casing: fix mistake from previous commit Finish renaming *Frame GUI classes to *Rect Style: Fix whole-line commented code DirAccessWindows: Fix list_dir_begin return type StreamPeerWinsock: Fix changed declarations MethodBind: Make sure header order is kept Add missing map.h include in color defs Style: Cosmetic fixes to play nice with clang-format Style: Cleanups, added headers, renamed files Style: No break before list brace Style: Keep long lines for now Style: Fix statements ending with ';;' Style: Prevent clang-format on JS code Style: Various fixes to play nice with clang-format zlib: Update to upstream version 1.2.11 Adapt platforms to AudioServer refactoring Fix issue template as people started ignoring it Fix typo in issue template Use Markdown comments in the issue template Remove Quick Filter Files and fix FS search hotkey Reorder the folders in tools to prepare moving tools/editor Style: Add .clang-format based on LLVM style clang-format: Add pre-commit hook Fix missing semicolon in previous commit Refactoring: rename tools/editor/ to editor/ iphone: Drop unused Appirater thirdparty API Add a bunch of missing Godot headers in own files Style: prevent bogus macro formatting by clang-format A Whole New World (clang-format edition) Make that Whole New World great again Fix build issue with MSVC Fix linking order for builtin freetype Travis: Run clang-format static check Only assume HiDPI mode if DPI >= 192 and width > 2000 Fix typos in source code using codespell i18n: Sync templates and translations with current code i-patch for Pirate language Issue template: Stop discouraging bug reporting on master Fix bogus s/_md/D_METHOD/ affecting md5 stuff SCons: Add option to toggle warnings (on by default) Remove redundant subfolder in iOS template Fix URLs to moved docs pages Fixer looping timer accumulation in _process Add compatibility class for FixedSpatialMaterial Fix build on older GCC versions classref: Sync with current source i18n: Update translation template i18n: Add new translations for Greek, Dutch and Thai i18n: Sync translations from Weblate Add AUTHORS list crediting developers Add "Godot Engine contributors" copyright line AUTHORS: Prevent bad Markdown formatting Style: Apply clang-format (3.9.1) to Obj-C++ files squish: Update to upstream version 1.15 opus: Update to upstream version 1.1.4 libpng: Update to upstream version 1.6.29 .gitignore: Add app_icon.h and splash.h generated headers Drop EXEC PATHP?? super verbose info message gitignore: Add version_generated.h Move VERSION_MKSTRING logic to version.h i18n: Sync translation templates with current source i18n: Add more assetlib strings to translate Fix property warnings and hide some debug prints Fix theme_data.h formatting via make_header.py Add a few missing copyright headers Move core thirdparty files to thirdparty/{minizip,misc} Split thirdparty smaz.c out of compressed_translation.cpp Move other lone thirdparty files to thirdparty/misc Rename project file to "project.godot" X11: Abort build if using OpenSSL 1.1.0+ Doc: Remove unused tool translation Doc: Drop unmainted converters for html, textile, dokuwiki Improve documentation of thirdparty code snippets Fix license formatting breaking GH detection Put brave old bb10 platform to a well-deserved rest Document exhaustive licensing info of all files Fix two typos from previous commit Use new Godot icon consistently everywhere Adapt tutorials (Godot Docs) icon to new design Add recent contributors to AUTHORS Fix MinGW-w64 build of TinyEXR for old toolchains TinyEXR: Document licensing and copyright openssl: Document update process and delete unused files openssl: Sync with pristine upstream 1.0.2h openssl: Define WIN32_LEAN_AND_MEAN on Windows openssl: Reapply necessary UWP changes from patch openssl: Sync with upstream 1.0.2l opus: Update to upstream version 1.1.5 Remove obsolete signal_renames file Revert "Fix text warp in color blocks with CJK" glad: Sync with upstream 0.1.14a0 doc: Sync classref with current source Add more recent contributors to AUTHORS etc: Do not overestimate number of CPU threads doc: Sync classref with current source Fix tools=no build i18n: Sync translations with Weblate i18n: Update template and sync translations gitignore: Remove pre-.gen filenames Revert "Revert "Fixed RegEx::search missing return type hint"" Fix regression in dc1843201571707ee09f0592ef3b0cd4232c70b8 Change default color of script editor text selection Disable etc2comp and tinyexr modules on non-tools build Buildsystem: Improve detect.py readability and fix issues Script editor help: Prevent loading empty instances from layout EditorNameDialog: Remove unnecessary move_child Add project names as Comment fields in copyright file Fix wrong cast to Node2D instead of Control Revert "Mark where ETC1 restriction needs to be done to speed up RGBA8 import" Revert "Improve reliability of memory stats" doc: Sync classref with current source libpng: Update to upstream version 1.6.30 Some more typo fixes for "threshold" libpng: Update to upstream version 1.6.31rc01 Make MinGW test less verbose on non-Bash shells Add newline after config_version and fix custom_features hint Temporarily disable the Asset Library Revert "PropertyEditor: display "Off" if property is false" Style: Apply clang-format on all files Rename cull_AABB to cull_aabb Tilemap Editor: Setting to hide tile info in the menu bar Rename `XL_MESSAGE` aka `tr` to `localize` Shader: Fix typo in "facefordward" Windows: Drop support for Vista (0x0600) Workaround missing WM_TOUCH on mingw-w64 < 4.0 Windows: Drop support for obsolete MinGW Rename localization method to `tr` again minizip: Sync with pristine contrib/minizip from zlib 1.2.4 minizip: Reapply Godot-specific changes for seek support Fixes for new two-dash long command line arguments Rename "Default" window placement mode to "Top Left" Fix mismatched hints for filesystem/import/pvrtc_texture_tool Fixes for new two-dash long command line arguments Fix build after merge of #10254 Fix Reindhart tonemapping, invalid type in signature minizip: Fix compatibility with Gentoo's unique zlib API Fix mismatched signatures for GDScriptLanguage::complete_code i18n: Sync translations with Weblate i18n: Update template with current source Mi18n: erge translations with template DocData: Fix extraneous space in XML tag without enum hint Fix i18n bug in GridMap string Code editor: Don't play hide and seek with error label Cleanup tons of obsolete commented out code Node: Add debug info to add_child reparenting check libpng: Update to upstream version 1.6.32 stb: Update to upstream stb_truetype 1.17 and stb_vorbis 1.11 zstd: Update to upstream version 1.3.1 Copyright: Add etc2comp and small fixes nanosvg: Document in COPYRIGHT.txt and thirdparty README.md Buildsystem: Reduce verbosity of font and translation generation Re-apply clang-format to all files Use HTTPS URL for Godot's website in the headers Dead code tells no tales Fix inability to change project settings Disable antialiasing for CanvasItem triangle arrays Revert "Fix shader function calls being assignable" Fix AnimationTreePlayer bogus argument name doc: Sync classref with current source Update AUTHORS with recent contributors doc: Sync classref to fix default args and enum returns Add list of current donors Donors: Add a missing name doc: Sync classref with current source Remove dead ButtonGroup code Donors: Change name as requested DocData: Drop unused brief description for properties doc: Sync classref with current source Style: Apply clang-format to @reduz's changes Copyright: Document recastnavigation Drop unused EventQueue class doc: Sync classref with current source Buildsystem: Windows cross-compilation on Linux defaults to 64-bit Travis: Try enabling ccache to speed up builds doc: Sync classref with current source Apply clang-format again to recent changes doc: Sync classref and escape comparators Let queue_free() work on nodes which are not in the scene tree doc: Sync classref with current source Dist: Add desktop and AppStream files for Linux packagers main: Add --version switch and git hash to --help Dist: Add man page for Linux packagers Dist: Use HTTPS for screenshot link in AppData file Dist: Fix typos in manpage Add AppVeyor CI file for MSVC builds CI: Disable MinGW build on Travis and add AppVeyor badge doc: Sync classref with current source Drop unusued LEGACYGL_ENABLED check makerst: Fix support for module classes mono: Request monosgen-2 explicitly via pkg-config SCons: Disable server platform as it does not build Mono: Fix static linking on macOS i18n: Sync translations with Weblate i18n: Sync translation templates with current source classref: Sync with current source makerst: Fix rst-ization of members and escaping of [Class]s makerst: Add support for [member] and [signal] makerst: Remove stray spaces in method signatures Cleanup unnecessary debug prints classref: Sync with current source Revert "Rename Schlick GGX to GGX." Update AUTHORS and DONORS with current data classref: Sync with current source Travis: Simplify matrix, disable iphone and add X11 tools=no/clang classref: Apply doctool to fix formatting i18n: Sync translations with Weblate i18n: Sync translation templates with current source Disable logging until the logs location is sorted out libpng: Cosmetic update to upstream 1.6.34 Mono: Fix Windows build Fix typo in project manager Add support for non-ISO locale identifiers via renames map Add screenshot to the README Revert "Fixes the selection rect in item_list drawn not clipped" Reorder EditorSettings code for better legibility Some more harmonization of EditorSettings code SCons: make use_lto a global option and opt-in for iphone Convert DOS line endings to Unix line endings Remove get_default_video_mode definition on OSX/iOS classref: Sync with current source doc: Remove revision.module_config from version string doc: Rename "@Global Scope" to "@GlobalScope" doc: Make all module docs self-contained Improve code style of generated headers doc: Sync classref with current source Remove obsolete ButtonArray theming GDScript: Refactor "GD" class prefix to "GDScript" Rename OS::get_data_dir to OS::get_user_data_dir EditorSettings: Rename settings_path to settings_dir Cleanup old references to GLES2 renderer Check whether GL context supports the expected API Add initial support for the XDG Base Directory spec Use new XDG folders to dehardcode paths Revert "change low cpu delay to 1 usec, should make editor smoother and not really use" Pass engine name and version parts as proper strings Rename the version's "revision" to "build" EditorSettings: Dehardcode major in config file name Fix TextEdit::cursor_set_line bindings Update AUTHORS and DONORS list Bump version to 3.0-beta a.k.a. *feature freeze* Fix loop of scene tabs updates Properly implement Basis constructor using Vector3 of Euler angles i18n: Sync translations with Weblate i18n: Sync translation templates with current source i18n: Add support for Serbin (Cyrillic) locale doc: Sync classref with current source doc: Update header version for 3.0-beta doc: Remove setters and getters now exposed via properties/members doc status: Partial revert of e23454d, setgets are no longer listed doc: Fix enum tags thanks to 2bc6db6 Fix build on macOS and Android after bc2e8d99 Fix mono build after bc2e8d99 Allow customizing user:// path (folder in OS::get_data_path()) Travis: Use separate SCons caches for each build job Fix javascript build after bc2e8d99 doc: Sync classref with current source i18n: Sync translations with Weblate i18n: Sync translation templates with current source doc: Fix misplaced constant description Disable invariant gl_Position to workaround Mesa bug 100316 Make auto switch to remote scene tree opt-in i18n: Fix instructions for adding new language Revert "Fix MinGW-w64 build of TinyEXR for old toolchains" tinyexr: Update to current upstream master branch TinyEXR: Fix EXR header when parsing pixels encoded as HALF Travis: Disable OSX builds, they create too much backlog Travis: Install libxi-dev after #14347 Style: Apply clang-format again on all files Style: Update definitions for clang-format 5.0.0 Style: Apply new clang-format 5.0 style to all files doc: Sync classref with current source doc: Sync classref after a496dd4d, removing NOEDITOR properties from doc Windows export: Use WINE to run rcedit on non-Windows host thekla_atlas: Fix compilation error Fix build in ArrayMesh PropertyEditor: Fix display of property doc in tooltip GDNative: Fix warning when gdnative/singletons is missing Fix missing parenthesis PropertyEditor: Filter out resource_local_to_scene doc: Sync classref with current source Style: Apply clang-format to Java files Style: Re-apply clang-format over recent invalid additions Update AUTHORS and DONORS list Fix usage of signed type in skeleton shader Fix wrong return value in some virtual method bindings TileMap: Drop unused center_x/center_y booleans Drop unused OS_Unix::has_data and related logic iOS: Drop obsolete code from never-public modules doc: Sync classref with current source Revert property changes in "[DOCS] AnimationPlayer new props, members/methods" openmp: Don't try to link GCC's implementation on Clang Fix type mismatch in OS::set_borderless_window openmp: Simplify linking on X11, fixing clang build Remove debug printf on Windows thekla: Fix build on x86 systems without SSE support Bind TextEdit.deselect and update documentation Cleanup some #if 0'd code doc: Sync classref with current source Add more details to issue template Prevent infinite loop in export template manager Fix bug in previous commit Thekla: Revert to state before clang-format changes Thekla: redo reduz's changes from 8b01b2e85cb7ed60209c925f1e123374272bd8c8 i18n: Sync translations with Weblate i18n: Sync translation templates with current source doc: Sync classref with current source EditorSettings: Move scene tab options to their dedicated category Add link to open and closed issues search to issue template Do not require OpenMP for non-tools builds (export templates) Update copyright statements to 2018 doc: Sync classref with current source Fix crash in OS::execute on FreeBSD doc: Sync classref with current source Add missing translation in Javascript export dialog Improve script to add/fix copyright headers Add missing copyright headers and fix formatting Drop obsolete bitmap doc fonts Issue template: Remove checkbox and reword some comments SCons: Fix usage of LD when we meant LINK Fix build of GDMonoField Update DONORS list i18n: Sync translations with Weblate i18n: Sync translation templates with current source doc: Sync classref with current source SCons: Fix build error on invalid module folders Add author mappins for the git log Revert "Fix "Attach Node Script" inherits popup type" Fix signal arguments shadowing member variables Fix bindings of EditorSettings.set_initial_value Improve Control and Label documentation about mouse filtering Fix malformed doc after #15611 Bump version to 3.0-rc1 doc: Update version string in XML doc: Sync with current source libogg: Update to pristine version 1.3.3 openssl: Update to pristine 1.0.2n (security update) tinyexr: Update to pristine commit e385dad (security update) zstd: Update to pristine 1.3.3 bullet: Streamline bundling, remove extraneous src/ folder COPYRIGHT: Update with recently added thirdparty libraries SCons: Allow unbundling bullet on Linux (only 2.87+) Revert "Fix bad color to HTML conversion. Alpha channel was added before RGB." doc: Replace some more "val" with "value" + sync Fix typos in code and docs with codespell Remove obsolete Viewport _update_rect() code Bump version to 3.0-rc2 i18n: Sync translations with Weblate i18n: Sync translation templates with current source Fix typo in CollisionObject warning i18n: Sync translations with Weblate i18n: Fix typo in translation msgid Bump version to 3.0-rc3 Copyright: Add license info for bullet and Mozilla CA certs Mono: Display opt-out warning in editor about WIP status Silence verbose stderr info message on X11 i18n: Sync translations with Weblate doc: Sync with current source Update AUTHORS list doc: Sync with current source doc: Fix references to online tutorials after godotengine/godot-docs#1015 Dist: Update manpage and macOS version string i18n: Sync translations with Weblate Bullet: allow unbundling only if > 2.87 Bump version to 3.0-stable \o/ Răzvan Cosmin Rădulescu (6): Clean up GDScript template (Array) pop_front, pop_back return values fixes #6331, Variant::can_convert fixes #6695 - MultiNodeEdit edit path in exported NodePath Fixes hash float negative 0 problem make `Container` node aware of `Size Flags` SPTelur (1): Some missing License notice has been added Saggi Mizrahi (2): Add the option to check if input was handled Add '$' to token names Saracen (20): TextureRegionEditor snap_mode fix. Fixed flag for importing animation and skipping value tracks. Fix glitches when sampling relative cursor data in CAPTURED mouse mode on Windows. Inf and NaN support added to GDScript. Added support for drag and drop in spatial editor. Recast integration. Script access to formatted arrays and blend_arrays in meshes. Allow animations to be saved to external files during scene import. Add option to always show directories in filesystem dock Added missing file system display toggle button. Drag and drop for meshes directly and fix drop restriction for non-Texture objects in canvas editor. Added snapping to spatial drag and drop. Box selection for MeshInstances and subscene nodes. Python header generator now generates strings with escape characters. Fix bug in navmesh generation when using meshes with multiple surfaces. Expose 'request_frame_drawn_callback' to script. Fix drag and drop collision with non-centred origin points. Restores functionality of the use_compression flag in the Collada importer. Add manual overrides for focus_next and focus_previous on controls similar to what can already be done with focus neighbours. Added 'convcol' flag for importing meshes as convex collision and completed code for parsing collision flags to mesh data. Scayze (8): AutoUse Pencil on Polygon creation Searchable Key-Bindings in editor Add get_points method to AStar Fixed wrong break statement in GDFunction::call fix not beeing able to open empty scripts Fix shader compiler typo gl_FrotFace Added interpolation modifiers to shaderlang Added RigidBody functionality to VehicleBody ScotFlux (1): fix a tiny typo Scott Beca (1): Change OSX version from 2.2-dev to 3.0-dev Sean Bohan (2): Fix item list scroll speed. Add settings to pan canvas editor with scrolling Sebastian Krzyszkowiak (1): variant.h: Update comments with numeric enum values Sergei ZH (2): Fixing mistake in image class Further changes to Image class docs Sergey Pusnei (2): 8145 - Mouse Position is unknown until first mouse event on X11 & Win Rename [gs]et_pos to [gs]et_position for Controls Shin-NiL (1): Honor the Tween's final values Shlomi Fish (2): Fix some compilation warnings. Fix failing build on mageia v6 x64 linux. Shockblast (2): [GD 3.0] Fix stretch mode 2d... again Remove Duplicate Include Sipaha (1): Move wait_for_flush out of queue lock Skyfrit (3): Android: Add support for Traditional Chinese (TW) (#6061) Android: Add support for Traditional Chinese (HK) (#6061) Android: Rename values-zh to values-zh-rCN (#6063) Sofox (3): Tweaks ParallaxBackground to work better with zoom. Ensures a Parallax Layer with a (1,1) motion scale synchs perfectly with a regular stationary sprite that is outside the ParallaxBackground, regardless of the zoom level and movement of the camera. Overhauled the ParallaxBackground system so that it works properly regardless of the zoom of the camera. Fixed #13167. Restored ParallaxLayer mirroring that was broken by pull request #12421 Stefano Bonicatti (4): Fixes vsync setting ignored when using a separate thread for rendering Fix skybox generation imprecision with Clang Fix SceneTreeEditor crashing when calling _deselect_items Fix Sprite3D alpha_cut member not being initialized Stephen Ednave (1): Added descriptions to some members of Camera2D Suchaaver Chahal (2): change step to .01 for float keep display int if int range Terah (1): Add function set_stream_position to VideoPlayer Tetane (1): Add a missing constant binding in SceenTree Thaer Razeq (2): Various fixes detected using PVS-Studio static analyzer. - Add FIXME tags comments to some unfixed potential bugs - Remove some checks (always false: unsigned never < 0) - Fix some if statements based on reviews. - Bunch of missing `else` statements - `tab_changed` signal emits only by selecting a different tab. - Added `tab_selected` signal. Which emits a signal by selecting any tab, if current tab is selected again. - Added `get_previous_tab()`. Which returns the previous shown tab. **Note:** only `tab_changed` can modify previous tab index. - Add documentation for the added function and signals. Fix a typo too. TheAspiringHacker (1): Check for icon in LineEdit::set_cursor_position Thomas Edvalson (1): Use int instead of int32_t for Vectors Thomas Görlich (1): Changed enum to const because enum with uint64 size does not work on VSC++ Compiler Thomas Herzog (103): exposed OS.set_exit_code and OS.get_exit_code to ClassDB pattern matching: implemented parser pattern matcher: Implemented transformations pattern matcher: Implemented backend updated method_ptrcall.h to use 3.0 naming made _ a special token in GDScript corrected ClassDB::insatnce() return type JSON::parse reports errors on open-ended objects Added PowerState casting operator to Variant really fixed PTRCALL now fixed ClassDB inconsistencies Added methods for opening dynamic libraries to OS increased maximum number of scripting languages added dlscript module [DLScript] added variant constructor and a function to get userdata of a script [DLScript] removed unused import [DLScript] fixed virtual method export [DLScript] removed STL imports [DLScript] more API fixes [DLScript] inheritance fixes [DLScript] fixed android builds now [DLScript] refactored loading of libraries [DLScript] in-editor reloading renamed dlscript module to gdnative [GDNative] Didn't iterate over all scripts [GDNative] function to get class constructor [GDNative] added is_reference filed to api.json [GDNative] re-enabled some init options [GDNative] C API and generator fixes [GDNative] made string functions more C-friendly re-enabled obj import [GDNative] added "new" method and fixed headers [GDNative] explicit calling convention [GDNative] fixed msvc build re-added MultiScript fixed a bug where saving a GDScript file crashed the editor removed multiscript [GDNative] added varcall and print [GDNative] fixed a reload bug [GDNative] fixed some functions that returned references fixed PowerState enum cast renamed occurances of ColorRamp with Gradient [GDNative] corrected typo for Mac library ext. [GDNative] added GDN_EXPORT macro for libraries fixed ptrcall cast for const Ref [GDNative] new GDNative API [NativeScript] fix double free but on exit [NativeScript] forgot to uncomment userdata return [GDNative] basic OS detection [NativeScript] bound `new` to ClassDB [NativeScript] fix double initialization in editor fix a regression (GDScript) from e00630b [NativeScript] call _init on instance creation added an optional parameter to OS symbol lookup [NativeScript] fix mutex double lock [NativeScript] fixed optional _init call [NativeScript] fix signals from base class not being accessible [GDNative] better header include paths [GDNative/NativeScript] fix -rdynamic and removed _init call [GDNative] fixed a bug with ambiguous include paths [GDNative] fixed double variant call add "propagate_call" method to Node support enums and nested constants in match statement added StringBuilder class merged gdnative and nativescript module [GDNative] added singleton GDNativeLibraries added JSON singleton Revert "Don't allow division by false (zero)" added OAHashMap type [GDNative] added API struct wrapper generator removed GDNativeClass doc from GDNative module [GDNative] removed native_raw_call update ARVRInterfaceGDNative to use API struct remove error message for optional NativeScript symbols make ConfigFile use OrderedHashMap [GDNative] use feature tags, added load once option [GDNative] removed anchors [GDNative] small API bug fixes [GDNative] added Read and Write accessors to pool arrays make ConfigFile sections ordered make Dictionary use OrderedHashMap [GDNative] even more API fixes fix dictionary constant access crash [GDNative] refactored API struct into core and extensions [GDNative] better API struct versioning [GDNative] rename nativearvr extension to arvr [GDNative] renamed nativearvr to arvr in api.json [GDNative] export plugin [GDNative] fix wrapper code generation [GDNative] loading error and version error procs [GDNative] removed godot_string_c_str [GDNative] removed static linking fields [GDNative] add a way to register call types fix Dictionary iteration [GDNative] added reload property [GDNative] fix reloading of non-reloadable libraries [GDNative] updates to string API and const fixes [GDNative] cache API hashes [GDNative] fix editor crash with NativeScript [GDNative] fix two crashes with NativeScript [GDNative] fix #15723 [GDNative] fix NativeScript false negative error fixed crash with StringBuilder Thomas Lynge (2): Visual glitch when dragging keyframes #15285 Visual glitch when dragging keyframes #15285. Changed to int cast. Tim Roes (1): Fix typos and missing newlines in --help Tim Schellenberg (1): forward_canvas_gui_input only takes one parameter Timo Schwarzer (3): Add an option to smooth camera limits when camera smoothing is enabled. Use new icons everywhere Closes #8879 Add options for more human-friendly build output Todd Ross (3): obsolete UndoRedo max_steps; no users identified clarify OS.execute usage, add examples defend Path2D against a null curve Tom Beckmann (1): Make particles with DISABLE_Z active respect ALIGN_Y. Fixes #12865 TwistedTwigleg (10): Added some editor enhancements to Camera2D. Added the option to draw Camera2Ds bounds and drag margins. Added options to toggle the drawing of Camera2Ds lines in the editor. When a Camera2D is marked as current, its lines become a little less transparent. Fixed set_global_scale in Node2D. Fixed syntax inconsistency in Vector3.snap and Vector3.snapped Added the following features to RemoteTransform and RemoteTransform2D: - Added the ability to toggle changes in position, rotation, and scale - Added the ability to toggle changes in either local or global coordinates Added additional functions to RichTextLabel: * Added set_text function to RichTextLabel * Added percent_visible attributes and functions to RichTextLabel This should make switching from Label to RichTextLabel easier. Exposed create_from_mesh in Navmesh Synchronize parameter names in definition and declaration Changed and added to the documentation for RemoteTransform and RemoteTransform2D Added documentation for GeometryInstance and VisualInstance Added documentation for World, Theme, StreamTexture, Sky, and ShortCut Unknown (6): Added documenation for Line2D AStar: Add setters for point position and scale weight, cleanup Mono: Use "UnnamedProject" if application/config/name is empty Fix get_node() and $ autocompletion when using single quotes Some untranslated UI strings Improve slang, especially in user-visible parts Victor Seiji Hariki (1): Now ignoring remaining collision shapes. Vincent (1): RichTextLabel add function remove_line Vito (1): Fixing tilemap rotation for non top-left tiles. Waldson Patrício (4): Fixes LineEdit text selection with mouse selecting more than intended Fix stop button always enabled (issue #13933) Fix missing stylebox for LinkButton's hover states Add method to set main screen plugin icon Webster Sheets (4): Allow changing importers in the import dock. Dropping a mesh file into the scene no longer creates an instanced scene. Fix for #12056, though GTLF import of that file is still incorrect. Fix importing GLTF meshes as external files. Wilhem Barbier (4): Add the 'finished' signal to AnimatedSprite Fix _Directory::get_current_drive error condition Allow closing a script tab without saving Make filesystem search case-insensitive Will Nations (35): Fixing previous merger's "not" vs. "!" mistake in C++ (#8664) Updated Area2D docs and added enum constants to scripting updated the TabContainer docs for depth and readability. Fixed a bug where capitalize didn't work with camelCase names Adding internal tag stack information. Adding ability for single meta hovering Fixes List::insert_before/after Node.duplicate(): instanced node's descendants' properties now update w/ original's runtime values. [DOCS] WindowDialog member descriptions [DOCS] ColorPickerButton member/method descs [DOCS] PackedScene member/method/class descs. [DOCS] SceneState method descriptions added. [DOCS] CenterContainer method descriptions [DOCS] AnimationPlayer new props, members/methods [DOCS] Animation methods desc 100% [DOCS] MultiplayerNetworkPeer class/method/constant descs [DOCS] Area members and methods [DOCS] CurveTexture desc, members [DOCS] EditorFileDialog props/member/method/signal [DOCS] Camera2D methods/constants [DOCS] EditorFileSystemDirectory methods [DOCS] EditorScript methods [DOCS] ARVR, AStar, AtlasTexture, Basis [DOCS] AnimationPlayer prop API fixed [DOCS] CanvasItem/Material/Layer, ClassDB, CollisionObject(2D) [DOCS] AnimationTreePlayer props/members/methods [DOCS] EditorFileSystem method/signal [DOCS] ConcavePolygonShape2D, CubeMap [DOCS] Camera property changes Added open_script_create_dialog func [DOCS] Animation, CanvasItem, Curve3D, Curve Dictionary::copy -> ::duplicate Add Script.get_base_script/instance_base_type API Plugins can select files in FileSystem Dock Include .hpp files in VS scons builds. Fixed Typo. William McKIE (2): Fix misaligned zoom icon in Texture Region Editor plugin Replace Del icon by Remove icon William Taylor (3): Changed/Added descriptions in @GDScript. Added examples. Fixed return types of two … (#11146) Fix up examples/descriptions based on feedback. Added more content In @GDScript added previous changes that went missing. added more descriptions and code examples [DOCS] added member descriptions to various shapes Wilson E. Alvarez (17): Moved member variables from constructor to initialization list Updated function argument names Use const reference where favorable Removed unused variable Fixed segfault when hovering over scene tree elements and showing tooltips. Removed unnecessary assignments Moved member variables to initializer list Removed unnecessary returns and break statements Removed EditorHelp::_scroll_changed Fixed several memory leaks Free memory when Main::setup returns an error Added/Fixed null pointer checks Removed ParamDef and ParamHint structs Renamed 'script_changed' signal in the script editor plugin to 'edited_script_changed' Removed empty segment Moved class_name and return_val to initializer list Renamed function arguments to keep them consistent between declaration and implementation Yakov Borevich (2): [GDScript] Redefine var results in an error Add expand stretch/ascpect - no more black bars Ying-Ruei Liang(KK) (3): Show '.' in the tree of file_dialog Show "." in item_list of EditorFiledialog Append selected dir when openning dir with Editorfiledialog Yuri Chornoivan (1): Fix minor typo: it's -> its Zatherz (1): Add range to anisotropic filter level (1 to 16 with integer steps) Zaven Muradyan (4): Add the ability to delete bezier path handles. Fix 2d path editor controls. Fix moving path controls in edit mode. Account for folded code blocks when navigating via members list Zephilinox (1): Print FPS setting now only prints the game FPS Zher Huei Lee (23): Fixes for ButtonArray Added support for tooltips in ButtonArray. Fixes #6597 RegEx re-implemented as a module Added global sub and bounds checking to RegEx Changed RegEx to inherit Resource Flat button support in ButtonArray. Fixes #7153 Reused Button styleboxes for ButtonArray Added EditorPlugin.remove_import_plugin() Fixed RegEx::search missing return type hint Fixes RegEx capture grabbing too much #9382 Fixed inverted group thrown off by quantifiers Added Tile and TileFit to StyleBoxes Project manager UI displaced by long paths #10245 Disabling Particles::one_shot restarts emission Replacement of internal RegEx with PCRE2 Disabled PCRE-JIT in HTML5. Fixes #10834 Added support for FT_PIXEL_MODE_MONO in FreeType Added String::dedent() to remove text indentation Fixed RichTextLabel::add_newline() #12564 Fixed dedent() binding did not return result Moved doc description formatting. Fixes #12798 Added RegEx.search_all() for multiple matches Added modules' doc files to make_doc_header Zireael07 (1): GDScript can now tell if the wheel is in contact with the ground; change roll influence of the wheel in editor aarroz (1): Added descriptions to AudioEffect, AudioEffectAmplify, and AudioEffecChorus ageazrael (3): Fixed middle mouse button can't bounce in macOS Used in the macOS HiDPI options window is too small Fixed ‘CreateNewAnimation’ window wrong size. alexholly (3): renamed all Rect2.pos to Rect2.position renamed all Rect3.pos to Rect3.position removed floor so that global pos works with scale anakimluke (1): Removed outdated comment. andrzej.buczynski (1): Fix alpha dithering in viewports with TransparentBg=false and Usage=2D, issue #11416 anneomcl (1): Fix for #6158. Converting Vector2 to Size2 for scaling functions. authenticate (1): A minor documentation typo fix. balint magyar (1): Fixed center align in LineEdit bebae (2): fixed wrong placement of AcceptDialog Buttons issue-6143 Allows to start the scene with custom arguments within the editor binbitten (8): Add missing image format RGB10A2. Fixes #14964 Fixed wrong highlighted line when erroring and using single-line comments, fixes #15167 Fix premature declaration of shader variables created with assignment Fix mat2 alignment Fix clicking on sub-resources in a node's right-click menu Convert special case RGB10_A2 to RGBA8 when obtaining texture data Fix wrong viewport transparent-bg Fix horizontal scroll for windows platform bncastle (5): Fixed attempt to delete NULL pointer error Implement +,-,/, * and negate operators for Color type. Clear text when a new action is added Project Settings Input Map Select correct animation on creation of a new one Focus on sprite animation list after adding a new one to allow renaming with f2 brunosxs (3): [DOCS] Add descriptions to members of Camera2D [DOCS] File Class method description [DOCS] TabContainer class descriptions bruvzg (26): Remove duplicate keycode constant for Numpad Enter key. Improved macOS window resizing behaviour. Fix Numpad Enter key on Windows Add macOS main menu Fix is_window_fullscreen() and set_window_fullscreen() behaviour after window has entered/left full-screen mode via green zoom button. Add missing max. number of samples (MSAA) check Change display scale when moving the window from monitor to monitor Fix warp_mouse_pos on macOS Duplicate error messages to macOS logging system Revert #378b1e6 for s3tc Re-revert #378b1e6 for s3tc Implement NSTextInputClient protocol for IME Add macOS shell_open URL escaping Use run-time dynamic linking for AddDllDirectory and RemoveDllDirectory to support mingw-w64 build and Windows 7 with KB2533623. Use MinGW specific binutils for debug symbols separation Adds `macports_clang` build flag to build using clang-5.0 form MacPorts (with OpenMP support). MacPorts clang version selection, and OpenMP linking fix. Fixes thekla atlas mingw-w64 build Adds dylib export for "dmg" export mode and change dylib path to "/Contents/Frameworks" Fix build on macOS pre 10.12, fix deprecation warnings on 10.12+ Remove 10.6+ runtime version checks, add 10.12+ runtime version checks Fix IME producing multiple events per key press. [macOS] Adds ability to open files with "Open With" or double-click from Finder Fix String::itos/String::num_int64(INT64_MIN) output. Disallow creating new projects in a non-empty folder. Fix macOS build after #16092 carlosfvieira (2): closes godotengine/godot#6382 - traverse classes docs so that all properties from inherited classes have tooltips accordingly Fix spatial editor plugin issues on multi viewport view menu shortcuts (only those that are bound to keys) - this closes #14371 and closes #12409 caryoscelus (2): fix string iterator enable autoload for command-line scripts chanon (1): fix ColorPicker not correctly updating after pasting hex html color clayjohn (2): added descriptions for WorldEnvironment node in documentation added documentation for SurfaceTool cryptonaut (1): Cleaned up logic in Tween::_tween_process(), fixes #9187 curtisxk38 (1): Fix typo in Parser Error message d (1): Added two new methods to 3.0 'blend_rect_mask' and 'fill' damarindra (6): Fix: CollisionObject shape owner indexing is inconsistent Autotile Enhancement Improve : ease of use TileSet Editor prevent autotile properties out of bounds Fixing weird behaviour on autotile editor fix updating tileset list when assign texture and set autotile true darkoff9 (1): Fix joystick crash when mapping is -1 denis (1): Update mouse position on touch and release events (Android) djgaspa (1): Fix remove_dll_directory crash when cookie is null dotquixote (1): ConeTwistJoint: Initialize 'm_angularOnly'. dragmz (1): reduce static memory usage ducdetronquito (4): Improved GDScript parse_json() doc about numerical values conversion. [#9292] Renamed Image.put_pixel() to set_pixel(). [#7212] Fixed missing 'Variant' return values in documentation. Implemented String C API. dumitru-stama (4): Fixed a string class bug Added 'blit_rect_mask' for 3.0 too sync doc template Added documentation for blit_rect_mask dumitru.stama (1): Fixed a bug in get_pixel not being const firefly2442 (4): prevent strings from being evaluated to just "true" fix typo in switch statement change float to bool as correct type found via cppcheck: remove code that will never run make definition and declaration names for parameters match change floats that were being set to bool values remove pointer that is never used gamemanj (1): Apply is_ceiling/is_wall swap fix to 2D move_and_slide (minus explaination) haugenmitch (1): Formatting an unformatted hyperlink (#12226) hickop (1): Added grabber_area to default_theme sliders. Fixes #11261 homer666 (6): Adjust FileSystem split mode's height threshold (VS) Add space after "=" sign in variable list Reduce default orbit inertia value [DOCS] PhysicsDirectSpaceState [DOCS] Physics2DDirectSpaceState [DOCS] PhysicsDirectSpaceState enhancements honix (3): docs: ERR_EOF -> ERR_FILE_EOF Particles potential crash fix Particles potential crash fix 2 hungrymonkey (1): Fix data alignment issues in get_data() in AudioStreamSample iam13islucky (1): [3.0] Fix bug in Image::_get_pixelb ianb96 (1): code folding scrolling fixes jagt (4): Fix GraphEdit mouse scroll axis. fix script editor clear recent scripts crash move button/joy constants to enums fix editor crash when missing variable in pattern match dispatch kbake (4): Will now try to use the existing animation's name for filename, defaults to previous value in case there's no name Selected text is now deselected on ctrl+home/end Scroll bars now look different on press change expand_to_len property to add on nonzero...also rename to expand_to_text_length and shift window on expand to see all text khairul169 (1): Uncomment debug properties of HTTP Request knd (1): removed redundant assign operation in mesh_add_surface: elem_count is reassigned a value before the old one has been used. ktksgit (1): Update DebugMesh when NavMesh changes letheed (7): fix shadow filter pcf5 implemented as pcf7 add shadow_filter variant PCF7 Rename pos to position in user facing methods and variables Remove deprecated rotation methods Unify degree members and properties Small fix for Control bindings Make cyclic resource inclusion error message more helpful lonesurvivor (5): Improvement to y_sort: make clear which item has to be drawn first Fix for the huge audio latency of the SamplePlayer (>200 ms) FileSystemDock: Collapse folders by default, add context menu with "Expand all" / "Collapse all" option. When overlappinng Area2Ds are removed with remove_child(), _enter_tree and _exit_tree signals are now properly disconnected upon removal Fix parsing bug which causes range(variable) to crash the engine m4nu3lf (9): Fixed Mix nodes in Animation Tree Player Fixed inertia tensor computation and center of mass Fixed property setter in G6DOF joint Avoid bias overrotation in contact resolution Fix Inertia tensor update & Generic 6DOF Joint Fix wrong index in get_euler_xyz and wrong get_euler in G6DF Joint Fix Basis::get_euler_xyz() Restore rendering on a separate thread CommandQueueMT doesn't lock during command execution matrem (1): particles spread/flatness fixes, pi factorization mbalint12 (6): Add editor option for automatically closing the output when stopping the game. Fixed typo in gdscript autocompletion. There was a missing '!' sign, but autocompletion shows parent script members too. Added the ability to select files as base when creating scripts Added autocomplete for file paths in the script editor Make property editor display dictionaries (read only) Make script debugger display all kinds of objects mdraw (1): docs: Correct xform descriptions in class_basis mhilbrunner (18): Editor: Run validation on every text change, not only inserts doc_status.py Python 2.7 backwards compatibility doc_status.py: Add -e (--empty) option to hide items with nothing left to do doc_status.py: Error message for unknown CLI flag, switch shebang to python [DOCS] Camera documentation [DOCS] Document Tree Add _process(delta) to new script templates. Closes #11994. [DOCS] String [DOCS] EditorScript: Small formatting fixes [DOCS] @GlobalScope [DOCS] RemoteTransform & RemoteTransform2D detect.py: Fix KeyError if using MinGW and LTO Use UTF-8 for locale names. Fixes #12462. Ignore files not ending with '.xml' when building doc header Editor: Update 2D viewport and inspector selection on delete. Fix #12591. [DOCS] HTTPClient & HTTPRequest HTTPClient: Add PATCH method and missing HTTP status codes HTTP cleanup & better defaults mookiexl (1): Limit directional shadow draw distance, fixes #559, optimization (#1991) mrawlingst (3): Change Color.to_32() to to_rgba32() and format as RGBA Update Color class ref documentation Update ColorRect class ref documentation mrezai (1): Fix disable_3d=yes compile errors muiroc (1): bullet cast_motion: reordered null check neogaston (1): Indentation Error nicholasbuckner (1): added support for paths with spaces for VSBUILDS pablotato (1): Add cartesian to polar conversion functions qichunren (1): Fixed project name line edit lost input focus. rdb (1): Add "Never" underline mode to LinkButton redtoorange (1): Fixed bug that prevented creating polygons. remorse107 (1): Color Picker Fixed Appearance robfram (3): Fix Issue#15303 FreeBSD compilation error in thekla_atlas due to wrong definition of NV_OS_LINUX instead NV_OS_FREEBSD Fix bad color to HTML conversion. Alpha channel was added befor RGB. Fix inverted RIGHT/LEFT TOP/BOTTOM Camera2D drag margin in runtime (editor works fine). Fix #16095. romeojulietthotel (2): Use pkgconfig to locate ALSA libs (#6119) Correct description for the return values from get_status. (#7137) sambler (1): Fix use of execvp, earlier fix was short sighted and only worked when godot could be found in PATH. The correct fix is to use sysctl to get the path to the current executable this also fixes the ability to call external commands. samvila (1): Remove too verbose printf statements from VideoStreamTheora sanikoyes (8): Tween: fix non-repeat interpolate_callback does not delete after call triggered fix ScrollContainer cannot scroll when scroll bar is hidden Fix msvc compile error Fix tween Transform2D typo Fixed audio can not resume if it is interrupted cause by an incoming phone call Add missing StyleBoxLine binding Fix crash when click an empty tabs container Allow to extends constant variable santouits (2): tab container arrows don't work when a popup was set Fix x11 boot logo position in fullscreen and in maximized scorched (2): Fix compilation on Visual Studio 2013 (#10219). Fix compilation on Visual Studio 2013 again. sersoong (15): fix editor/property_editor.cpp missing TTR update GKScore init function Add copy button to sprite_frames_editor_plugin add open feture to dependency_editor.cpp Change editor_settings.tres to editor_settings-3.tres Add close other tabs to Script Editor Fix context menu of first node in a new scene Fix doesn't close open a file window bug Enhanced 'open' menu in filesystemdock Add 'copy script path' to script editor plugin Add uppercase and lowercase to rightclickmenu in scripteditor Restored two items in filesystemdock menu Enhanced Merge From Scene Enhanced changeType menu in Scene Tree Dock Add Show In File System to script editor tabs sheepandshepherd (9): Add error printing functions to GDNative Wrap copy constructor for some GDNative types Fix GDNative PoolVector typos Expose Dictionary::next to GDNative Fix typo in NativeScript property getter Store GDNative API in array instead of dictionary Include property index in GDNative class API Add a function to get the full name of a locale Add language option button to project manager supagu (2): Further symlink fixes DirAccess constructor sets current_dir to an absolute path supaiku (4): Added CLOSE_ALL files option to script editor Show object string cast instead of object id in debugger Always show output panel when debugging Fix highlight typo suptoasty (1): Fixed a typo in a Visual Server var name (#8977) syskrank (1): removed confusing "if(true)" statement with empty "else" block tagcup (1): Restore the behavior of Spatial rotations recently changed in c1153f5. toger5 (90): xCode added xcuserdata to gitignore Implemented scrolling factor for smooth trackpad scrolling fixed crash when dragging to change color in color picker fixed osx input event added modifier key to scroll event project manager, fixed siing of sort button added grow functions to Rect2 - grow_individual - grow_margin osx release right button event fixed RIGHT_MOUSE_BUTTON was not removed from the button mask (instead it was added...) fixes #9079 added style for panel class fixed overlapping of temp. colors (script editor) + added a little bit more spacing to the scripts in the script list. the temp colors now expand to the vseperation, instead of having the same size than the stylebox tree fix drawing order for header + - the collapse arrow gets drawn after the background so its not hidden underneath anymore - custom_bg_color no offset anymore style box margins for Inspector and list. margins for item list - without margins there are too little gaps on the left and the selecting looks weird - also changed the styles for selected and focus so they both have the same size focus box size fix for new theme border settings doesn't remove necessary borders anymore Builtin script template loading improvements editor: update helps and script panel on theme could change. fixed loading old theme styleboxes removed calls to cursor_set_visible on all platforms fixes #10167 fixed loading old theme styleboxes NEW Style Box Flat Implementation - now use polygons! - renamed blend -> blend_border - draw_center -> filled - GDScript biding Adapted godot to the new StyleBoxFlat Added Corner Enum new StyleBoxFlat added more drawing features - corner radius bindings - shadow - antiAliasing - CornerDetail new StyleBoxFlat limits for drawing - corner and border are decreased if necassary to achoieve clean stylboxes - prohibits wired drawing artifacts when using wrong values - corner radius are relative to the partner corner when they would result in glitches new StyleBoxFlat removed multiBorderColor - removed only the bindings because the drawing code is not done yet - kept c++ functions for setting individual border color for future implementation styleBoxFlat removed light, dark color entirely fixed Import LineEdit to label + label stylebox - added a normal stylebox to label. default is StyleBoxEmpty - changed drawing so that it draws correct with styleboxes with margins - changed the LineEdit in the import to use a label with the lineEdit stylebox Performance styleBoxFlat: - style box flat was always drawn with 8 verts per corner in case it was a rounded corner... now it uses only one vert if it has no rounded corner. styleBoxFlat: clamp corner_detail + aa_size Removed style box border for script panel. Fixes #10410 fixed rounded corners for visual script editor added utility funtions for expand margins (in styleBox) removed additional border function. (not needed with new styleboxes) added setting to override the theme background with editor theme color fixed crash styleBoxTexture binding issue moved 'scale import setting' into svg section added to_ABGR32() to core/Color Implement color conversion for dark SVG icons removed svg's in icons/dark removed misc/scripts/svgs_2_pngs.py - deprecated because icon conversion now happens in godot itself White Theme - almost all the colors are generated now. They get adapted based on the theme color. All the correct icons are used - error label now uses error color - added missing button colors in editor theme renamed light_color to contrast_color - added tab highlighting - other changes to the theme to make use of contrast color added icon updating to most ui elements added setting for icon/font color: auto,dark,light unified draw_center naming for (9patch,StyleBoxes) - filled -> draw_center - is_draw_center -> is_draw_center_enabled - get_draw_center -> is_draw_center_enabled fixed update import label in importer dock changed-"HSlider" -> "VSlider" for focus style fixes #728 updated import settings loader to 'svg/scale' fixes: #10815 Revert "added setting to override the theme background with editor theme color" richTextLable implemented stylebox support - also fixed issue with total_chars ignoring first line Unified script panel backgrounds. - simplefied it with using the new rtl. - removed ("ScriptPanel", "EditorStyles") for since rtl now can be used - unified backgrounds when script editor color is set to transparent => option to set background color adapt to theme is deprecated. Fixed theme (chagnes introduced in light theme) - adapted contrast color intensity (to make buttons less bright) - added missing border for lineEdit - removed unnecassary code for option button fixed hover line for menu button changed tree font color to be more saturated fixed copy on osx + help selection color documented StyleBoxFlat fixed log colors rtl uses styleBoxEmpty as defualt Revert "Removed camera interpolation in orthogonal mode (I have no idea how to fix this due to how orthogonal works), closes #10718" Modify inertia implementation for freelook and orbit - freelook now uses position based inertia (holding a key for a specific time always rults in the same distance traveled independent of inertia setting) - orbit inertia now is angle bases. (not transformation based) -> camera always takes the same path. - added setting for orbit inertia - added setting hints for freelook settings. removed hardcoded colors in animation editor update for icons on theme change animation editor update icons for animation_player_plugin (top bar) fix always updating +removed print +use EDITOR_DEF added highlight area to slider optimized color conversion for svg generation fixed margin beeing squared made tabs visible in debugger fixes: #11212 - the stylebox is changed so the top part is transparent when the debugger is selected fixed border on the right of viewport swapped up down shortcut for freelook (to fit unreal) also loop for classes if there is no coustom theme fixes #11250 fixed double border for debugger tab panel Added border for tabs + container. - moved tabConetent position to be more reasonable. - fixed drawing order to allow those kind of styles. added editor spacing zoom inertia uses its own setting (not the same then translation) added precision scrolling to spatial editor zoom update inertia/freelook settings values + renamed free_orbit... to oribit... settings 'editors/3d' organized, sorted, new_defaults keep font color on selection as default always use the adaptive code theme selection color in help since it wont changed based on the code theme anyways. do not overlap current line with selection color fixed bottom panel debugger exception - make it work in combination with the border for tabs - fixed updating when changing theme fixed help bg Vertical alignement (TabContainer menu button) fixed coustom bg weired offset for code editor create dialog search preferrence fixes: #11697 keep alpha when converting svg colors fixes #11289 added spacing to tabs added missing NaN check fixes: #13255 vkbsb (1): VisualScript: Adding TOOLS_ENABLED flag where needed (#6144) volzhs (180): Fix StreamPeerBuffer::duplicate() does not return value Change "Disable Filter" to "Enable Filter" on Font Import window Make LineEdit not to cover whole line when rename node Prevent to add node to selection when node is not inside tree Show last added action on Input Map and implement InputEvent "==" check "disable_filter" option for backward compatibility Select newly created folder on Directory dialog Fix error when using 2 or more slashes on resource path Fix typo for word_wrap Fix GraphEdit grab random node when delete or deselect by clicking empty space Expose selected value of GraphNode Remove unnecessary parentheses Replace a node with saved branch scene instance Expose resizable property of GraphNode in inspector Add "button_selected" signal to ButtonGroup Fix GraphEdit connection wire when zoom in/out Add option for root node name on Import 3D scene window Fix GraphEdit connection wire when resizing GraphNode Fix crash when using Directory.dir_exists(path) on Android Fix comparison bug with InputEvent Remove dead code in FileSystemDock Improve drag and drop on 2D viewport Fix bug with saving last select language and remove warning Fix 2 search menus are shown Revert "Place child control under label in AcceptDialog." Fix Accept/ConfirmationDialog UI broken Fix p_index out of size error when closing script Fix memory leak with drag & drop on 2D viewport Fix resetting to default value in EditorSettings Fix to fit stylebox with ItemList Fix to focus or rename node by double click Fix wrong number for ERR_* on comment Prevent to make UndoRedo for duplicate if no selected node Fix updating value of SpinBox with prefix Fix Label valign position Select newly created or imported project automatically Set project name as directory name instead of '.' Fix Directory.dir_exist/get_current_dir for 'res://' on Android Can create or load script on Attach script dialog Prevent to select children if selection lock or instanced scene Emit "*_changed" signal in set_* Fix crash when select target path on import 3d scene window Check entered and trimmed path when create, import, install project Select exactly matched file automatically in FileDialog Prevent Spinbox value update while not focused or disabled Fix color selected with mouse scroll Fix scroll bar moving in AnimationPlayer editor Add alert window on Android Check keystore field when export Android release apk Show selected node in Scene dock when parent node is folded Fix duplicated string on RichTextLabel if starts with '\n' Update libwebp to 0.5.2 Scroll horizontally with mouse wheel when horizontal enabled only Able to change visibility when ancestor node is hidden Show visual notice for visibility on Scene Dock Fix modulate property bind to Color Change camera default rotation Fix crash when creating new project Show transparency and accurate color for modulate Fix weird scrollbar appearance on 2D editor (3.0 master) Fix compile error Fix crash when saving root node by "Save Branch as Scene" with unsaved scene Match ERROR_QUERY_FAILED enum with others Save and restore debug options Update attach/clear script tool bar icon in Scene panel Update libwebp to 0.6.0 Fix zero padding formatting Translate ButtonArray text Fix crash when click icon while editing node name Fix wrong TreeItem reference after reconstructing Fix handling input for Android Fix drag and drop on 2d viewport Fix wrong name for Android export Cache DynamicFont resource for Android Fix failing to compile shader on Adreno GPU Make buttons closer in Scene tree Fix crash when change project settings Fix signal error when starting editor Prevent to uncheck selected item with button group Prevent to take too much space for long vertical texture Show script filename instead of thumbnail Fix editor style box for ToolButton Make buttons closer in Inspector panel Fix auto_accept_quit option to work Fix error or download again if use obb for Android Fix wrong fallback for locale Update editor theme Fix to use editor theme instead of handling each UI Revert "Add new editor and default theme (WIP)" New customizable editor theme Fix possible memory leak for Android Update to latest gradle Fix compile error when use "android_add_jni_dir" Fix android payment logical error Show disabled item with proper color on FileDialog of editor theme Fit grid with label and component of editor Show description box on create new node window Fix disabled style of LineEdit Fix android build regression by be7ced4 Make OS.get_locale() returns same value Make toggle between thumbnail and list for file dialog on editor Enhance scene tabs Fix scene tab color not updated when theme changed Update freetype to 2.8 Update visibility icon properly Fix label align of button in editor Show proper string with InputEvent.as_text() Update source code pro font to 2.030 Replace editor font to NotoSans for Latin, Arabic, Hebrew, Thai LineEdit in Tree is aligned vertical center Fit script editor grid with others Fix !icon_map.has(p_type) error Make clickable properly in editor help Fix set_item_icon error when starting editor Fix smooth scrolling in ScrollBar Show button name always in main toolbar Fix TrustManager for Android Add font size setting for output panel Fix crash when scene has LineEdit and run from editor Update theme property respectively Update freetype to 2.8.1 Fix warning message format for addon plugin Fix example code for EditorImportPlugin Not to be slow when select multiple files Prevent to stop music in another background app on iOS Better TTR format Fit stylebox on ItemList Restore post_import function Better number format for memory usage Fix shader compilation fail on Android Unnecessary use of TTR use application:didFinishLaunchingWithOptions: instead of applicationDidFinishLaunching: for iOS Fix mouse position in viewport Fix get_edited_scene_root error at starting editor Fix CheckButton minimum size Fix CheckBox minimum size Fix align=center info is not saved with CheckBox & CheckButton Fix Index p_current=0 error at starting editor Pressing Enter key creates or loads script on Attach script window Update libwebp to 0.6.1 Fix theme for Mesh menu Focus path field after seleting file browser on Attach script window Enchance FileSystem dock Remove unnecessay update on FileSystem dock Refactoring FPS & information on 3D viewport Fix Clip Content property is not saved Show sub-resources as sub-menu Fix "selection_changed" called twice Fix blurry after zooming Respect HDR option Fix open directory in FileSystem dock Fix crash from move_child at saving scene Fix error if scene has Camera at saving scene Fix popup menu size in Inspector dock Use .ttf or .otf file for editor custom font Fix text editor status font Respect text editor highlighting color changes Fix Tween follow not working Bind SceneTree::set_quit_on_go_back() to gdscript Fix lock or group with invisible node Copy resource with specific extension Fix duplicating file or folder Update android build tool to latest Fix PopupMenu to show & detect properly hover area Fix get_edited_scene_root error at starting editor Remove button from button_group when free Fix editor settings weird behavior Fix Android build error Fix Android multi touch Fix editor setting value is back to default Set source code font with ttf, otf Fix KinematicBody documentation about move_and_slide Fix shader compile error on Android Fix stretch aspect keep mode Fix Android build error Fix Error/Success/Warning icon color Fix find/replace bar Rename Fixed Fps to Physics Fps on Project Settings Rotate Control node with respecting pivot offset Update ProjectSettings description to correct usage vonzimr (1): Add an option to clear recent scenes in the 'Open Recent' submenu x1212 (1): HTML export: Make s3tc the standard Texture Format yanorax (2): Add column_title_pressed signal to Tree node Fix TreeItem cell text alignment yg2f (5): scons detects standalone MSVC on Windows Fixes #6487, GDscript compiler ignores OPCODE_LINE and OPCODE_BREAKPOINT in Release mode expose GeometryInstance.get_aabb() etc fixes #6587 xorshift32 PRNG for Math::rand_from_seed() fix bug introduced by #6501 zer0problem (1): Fixed compiling on windows after .hdr support Changed type to avoid casting. Захаров Андрей (1): Added difference between function which return value or not