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fixes #10946, auto-reload with external editor #51724

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@yjh0502 yjh0502 commented Aug 16, 2021

  • Showing and hiding geometry updates shadows
  • Fix render target textures not allowing repeat flag
  • Bump version to 3.2.1-rc
  • Fixes OptionButton min size
  • Clip warning text in the remote dock
  • Fixed GetNodeOrNull
  • Fix shader crash if using multiple underscores in identifier names
  • Fixed LineEdit virtual keyboard inputs on Android
  • Fix canvas_item light alpha output in visual shaders
  • Prevent shader crash when name conflict with "dus" and "__" occured
  • Updates Path2D in debugging if navigation is visible
  • Fix restoring window from fullscreen to normal on Linux
  • Restores correct window position after fullscreen toggling off on Linux
  • fixed godot not recognising 150x150 icon for uwp export
  • Hide TileSet's properties from the inspector
  • Fix empty audio infinite loop
  • Fix control node transform animation jitter with pivot offset
  • Make the replaced results appear in the matches counter
  • Make ScriptCreateDialog's script valid message a bit more clearer
  • Only emit the JavaScript support code for Web when building for HTML5
  • Display times as milliseconds in the profiler and performance monitors
  • Allow saving anywhere when exporting CSV measures from the profiler
  • Adds sanitizer options for macOS
  • Use the editor background color for the profiler graph
  • Improve the CheckBox and CheckButton class documentations
  • Increase the maximum number of octaves in OpenSimplexNoise to 9
  • Adds extra cursors for macOS
  • doc: Add a short AnimationPlayer versus Tween comparison
  • doc: Add an example for Array.sort()
  • Completes doc for button classes
  • Finish documenting BakedLightmap and TextureLayered
  • Shortens minimum height of script editor windows
  • Changelog: Mention 3.2 changes to TileMap features
  • Remove per-file progress reporting when exporting to Android
  • Centers icon vertically in project list
  • Improve the doc_status.py console output
  • doc: Add description for EditorInspector
  • Add documentation for Skeleton2D
  • Completes doc for ItemList and Tree
  • Update EditorSceneImporterAssimp description to reflect current status
  • updated description of metallic in SpatialMaterial
  • Improved search in settings dialogs
  • change step size of animation length EditSpinSlider to match minimum animation length
  • Implement zooming using Ctrl + Mouse wheel in the GridMap editor
  • Improve the AutoLoad editor UX
  • Improve the Video RAM debugger UX
  • [Mono] Basis/Transforms Array operator comments and improvements
  • Improve the batch rename dialog
  • Use a new approach to fix bone pose override not being reset when IK animation is stopped. This reverts PR Fix bone pose override not being reset when IK animation is stopped #35460 & commit 551c371.
  • Fix bug where Control at origin with 0 size not rendered
  • Fix double tap pressed event regression
  • Update cached_width of the line_edit element when setting it to be secret
  • Adds pan and zoom gestures to TextureRegion editor
  • Fix RichTextEffect visibility to Account for Skipped Characters.
  • Re-add a way to generate a single convex shape from the editor
  • Fix pressure / tilt ranges on Linux.
  • Fixes add group in Group Editor dialog
  • Fix built-in script creation loading existing scripts by mistake
  • Fixed String::humanize_size crash.
  • Allow existing hidden files/directories when creating a new project
  • pass missing args in AnimationNode script calls
  • Make some QOL improvements to move operations in the FileSystem dock
  • Few enchancements for shader editor
  • Fix UPNP on windows after Update miniupnpc library #30205.
  • Prevent shader crash if invalid builtin used after array member accessor
  • Workaround WebM playback bug after AudioServer latency fixes
  • Uses split cursor for SplitContainer
  • Avoid going out of bounds in IsSubsequenceOf Closes C# IsSubsequenceOf throws IndexOutOfRangeException #35598
  • Update the zoom percentage when using Frame Selection in the 2D editor
  • Fix GPU Particles
  • Fixes broken scene created via New Resource
  • Change the Pick Tile and Select default shortcuts in the TileMap editor
  • Make file system scan more robust
  • Ignore hidden files and directories in find in files
  • Fix VariantParser::StreamString EOF determination
  • Add ConfigFile::parse()
  • Travis: Use Python 3 for SCons
  • Allow per pixel transparency in javascript platform
  • Allow to use arrow keys with TOOL_MOVE
  • Fixes crash when resource file is corrupted
  • Fix problems with concave shapes in the TileSet editor
  • Fix hover symbol content position
  • Fix Mono check for unsafe object references
  • Fix startGame's logic in engine.js.
  • Tweak the editor help comment color for better readability
  • Fix GlobalConstant/BasicTypeConstant return type in visual scripts
  • Fix VisualScriptClassConstant to be updated properly
  • Better visual shader code generation
  • Added missing '\n' in visual shader custom node code generation
  • Few extra formatting fixes for visual shader node generation
  • Added missing '\n' in visual shader fresnel node code generation
  • Added missing '\n' in visual shader expression node code generation
  • Fixes broken CPUParticles2D AtlasTextures usage
  • Optimize the editor icon generation
  • Export and reference the icon as favicon when exporting to HTML5
  • Fixes range hint for default_float_step
  • i18n: Sync translations with Weblate
  • i18n: Sync translation template with current source
  • doc: Only encode version branch (x.y) in class header
  • Fixed random force on vehicle wheel
  • Improve error explanations related to NetworkedMultiplayerENet
  • Fix multiple issues with the "Import" dock
  • Fix script icon not showing at startup bug
  • Reduce AudioStreamPlayer's pitch_scale max value
  • Fix hiding ColorPicker's presets not fully hiding its controls
  • Increase the width of the "Connections to method" dialog
  • Fix EMWSClient::get_connection_status(), try catch
  • Fixes crash when pressing enter in ConnectDialog with nothing selected
  • Add a fish shell completion file for the Godot editor
  • Allow for continuous deletion/duplication of lines
  • i18n: Sync translations with Weblate
  • RichTextLabel: proper handling of internal key events
  • Enable Appveyor cache on 3.2 branch.
  • Disable NetSocket reuse address on Windows.
  • Make orthogonal view mode persistent in new scene
  • Travis: Fix clang-format on non-master branches
  • Remove unused driver/dummy/audio_driver_dummy.h
  • Improve the PanoramaSky class documentation
  • Travis: Force updating homebrew on macOS
  • Add abort mechanism when invoking EditorNavigationMeshGenerator::bake in-game
  • Add peek option to NetSocket recv_from.
  • UDPServer and PacketPeerUDP connect_to_host.
  • Move mbedlts print func to SSLMbedTLSContext.
  • New PacketPeerDTLS and DTLSServer classes.
  • Custom godot sockets for ENet now support DTLS.
  • NetworkedMultiplayerENet dtls support.
  • Add documentation for new DTLS features.
  • Force mipmaps off when importing RGBA4444 textures
  • Improved custom Android template exports
  • Revert "Fix control node transform animation jitter with pivot offset"
  • Fix OGG audio loops
  • Fix inverted use of Camera2D.offset_v
  • Enabled concave collision detection with Areas in Bullet.
  • Add a button to quickly repeat last search in files
  • Fix: auto brace complete for quoted strings
  • Allow using MeshLibrary.get_item_preview() in non-editor builds again
  • Decrease the script editor's default split width to 70
  • Added tween support for Rect2 Fixes Cannot Tween the region_rect of a Sprite2D #34575
  • Add support for named binds in Skin.
  • Remove extra margin in the top of the debugger
  • Fix suspicious | and + operators
  • Core: Change _Marshall class inherit from Reference to Object
  • Expression: Fix parsing integers as 32-bit
  • Fix debugger crash inspecting freed object.
  • Don't show a copy of the property's name in the inspector's tooltip if there's no description
  • Fixed editor crash when the animation player has no root assigned.
  • Fixed TextureAtlas import.
  • Fix a typo in the "Create Single Convex Collision Sibling" option
  • Support toolbox custom "Tools install location", by reading .settings.json
  • use Rider MSBuild on Windows, when Rider is selected as external editor
  • Improve documentation related to fixed physics processing
  • Improve the @GDScript.inverse_lerp() documentation
  • Add a practical example for @GDScript.linear2db()
  • Fix wrong selection on cloning a line down in the editor
  • Mention the duration parameter unit in UPNP.add_port_mapping()
  • Improve the RegEx class documentation
  • doc: Mention concatenation using the + operator in Array
  • Fix import changing disabling checking on multiple files
  • Implement undo-redo feature for Parameter Paste in the Inspector
  • Fix InputEventKey::echo type from INT to BOOL
  • Fix missing null check in Mono Binding of GD.print
  • Fix android template install validation.
  • os: execute parse the command output from utf8
  • Minor fix in Node class documentation
  • Document that SpringArm exclusions only work with PhysicsBody objects
  • On Windows find Rider installed for CurrentUser
  • Take correct part of extension with File Dialog
  • Fixes touch events for HTML
  • Exposing get_tracker_id for ARVRPositionalTracker to GDScript
  • add a precision about the intended use of the ConcavePolygonShape
  • SCons: Explicitly define our C (C11) and C++ (C++14) standards
  • SCons: Fix get_compiler_version() to return ints
  • Add support for opengl external textures as defined by https://www.khronos.org/registry/OpenGL/extensions/OES/OES_EGL_image_external.txt
  • Document EditorPlugin get_plugin_icon and get_plugin_name
  • Mono: Fix detection of Apple platforms in build script
  • Fix EditorFolding crash when switching scenes
  • Add a new configuration warning to CollisionShape
  • Change LINKFLAGS to FRAMEWORKS which is supported since Scons release 0.96.91
  • Turn Rect2's 'intersects_touch()' into an extra argument of 'intersects()'
  • ConfigFile: Improve error messages and complete docs
  • mbedtls: Update to upstream version 2.16.5
  • Replace IOHIDDeviceRegisterRemovalCallback with IOHIDManagerRegisterDeviceRemovalCallback to fix gamepad disconnection callback on macOS Catalina.
  • assimp: Clean and document buildsystem, prepare for unbundling
  • assimp: Sync with upstream 0201fc5
  • miniupnpc: Sync with upstream master (4436632)
  • Edited the KinematicBody and KinematicBody2D docs
  • Added parameters to Load()
  • Add rotation widget to 3D viewport
  • typo in gdscript_workspace.cpp/remove_cache_parser() fixed
  • i18n: Sync translations with Weblate
  • doc: Sync classref with current source
  • Re-architecture of the Godot Android plugin.
  • Revert "assimp: Sync with upstream 0201fc5"
  • DocData: Fix serialization of Variant default values
  • mbedtls: Re-apply upstream PR 1453 after mbedtls: Update to upstream version 2.16.5 #36823
  • mbedtls: Re-add patch to disable VIA padlock
  • Revert "Change LINKFLAGS to FRAMEWORKS which is supported since Scons release 0.96.91"
  • Bump version to 3.2.1-stable
  • Update AUTHORS and DONORS list
  • Bump version to 3.2.2-rc
  • Add LOTS of missing docs
  • i18n: Sync translations with Weblate
  • Improve UX of drive letters
  • Expose FileSystemDock to the scripting API and fixed signals
  • [3.2] Sync csproj when files are changed from the Godot FileSystem dock
  • Bump macOS Info.plist to 3.2.2 too
  • Added has_signal method for Object
  • Show theme property descriptions in the inspector
  • Use checkbox for plugin status instead of option list
  • Document known performance issues with Sprite3D
  • Migrating language server from Websockets to raw TCP
  • Fix crash after closing a GDScript LSP session
  • Improve LSP completion using scene owner Fixes: LSP does not auto-complete child nodes attributes ($NodeName) #36473
  • fix: Return only scenes for script owners on LSP completion
  • duplicate arguments in a function handled
  • Allow single quotes in comments
  • logic error in gdscript_parser.cpp for-loop-range
  • Update snap setting only with OK
  • Keeps the filename when marking scene as unsaved
  • Fix rotation gizmo for empty Spatials
  • Update all editor viewports after settings changes
  • Loop over faces in create_trimesh_shape()
  • Linux: Add Mesa 20 "Intel" to prime detection
  • Improve the Input.set_use_accumulated_input() documentation
  • Fix divison by zero issue
  • Enables passing out built-in parameter from parent function in shaders
  • prevent joypad button input dropdown going out of dialog
  • Calculate LineEdit selection with secret character
  • Use LineEdit secret character width everywhere
  • Remove update condition from LineEdit::update_placeholder_width
  • Fix visibility enabler flag toggling
  • Add size warning to Viewport Node
  • Doc edit at InputEventMouseMotion
  • Editor 2D: Change pixel alignment strategy, fix jittering in high zoom
  • Fixes transform gizmo position when node has default transform
  • Tweak the message queue maximum size property hint
  • Make search in RichTextLabel case-insensitive
  • Enable Android studio debugger.
  • Complete the implementation of the GodotPayment plugin.
  • Fix text_entered signal when max_length is used in LineEdit on Android
  • Make stack size on Windows match Linux and MacOS
  • reorder solution configurations + migration
  • C#: Replace uses of old Configuration and update old csprojs
  • for third-party tools - editor_path is stored in project's editor settings
  • Fix warning: Property not found: mono/editor/editor_path_optional (Warning on project initialization: Property not found: mono/editor/editor_path_optional #36995)
  • Generate command line help text for mono module
  • issue-37239 add relaxation to conditions in the joystick check routine for being identified as joystick
  • Fix potential divisions by 0 reported by MSVC
  • Remove the dead function win32_spawn from methods.py.
  • Removed unused code in android detect.py and SCsub
  • opus/vorbis: Remove dead code not used since 3.0
  • Adding missing include guards to header files identified by LGTM.
  • Remove unreferenced & undocumented class Space2D
  • Remove unused classes and stray headers
  • Fix tab container too large when tabs are hidden
  • Read and write exported infs/nans correctly (Changing export float to INF, then saving will write inf.0 to tscn and prevent it from opening #35388)
  • Added new method to replace an already added node to the animation state machine
  • Clicking backgrd. dimming of editor popup stops input event propagation
  • Sync classref with current source
  • Miscellaneous cleanup for the Android codebase: - update gradle plugins versions - cleanup java_godot_lib_jni
  • Add signal support to Godot Android plugin: Supports registering and emitting signal from a Godot Android plugin
  • Backport Kotlin support
  • Update the naming scheme for the GodotPlugin's methods in preparation of the vulkan integration.
  • Fix shader constant sorting
  • Fix res:// trimmed to s:// on Windows
  • Android: Downgrade gradle plugin to 3.5.3
  • GLES2 2d Batch rendering (across items)
  • Othographic camera in-editor now uses Z near/far settings instead of a hardcoded value
  • Fix aspect ratio on hmd projection matrix
  • Make note of 16 probe limit
  • Bake final_modulate uniform into vertex colors
  • C#: Fix uses of old Configuration names
  • fix RiderPathLocator - searching for toolbox on Mac
  • Fixed errors in makerst pre-commit hook
  • Fix changing the import type of multiple files at once
  • TextureRegion: fixed Autoslice not created/updated properly.
  • Clarify docs for Thread.start() Thread requires argument even when not providing 'userdata' #36032
  • Add missing docs for assert message in GDScript
  • Remove syntax highlighting for C# verbatim strings due to bugs
  • Correction to RichTextLabel Tabulation
  • Document the EditorFeatureProfile class
  • Fix for loop range bug: for does not loop as expected with variable. #37358
  • Avoid material rebind when using skeleton
  • Revert to default Rect drawing code for single rects
  • Reset texture flags after radiance map generation
  • Fixes leak with drives [3.2]
  • Batching across z_indices
  • Mono/C#: Fix MinGW build not supporting .lib libraries
  • Mono/C#: Add iOS support
  • Fix exporting corrupted Xcode pbxproj if project name has spaces
  • Batching with Extra Matrix commands
  • Set version to 3.2.2-beta
  • Remove Request Docs button in the script editor due to various issues
  • Implements estimate/compute_cost for AStar2D
  • Update Android custom template build configuration.
  • Delete unused drawable resources.
  • Android: Bump build tools to 29.0.3
  • Migrate legacy apache dependency to the GodotPayment plugin
  • Validate supported architectures when exporting to Android
  • Fixed IK rotation issue
  • Corrected text selection in color picker Fixes Copying hex code from exported Color variable does not copy anything to clipboard #35603
  • Fix volume interpolation in positional audio nodes
  • fix project manager don't consume Enter key Dialogs in project manager don't consume Enter key, runs project instead of confirming input #17620
  • Improve the File.store_{8,16,32,64}() documentation
  • Fix OptionButton docs Wrong Documentation on Signal item_selected from OptionButton #36803
  • Handle huge offset values in Path2D and Path3D set_offset
  • Ensure COWData does not reallocate on push back, fixes Arrays and vectors always resize after a push or a remove #22561
  • := fails on some nodes fix: GDScript Animation := false parser error #37357
  • Properly handle node remove via undo
  • Add more verbosity for property overrides in RST documentation
  • fixed PopupMenus letterjumping on any InputEvent
  • replace selected text with empty string bug fixed
  • Fix profiler frame number stops updating when window is minimized
  • Clarify Dictionary duplicate params Dictionary duplicate(deep=true) creates shallow copy #37162
  • etc2comp: Fix max iterations for RGBA channels
  • Add "preview_on_sphere" setting of material editor plugin
  • Make dict erase node sequenced Visual Script dictionary erase is not sequenced. #37477
  • Add style for highlighted Slider grab area
  • Warn about built-in script limitations in the script creation dialog
  • clarify autotile_coord in docs
  • Add reference of Color8 function to Color class documentation
  • Remove unnecessary Panel in "Features" section in the Export dialog
  • Reversed timeline zoom slider Fixes Time line zoom is confusing in Animation player #37409
  • Added missing LinkButton colors in Editor Theme
  • Fix TextureRect::flip_* when used with atlas texture
  • NoiseTexture: prevent race condition because of Ref::unref()
  • Remove unused ofs variable
  • Clarify documentation and indicate that rect_clip_content affects only CanvasItem based nodes. Resolves rect_clip_content of Control node does not clip children in all cases #37683
  • Ignore process serial number (-psn_...) command line argument passed by macOS Gatekeeper.
  • Fix Engine get_target_fps() returning float instead of int.
  • Fix loss of precision in X11 device info.
  • autocomplete for disconnect, is_connected implemented
  • Items and draw calls added to IDE Monitor in '2d' section
  • Change round return type to float
  • Assign zero to range when ConvexPolygonShape2D is empty.
  • Remove unnecessary check for zero determinant in Basis::orthonormalize().
  • Added selection outline to locked nodes.
  • Run SpringArm3D's process within physics.
  • Improve the AudioStreamSample class documentation
  • Calculate strike-through position correctly
  • Improve Camera2D documentation
  • More details in Rigid Body add_force documentation
  • Improve the Dictionary class documentation
  • Mention keep_pressed_outside caveat in the BaseButton documentation
  • Fix incorrect TabContainer documentation for 'get_tab_control()'
  • Tweak the built-in script naming for resources with custom names
  • Tweak the error message when trying to run an invalid script from CLI
  • doc: Sync classref with current source
  • i18n: Sync translations with Weblate
  • Add "node_unselected" signal for GraphEdit
  • Fix compilation issue by updating a call to runOnGLThread that was missed by PR [3.2] Update the naming scheme for the GodotPlugin's methods #37175
  • Add frame diagnostics for GLES2 Batch renderer
  • Made possible to specify where to dump the contents when loading a ".pck" file
  • Update AUTHORS and DONORS list
  • Sync classref with current source
  • Mono: Fix include for Android support
  • Fix multiple issues with CSG module.
  • Fixes incorrectly joining batch items from earlier z_index layers
  • Activate Physics Process in SpringArm3D.
  • Clarify that angles must be specified as radians in the documentation
  • Document image size limits
  • Document DynamicFont limitations and a possible workaround
  • Correct the addition of a key and the duplication of a variable name in Dictionary class documentation.
  • Update TextEdit docs - explaining 'override_selected_font_color' role
  • Revert "Made possible to specify where to dump the contents when loading a ".pck" file"
  • Improve the VisibilityEnabler and VisibilityNotifier documentations
  • Check for errors when saving in the ResourceSaver example documentation
  • Document how to workaround UI anchor issues when using BackBufferCopy
  • Fix square image resize
  • DocData: Skip unexposed classes
  • Use proper depth buffer format for rgba shadows
  • mbedtls: Update to upstream version 2.16.6
  • jpgd: Upgrade to upstream 2.00, fuzzed with zzuf and afl
  • Rebind material when skeleton changes in GLES2
  • Fix batch translate to colored synchronization error
  • Fix compilation of jpgd.cpp on MSVC 2017
  • Update Joint gizmos automatically
  • Fix Android templates size regression
  • Pattern bind counts as assignment
  • line unsafe for indexing with known base type & unkown identifier
  • GDScript class name existance check enhanced
  • Emit signal when animation ends by seek
  • Fixed output prints " Signal 'node_removed' is already connected " when the editor settings window is closed.
  • C#: Save copy of sln and csproj before applying fixes
  • Mono/C#: Allow debugging exported games
  • Mono/C#: Allow exporting System.Array of type Godot.Object
  • Mono/C#: Fix assemblies being reloaded a second time unnecesarily
  • Avoid invocation to Object's copy constructor
  • Fix batching z_indices with z ranged lights
  • Fix dangling and reassigned Variants
  • C#: Revert marshalling of IDictionary/IEnumerable implementing types
  • Tweak SSAO property hints to allow setting more precise values
  • Add ability to export VRAM usage as CSV
  • GLES2 Batching fix canvas texscreen (SCREEN_TEXTURE)
  • Avoid duplicating shader defines in GLES2
  • Add more extensions to the dummy texture loader
  • Fixed the bool _static logic
  • Mark assert lines as safe in gdscript
  • Document how some editor classes should be accessed as singletons only
  • Add an easing/transition type cheatsheet to the Tween documentation
  • Add editor freelook navigation scheme settings
  • Improve the procedural geometry class documentations
  • C#: Fix always saving copy of csproj even with no changes
  • Mono/C#: Fix load hook not called for some assemblies on domain reload
  • Fix crash when changing time value of multiple animation keys at once via inspector
  • Fix detection logic for the Android sdk path
  • Add const to InputEventMouseButton::get_factor
  • Improve path search behavior discoverability in the project manager
  • Improve pitch_scale descriptions in AudioStreamPlayer documentation
  • Windows: Appease capricious MSVC versions with moody headers
  • Set the title tag in the HTML5 export immediately
  • i18n: Sync translations with Weblate
  • Fix GDNative compat breakage due to dangling Variants fix
  • Make wording of all Variant warnings consistent
  • Restrict GL_TEXTURE_EXTERNAL_OES to Android platform
  • Update the documentation for ExternalTexture to match the restriction on Android platforms
  • Fixed unbounded dual-paraboloid shadow map culling.
  • Fixed false positives in the culling system.
  • Fix leaked objects when game ends with yields in progress
  • Improve shader time roll over
  • preserve scripts panel visibility state between sessions in project metadata
  • Fix errors in Variant to RID conversion
  • GLES2 2D batching - item reordering, light joining and light modulate fix
  • Enable setting of collision iterations in Physics2DServer
  • Make Quick Open substring match more specific.
  • Make softbody completelly stiff to attachment point
  • doc: Improve Node2D to_local/to_global description
  • export var type reduce() implemented
  • Fix CSG vertex normal calculation.
  • Fix Android export throwing Unicode errors.
  • glTF: Fix tangent generation for non-blend shapes
  • Clarify Transform scaled Method description.
  • Limit undo stack size
  • Input: make VibrationInfo protected to allow implementors to use it
  • Mention how to remove TreeItem from a Tree
  • Fixed shuffling editor help tabs
  • Improve the compression project settings documentation
  • Fix for marking assert lines as safe bug
  • Expose the cell_size affecting VisibilityNotifier2D precision
  • Input: Drop obsolete versions of SDL gamecontrollerdb
  • Warn when trying to open res:// or user:// with OS.shell_open()
  • Resets global pose of IK chain bones being solved, rather than the whole skeleton. Resolves Skeletons don't allow multiple IK nodes to run #38026
  • Don't focus the selection after using Align Transform With View
  • Fix growMargin() not returning modified Rect2/Rect2i
  • Document the formats supported by Image.load()
  • enet: Update to upstream version 1.3.15
  • Fixed bbcode parsing for built-in RichTextEffects in RichTextLabel
  • Add AtlasTexture support in SpriteFrames Editor - Add Frames from a Sprite Sheet
  • Add set_frame, pause, and oneshot to AnimatedTexture
  • Drop now unused curl_hostcheck.c
  • stb_vorbis: Update to upstream version 1.19
  • pcre2: Update to upstream version 10.34
  • Recast: Update to upstream commit 57610fa (2019)
  • tinyexr: Sync with upstream 4dbd05a
  • tinyexr: Enable C++11 threaded loading
  • Fix uninitialized memory in CPUParticles2D
  • Use texture Path instead of RID to prevent name conflicts.
  • Add MODULATE builtin to canvas item shaders
  • GLES2 batching - prevent color baking with MODULATE or COLOR
  • GLES2 disable half-float project setting
  • Move mouse wheel handler from window to canvas element in HTML
  • Fix custom w component being uninitialized on CPU particles.
  • Mention offending function name in "Indented block expected" error
  • Proper naming and ordering when Duplicate nodes
  • Tweak Tween cheatsheet link formatting to avoid rST conversion bug
  • Added missing spring enums for generic_6dof_joint
  • Fix performance issue in update_bitmask_region fallback
  • Fix crash in stb_vorbis.c
  • Implement Skew in Node2D
  • Revert "Emit signal when animation ends by seek"
  • doc: Sync classref with current source
  • Added 'disable_half_float' project setting to the class reference.
  • (3.2) Some fixes for canvas item visual shader inputs
  • Check for empty vectors before trying to access a pointer to the first element in Octree<T, use_pairs, AL>::cull_convex().
  • Document the expected normal map coordinate system where relevant
  • Fix X11 pressure and tilt values.
  • [Linux/Windows] Set pressure to 1.0f when primary button is pressed and device is not pressure sensitive.
  • Priorize Embedded PCKs on loading
  • Changed default for p_validate_certs to true. Fixes p_validate_certs is set to false while it is set to true in parent class. #37084
  • Add support for the WinTab API for pen input. (3.2)
  • i18n: Sync translations with Weblate
  • Update DONORS list
  • Fix object leaks caused by unfulfilled yields
  • GLES2 Batching - fix item reordering bug
  • Fix array slicing.
  • Stopped trying to revert to default values when script implementation of property_can_revert exists
  • Address OS.request_permissions() bug when non-platform permission(s) is included
  • Fix: Tween always return true for _get(), _set()
  • Updated editor spin slider to have better behaviour and adjusted control's size_flags_stretch_ratio value range
  • Fix suffix property doc typo: "prefix" -> "suffix"
  • Bind set_suffix/get_suffix in Tree
  • Fix scale calculation in VHACD Volume::Voxelize().
  • Request the dedicated GPU when starting Godot from the .desktop file
  • GLES3 - add counts for 2d drawcall and 2d items to performance monitor
  • jpgd: Fix detection of SSE2 support with MSVC
  • clang-format: Add JavaImportGroups for Java code
  • PopupMenu.get_current_index() bound to ClassDB
  • Fix bug with AudioStreamPlayer3D audio position
  • Make 2D and 3D KinematicBody stop_on_slope documentation the same.
  • method bind TextEdit::set_line() added
  • doc: Sync classref with current source
  • fix mistyped setting path
  • Add Nvidia Workaround for GLES3
  • GUI: Touch screen button click area now is synced with its draw
  • Use DWMEnableBlurBehindWindow instead of WS_EX_LAYERED
  • Don't force borderless mode when using per-pixel transparency
  • Android: Migrate deprecated support library to AndroidX
  • [3.2] C#: Rewrite GodotTools messaging protocol
  • Improved go-to definition (Ctrl + Click)
  • Fix VisibilityEnabler2D behavior on start
  • fixed: saving gdscript with cyclic inheritance crash the editor
  • pass keyword inside a class implemented
  • more clearer unexpected statement end error messages
  • GDScript class var type resolve bug fixed
  • autocompleting with indexing for native types added
  • fix: dict2inst crash when constructor has arguments
  • Add documentation for the VisualShader nodes
  • Remove WinTab error message.
  • rotation gizmo visible = false; when camera preview
  • [DOCS] minor description changes
  • Prevent CapsuleShape2D height from being less than zero.
  • parser error for static func access non-static variables
  • Fix: can't convert Transform -> Transform2D
  • Mono: Fix hot-reloading of nested classes
  • Mono: Use msbuild instead of nuget.exe for restoring
  • Keep mouse inside 3D viewport rotation widget
  • Fix: printing empty string does nothing in editor output pannel
  • Added mapping for KEY_MENU to VK_APPS (0x5d) so context menu's triggered by the keyboard menu button work
  • Re-add XINPUT_DEVICE
  • freetype: Update to upstream version 2.10.2
  • Using the common behaviour when use command+shift on text line for osx
  • Input: Readd 'Default Android Gamepad' magic binding
  • Store build as artifact in appveyor
  • WinTab: Make movement smoother and handle pressure/tilt changes when cursor is not moving [3.2].
  • Use a different icon for the debugger tab with both warnings and errors
  • Rename the Clear Script editor action to Detach Script
  • Tweak the editor log selection color to match the current editor theme
  • Fix 'physicsw' may be used uninitialized warning in csg_shape.cpp
  • GLES2 Batching - Fix custom shaders reading VERTEX
  • GLES2 Batching - Prevent VERTEX baking within items in custom shaders
  • [3.2] C#: Support for building with the dotnet CLI
  • Clarify the id parameter in TileMap.get_used_cells_by_id()
  • Clarify that the SSL certificate setting overrides the default bundle
  • GLES2 Batching - Prevent baking colors with COLOR writes
  • Fix rename dialog size in 3.2
  • range() with non-numeric const argument crash fix
  • Rename the editor action "Revert Scene" to "Reload Saved Scene"
  • Fix minimap selection offset
  • Better file naming for AppVeyor artifacts
  • Tweak the error message displayd when a post-import script fails
  • Update the editor icons README to remove outdated information
  • Silence EQ::Band::c1, c2 and c3 may be used uninitialized warnings.
  • Make it clear that PhysicsDirectSpaceState is only available from within _physics_process().
  • regression: static func can't access const fix
  • regression: var declaration type info parser bug fix
  • GLES2 polyline drawn as GL_LINE_STRIP to match GLES3
  • set parser error when infer type is null
  • shadowed var warning in nested block bug fix
  • Android: Check for deprecated GodotPaymentV3 module, direct to new plugin
  • Rename the ErrorWarning icon file to match the 3.2 naming scheme
  • Improve jsonrpc error reporting
  • Fix incorrect capabilities notification in LSP
  • break, continue outside of a loop, match statement handled
  • Hide editor_spin_slider grabber when closing Editor's windows
  • Fix inherited C# scene not inheriting parent's fields (3.2)
  • Update description of Object.free() method
  • Implementation of the Godot Android Plugin configuration file
  • Fix GDNative Variant type size on 32-bit platforms, add size checking static asserts. [3.2]
  • Remove the custom_defines section from the editor
  • Fix leaks and crashes in OAHashMap
  • AudioDriverJavaScript now compute buffer size.
  • Move mixrate and latency definition to AudioServer
  • Using command + comma on macOS as default shortcut for editor settings
  • Remove get_local_mouse_position() hack in GraphEdit
  • Fixed text editor drawing if smooth scrolling is disabled.
  • Document that Dictionary is always passed as reference
  • Add custom.py to .gitignore
  • Added compilation database support for clang and gcc
  • SCons: Improve registration of compilation_db tool, check version
  • Remove no longer needed patches to jpgd.cpp
  • Fix certain characters being recognized as special keys in Windows when using the us international layout
  • Fix Visual Studio C4334 warning
  • Fix Visual Studio C4724 warning (potential mod by 0)
  • [Windows, 3.2] Add tablet driver selection.
  • Update .appveyor.yml.
  • macOS signing improvements: allow signed app exporting as ZIP, sign DMG after exporting.
  • Removed const from OAHashMap iterator value
  • Update the permission string for the Oculus hand tracking to match the latest api update
  • [Windows] Add quotes only to the command line arguments with special characters.
  • Fix too eager GDScriptFunctionState stack cleanup
  • Mono/C#: Remove script load error about not a Godot.Object
  • Keep "lock" metadata when changing a Node's type, if applicable
  • Fix Android LineEdit editing bugs
  • Allow .res and .tres extensions in the scene CLI positional argument
  • Add Image.save_png_to_buffer method
  • Fix C4724: potential mod by 0 warnings.
  • Enable Appveyor error on warnings.
  • Add SCons option to not build C# solutions
  • [3.2] Block WM_MOUSEMOVE during Windows Ink pen handling.
  • GLES2 Batching - Builtins prevent baking in unshaded shaders
  • Document known bugs in BakedLightmap
  • Mono/C#: Fix values not updated in remote inspector
  • FastLZ: Update to upstream version 0.5.0
  • Fix resource preview in remote inspector
  • Fix JS audioContext parameters.
  • regression: dictionary key no autocomplete fix
  • Add custom_modules build option to compile external user modules
  • Trigger an error when trying to define a preexisting signal in GDScript
  • gdscript_parser: Fix "unreachable code" false positive for loops
  • check the params section exist before erasing it in import_dock
  • Docs: Fix order of variant constants.
  • Delete DummyMesh when RasterizerStorageDummy is freed
  • Fix moving 2D node with mouse after using arrow keys
  • Mono/C#: Don't try to load project assembly in project manager
  • Use long instead of int for object id in Android java wrapper
  • Reverse mouse wheel in animation track editor
  • doc: Sync classref with current source
  • Re-implement GodotPayment Android plugin using the Google Play Billing library
  • Rename batching project settings in preparation for GLES3
  • Provide the ability for clients of the Godot library to add their own command line arguments
  • Fix parameters passing when emitting signal
  • Correct Bullet's default Area angular damp value.
  • Better damping implementation for Bullet rigid bodies
  • Apply old method for linear & angular damping in Bullet, in order to make it easier to tweak and consistent with Godot Physics.
  • Validate that Use Custom Build is enabled when Plugins are selected Remove GodotPayment from the default build template
  • Enable legacy external storage for Android 10
  • Add missing consumePurchase plugin method for GodotPayment
  • SCons: use OrderedDict to ensure insertion order of modules
  • Respect 'mesh compression' editor import option in Assimp (ie. FBX) and glTF importers
  • Document usage requirement for Viewport to sample ViewportTexture as HDR
  • Light2D shadow mask construction fix
  • [3.2] Fix macOS global menu removal and preserve order.
  • GDScript: Allow get_script() to be considered a type
  • Fix is operation fail on get_script()
  • [3.2] Fix shader's length() function parsing in expressions
  • Fixed images in black margins
  • Check if screen space reflection has passed far clip
  • Improve documentation of ProjectSettings::setup
  • Update AUTHORS and DONORS list
  • colorpicker margin bug fixed
  • xatlas: Sync with upstream 470576d
  • Perform a clean Gradle build if android plugins changed
  • Improve the text appearance in the script editor warnings panel
  • Fix ProjectSettings.save_custom documentation
  • Allow scroll_to_line when scroll_active is 'false'
  • Stop ignoring hidden files and directories in the assets directory
  • Update Mono C# warning to reflect latest list of platforms supported
  • Add shortcut for Pan Mode (G)
  • Do not rely on the existence of config.py while detecting modules
  • Ignore invalid tablet driver name, when non are available.
  • GDScript: Fix assert message when no custom message is set
  • Expose get_char_size() from Font instead of BitmapFont
  • makerst: Print status messages to make the CI output clearer
  • fix(Directory): remove erasing print
  • Tweak the DirectInput initialization failure message
  • Do not probe joypads if DirectInput cannot be initialized.
  • Add dinput nullptr checks.
  • Disable antialiasing on the DynamicFont outline as well when requested
  • SCons: Allow to read custom_modules option via a file
  • Grabbing focus on ProjectList after clicking an item.
  • Preserving "Sync Scene Changes' and "Sync Script Changes" with Project Settings
  • Fixes building mono release templates
  • Fixes the right and center alignment bug of rich text label
  • Implement zooming using Ctrl + Mouse wheel in the TileMap editor
  • Allow mouse zooming without hovering the texture in the TileSet editor
  • Update OSX GUID to SDL uid conversion.
  • Update Windows GUID to SDL uid conversion.
  • Print errors when calling MIDI input methods on unsupported platforms
  • Prevent crash attaching a script with no languages registered
  • Add a getter and property for the editor distraction-free mode
  • Add performance hints to the DirectionalLight shadow mode property hint
  • Improved warning shown when autoload cannot be added.
  • Fix inconsistent error messages with Android custom export templates
  • Clarify usage of AnimationPlayer with AnimationTree and fill in empty method descriptions
  • Change OK text in snap dialog to OK
  • Fix excessive bottom cropping in atlas generation
  • Tweak the import compression property hint for clarity
  • Fix crashing of VisualScript due to...
  • Add fallback icons and make custom ones appear in the recent/favorites list in the "Create New" dialog
  • Add support for focus awareness
  • 2D Editor: modified zoom increment to the twelveth root of two
  • predefined var check for for loop counter
  • Check if the specified Android release keystore exists
  • Enable text selection in execute output of EditorNode
  • Sync controller mappings DB with SDL2 community repo
  • Set "shader_param/" prefix in Shader::has_param()
  • Fix WebRTCPeerConnection set_local_description doc
  • Swtich HTML5 key detection from keyCode to code.
  • Tweak the GDScript error message about passed argument type mismatch
  • Make sure built-in script warning fits in dialog
  • Add shader time scaling
  • GLES2 batching - Add UV precision adjustment for tilemaps
  • Re-apply basis of newly added node (via drag-n-drop) in editor viewport
  • Document enlarging Particles visibility AABB when they cast shadows
  • Make Light2D respect CanvasLayer layer_min and layer_max
  • Test collision mask before creating constraint pair in Godot physics broadphase 2D and 3D.
  • Fixed mismatched disable half float property string
  • Add visual feedback when hovering layer checkboxes in the Inspector
  • Fix dialog spam when inspecting MeshInstance from model file
  • Fixing wrong blending rect methods
  • Restore capture caches when missing
  • Fix editor crash when mbedtls is disabled.
  • Crypto as a custom instance class.
  • Tree: Calling update in _gui_input less frequently
  • Fix fbx import assimp error
  • Removed variables and #include in EditorSceneImporterAssimp::import_scene that became unused after the recent commit ec1bf96(Fix 38745: Importing FBX of a non-Unicode encoded path causes Assimp throws error #39363).
  • Add an editor tooltip to document gizmo visibility options
  • Change the default editor camera rotation to position it in +X +Y +Z
  • GDScript LSP: Fix crash in notify_client
  • VariantParser: Fix crash on malformed vectors
  • PackedScene: Prevent crash when root node has parent attribute
  • Add generic file icon and its modulation to the 'FileDialog'
  • Core: Add hints to run with --verbose when leaking nodes/resources at exit
  • Tweak the invalid preset error message to mention export_presets.cfg
  • AStar: Make get_closest_point() deterministic for equidistant points
  • Update Rigidbody 2D and 3D sleep documentation.
  • doc: Make File store/get integer methods clearer
  • Fix crash when creating new text file with no name
  • Fix scene tree showing up when the root selection is present
  • Mention ordering caveats for Dictionary.hash()
  • Improve CONTRIBUTING.md and update it to follow recent changes
  • Document the requirement to update the class reference when contributing
  • SCons: Format buildsystem files with psf/black
  • Hooks: Add pre-commit hook for psf/black formatting
  • Hooks: Use pygmentize if available to visualize diff
  • Travis: Add static check for Python black formatting
  • Moved to methods.py as a show_progress method.
  • SCons: Dump construction environment to a file
  • Pre-commit hook instructions on Windows
  • Git Hooks: Add support for GUI git clients. [ci skip]
  • Git Hooks: Suppress "which" error messages.
  • Fix potential crash when listing leaked objects
  • Fix signal duplication bug when duplicating node with instanced children
  • [3.2] Add GLTF light import
  • Fix overflow condition with QueryPerformanceCounter
  • Fix for Expression class: inner string can be single quoted
  • Enable zero padding with float specifier for format strings
  • Make text deletion methods public for LineEdit
  • Added a "title" attribute for the link tag in the docs xml
  • Improve the 3D light documentations
  • Account for file deletion and renaming in Export Presets
  • Adds full description for AudioEffectRecord.xml
  • Enable Unicode support for RegEx class
  • doc: Sync classref with current source
  • i18n: Sync translations with Weblate
  • Set version to 3.2.2-rc once again
  • String: Use ABS macro in padding code
  • SCons: Fix python2 compatibility after SCons: Move build progress related logic out of main SConstruct #37198 and SCons: Dump construction environment to a file #37248
  • [3.2] Add keyboard layout enumeration / set / get functions (macOS, Windows, Linux/X11).
  • Fixed "Favourite Project" button in Project Manager
  • Ensure pair callback data is set to null when it's null.
  • GLES2 Batching - Fix try_join_item logic for lights
  • Use 2-phase setup in JavaScript.
  • Fix wrong internal format for half-float textures
  • Document the in operator in String, Array and Dictionary classes
  • Fix custom types in node list search
  • Simplify some code in platform/uwp/export
  • Fix whole word search slowdown in editor
  • Fix label percent visible doc description
  • Fix Material.render_priority doc: no opaque sort
  • Re-enable scroll follow on RichTextLabel clear
  • Add description to TileSet.is_tile_bound() method
  • Document how to resize a SubViewportContainer to avoid stretching
  • Delete bus effect with Delete key
  • Fix RegEx example in class doc and correct typo
  • Fix match count for whole word search in editor
  • Fix TabContainer emitting spurious tab_selected signals when a theme is changed
  • Fix Image.create_from_data use_mipmaps doc
  • Fixes the stopping of animation effects in bbcode after appending
  • Clarify Node virtual methdods not being called if node is orphan
  • Add note about automatic window title to FileDialog documentation.
  • i18n: Sync translations with Weblate
  • GDScript LSP: Fix wrong error checks added in GDScript LSP: Fix crash in notify_client #39385
  • [3.2][macOS] Control key + scroll wheel should zoom not pan
  • (3.2) Fix bad position in Camera2D offset and camera rotation if smothing enabled
  • Use path instead classname to prevent errors for exported visual shaders
  • Normalise p_up_direction vector in move_and_slide() and move_and_slide_with_snap() and fix tolerance in move_and_slide_with_snap() max floor angle.
  • Clean up the GodotPlugin public API.
  • [HTML5] Refactor JS, threads support, closures.
  • Fix modules with closure compiler.
  • Canvas resize callback, to update buffer size.
  • Add a suffix to the window title when running from a debug build
  • Bind Shape2D draw method
  • GDScript debugger incorrect error line fixed
  • Link exposed set/getters in property descriptions
  • shodowed var warning for for loop counter
  • Allow duplicating files when holding Control
  • Debugger stepping to incorrect line fix
  • Fix: Ctrl + Click not working for subclasses
    • Added more euler rotation orders support. - Fixed floating point issue on the old one. - Fixed the equation on the get_euler_yxz function. - Added unit tests.
  • Display freelook speed and zoom in units in the 3D editor viewport
  • Add description for "absorbent" and "rough"
  • Allow Godot to kill it's own PID
  • DDS: Fix loading files without DDSD_CAPS or DDSD_PIXELFORMAT
  • Add Code::Blocks files to .gitignore.
  • Fix code editor Replace tool to work with 'Selection Only' option
  • Simplify Transform2D get_rotation
  • Search result highlights follow font size
  • DocData: Skip language-specific ClassDoc without methods/constants
  • Restore previous mouse position when leaving the editor freelook mode
  • Fix a random crash in the TileSet editor
  • Document Mono-specific classes
  • Fix editor texture preview for certain specific dimensions
  • Expose disable_render_loop property to GDScript
  • [3.2][macOS] Command-backspace in line edit
  • GLES2 Batching - prevent baking on VERTEX use in a shader
  • Option in RichTextLabel for height to fit content
  • return boxed long when marshalling a godot int to mono runtime in dynamic contexts
  • [3.2] Ensure FileAccessBuffered structs are properly initialized
  • Check if point's index exists before adding it to the list of points that need to split faces when avoiding creating degenerate faces while merging CSG faces.
  • Check for motion in cast_motion() before doing Bullet convexSweepTest().
  • Add unique icon to Polygon2D
  • adding check for syskeydown on control and alt
  • Fix Animation loop doesn't work with imported 3D scene #20467. The "Anim imported" warning gets displayed properly when working on imported anims.
  • Prevent having spaces in signal's method in Connect Dialog
  • Autofilled path gets set properly on animation subresources
  • Export: Rename 'Windows Universal' to 'UWP'
  • Scroll horizontally when holding Shift with Scroll to Pan enabled
  • Replace the AssetLib tab icon with a less confusing design
  • Set proper file type attribute for OSX zip export
  • Fix missing slider joystick handling on Windows
  • Fix overwrite of manual changes in export_presets.cfg when export dialog is opened
  • Move Haiku platform port to external repository
  • Update bool documentation to be more clear
  • Document how Vector2, Vector3 and Color behave in a boolean context
  • Fix "Fully Axis-Locked" Freelook Navigation Scheme
  • Revert "return boxed long when marshalling a godot int to mono runtime in dynamic contexts"
  • Fix Joint2D doc
  • i18n: Sync translations with Weblate
  • Variant: Fix potential crash when stringifying deleted Object
  • Revert "Implement Skew in Node2D"
  • Remove GodotPayment android plugin
  • Fix crashes with invalid shapes in BulletPhysicsDirectSpaceState queries
  • macOS, prevent multiple CGDisplayHideCursor calls unpaired with CGDisplayShowCursor.
  • Avoid errors when the editor camera is inside the focused object
  • [Windows] Prevent overwriting old cursor handle on multiple mouse_mode changes, ensure mouse_mode is set before cursor_set_shape is called to restore cursor.
  • doc: Sync classref with current source
  • Fix use uninitialized ofs variable introduced in 39701.
  • SCons: Enable modules for iOS
  • Export: Remove system frameworks from xcode template
  • Export: Fix iOS enabling push notifications capability
  • SCons: Enable iOS modules for ARKit and Camera
  • Environment doc update regarding Viewport usage.
  • GLES2 Batching - Fix texture wrapping state bug.
  • [3.2] C#: Add VisualStudio support
  • [3.2] C#: Fix completion request with case insensitive resource path
  • Updated purchase receipt suitable for sending to apple verification server
  • Handle gone TabContainer popup nicely
  • Fix upscaling image with bilinear interpolation option specified
  • Draw horizontal lines and labels in the editor performance monitors
  • Follow up cleanup for the godotpayment project module
  • Enable finer grained control when creating polygon with UV Editor
  • Fix error label clicking in status bar for shader editor
  • Clarify what a string being empty means
  • Tween.xml word order fix
  • Fix overlapping hotkey designations for save all scenes and save all scripts
  • Optimize class icon loading
  • Main::cleanup: Move MessageQueue deletion further down where it's safer
  • Improve the low processor mode sleep precision
  • [3.2] Fix shader crash if pass const argument to 'out/inout' parameter
  • i18n: Sync translations with Weblate
  • [3.2] Fix DebugPlay request handler ignoring BuildBeforePlaying
  • Fix memory leaks in RasterizerStorageDummy::free Lightmap capture data is now freed as well free() now also properly returns true or false based on if something was actually freed.
  • [3.2] Mono/C#: Use /restore instead of /t:restore when building
  • Enable the ability to use Godot as a subview within an Android app
  • Support SDL2 half axes and inverted axes mappings.
  • Mono/C#: Fix unhandled exception not being printed
  • Don't use arbitrary theme editor icons for scripts with the same name
  • Bump version to 3.2.2-stable
  • Bump version to 3.2.3-beta
  • force depth prepass when using alpha prepass
  • [3.2] Prevents usage of return in main shader functions
  • Trigger broadphase update when changing collision layer/mask, and check for collision layer/mask changes in 2D hash grid broadphase update.
  • Fix leaked ObjectRCs on object Variant reassignment
  • Fix the logic to enable focus awareness
  • Fix debugger error when Dictionary key is a freed Object
  • Keep the bottom panel visible when enabling the distraction-free mode
  • No longer scroll vertically when scrollbars are unavailable
  • CanvasItemEditor: Fix losing position for drag'n'dropped scenes
  • Call Spatial::get_global_transform and Vector3::dot only once within Camera::is_position_behind to avoid redundant work.
  • Remove directory search results
  • Generate inspector preview for Image resources
  • VideoStreamGDNative: close file in cleanup
  • Improve the preload and load descriptions
  • Fix weekday calculation in get_datetime_from_unix_time for negative times
  • Fix accidental duplication of Polygon2D start point
  • X11: Ensure XGetWindowProperty data gets freed
  • [macOS, 3.2] Add support for the Apple Silicon (ARM64) build target.
  • Create degenerate triangles when inserting an edge into a CSG face. They will be deleted when the faces are merged, but their edges are needed for merging faces.
  • Use is_equal_approx() instead of vertex_snap when checking if ray is colliding with equiplanar CSG faces.
  • Fixed issue where the SkeletonIK node would incorrectly scale bones in the IK chain
  • GDNative: support dynamic loading of iOS frameworks
  • iOS Export: turn .dylib into .framework on export
  • iOS Export: Updated Info.plist. Framework embedding. Fixes for search paths
  • GDNative Editor: Support selecting frameworks for iOS
  • GDNative export: do not add fake lookup table if static lib is not used
  • Move frame delaying functions from Main to OS.
  • [HTML5] Early FS initialization.
  • [JS] Check canvas size each loop, force redraw.
  • Limit FPS in JS by skipping iterations.
  • Use dummy driver when JS AudioContext is unavailable.
  • Add default 50ms output_latency web override.
  • [macOS, 3.2] Implement confined mouse mode.
  • Format remote printerr properly in script debugger output
  • Call CRASH_COND_MSG if key not found in HashMap get function.
  • Prevent dragging from SceneTree buttons
  • animation autocomplete bug fixed
  • Clarify Geometry.offset_polygon_2d regarding vertices translation
  • Expose loading TGA images in Image.
  • VideoPlayer: fix possible race condition
  • Deleting multiple nodes displays correct message.
  • Fix issues with custom tracks on reimport
  • [macOS export] Set correct external file attributes (Unix mode), and creation time.
  • Add Control to preferred types
  • Write "Aces" tonemapping in uppercase as it's an acronym
  • Revert "Adds fuzzy search for help search dialog"
  • Fix Tree's 'scroll_to_item()' not working correctly on some cases
  • Make "Close and save changes?" actually save
  • Environment: Fix glow hdr bleed scale being unused
  • Make timeline cursor in the Bezier editor just as thick as the Animation editor
  • Remove oversized margins in the AnimationTree editor
  • thirdparty: List release years in README.md
  • Update to mbedtls 2.16.7
  • Update to wslay 1.1.1 .
  • Ignore blend times for inexistent animations
  • Fix timeline cursor not updating on zoom change in the Bezier editor
  • Fix incorrect documentation for Vector2.angle()
  • Add documentation for shortcut_keys_enabled
  • Fix RichTextLabel fill alignment regression
  • fix laxist collision detection on one way shapes
  • Fixed separation of ports on GraphNode
  • Add documentation for center_viewport_to_cursor method
  • Make Resource properties accept SE plugin scripts
  • Image: Improve error messages for invalid creation size
  • Add documentation for selecting_enabled
  • Update TextEdit select and select_all methods
  • fix crash when pass null in print array in GD.print
  • Update AUTHORS and DONORS list
  • Use mesh instead of immediate for drawing Sprite3D
  • Remove elements from monitored_bodies and monitored_areas as they are processed before calling the callback, instead of after they have all been processed, because the callbacks may readd them.
  • Fix errors in overflow checks for String conversion to int
  • Fix undo/redo for bone painting in Polygon2D UV Editor
  • Add documentation for minimap_draw and minimap_width
  • Provide warning when using polygon shapes in CollisionShape2D node
  • Fix String.capitalize() description to follow camelCase changes
  • Fix opening URLS with special characters in macOS
  • doc: Sync classref with current source
  • Fix: editor crash on super constructor called
  • Include gdscript warning name in the warning message.
  • Expose methods to play scene from plugin code
  • Clear a Bullet Area's overlappingObjects vector when removing an area from a space.
  • Fixed white image in margins when using same image in scene
  • iOS Export: add option to use storyboard for launch screen
  • iOS Export: Storyboard custom values
  • [macOS, 3.2] Implement seamless display scaling.
  • Improve scene preview generation for empty scenes and disabled features
  • Improve null check in FindReplaceBar
  • Fix Directory Open Check
  • stb_vorbis: Add missing error checks in comment reading mallocs
  • iOS Export: use relative path for res:// files
  • Move Bullet physics query flush from Bullet space pre-tick callback to Bullet physics flush_queries() as is done in Godot physics, and remove the pre-tick callback.
  • Fixed mesh data access errors in GLES2
  • Revert "Enable the ability to use Godot as a subview within an Android app"
  • Keep debug & verbose options after loading project from project manager
  • Mention SceneTree.create_timer() in the Timer class documentation
  • Document how to instance a PackedScene and add it as a child
  • Handle 16 bit PNG files in sRGB format
  • Update Resource.xml to explain behavior of duplicate when subresources is true and a subresource contains further nested resources.
  • Add a POST request example to the HTTPRequest class documentation
  • Follow-Up Fix Directory Open
  • Do not try to save internal scripts
  • Fix repeated updates of PathFollow3D Transform
  • auto re-import atlas, fixes Atlas auto re-importing #40047
  • Fix crash on editor without a feature profile
  • Enable file logging by default on desktops to help with troubleshooting
  • Allow Area2D and 3D mouse events without a collision layer
  • Clarify the node parameters in Node.add_child_below_node() docs
  • Fix parent check for add_child_below_node
  • Set isScratchedSpaceOverrideModificator to false when removing a RigidBodyBullet from a space.
  • Make all get_configuration_warning() overrides retrieve warnings from parent
  • fix item_edited behavior on Asset Installer.
  • Emit signals for GraphEdit multi-node selection and unselection
  • Expand env vars for custom_modules build option
  • Disable "misleading indentation" warning on GCC
  • Improve the ENet channels documentation in NetworkedMultiplayerENet
  • Fix overriding compression related settings
  • Use GitHub Actions instead of AppVeyor for Windows platform
  • [macOS, 3.2] Fix window size on macOS Big Sur (title bar height is no longer same as menu height), use top-left corner as resize origin instead of bottom-left.
  • [3.2] Fix some incorrect conversions which lead to crash in shaders
  • GLES2 Batching - Fix FORCE_REPEAT not being set properly on npot hardware
  • Prefer the highlight version of the "GuiTabIcon" icon for buttons, and make their width/height equal
  • change minimum horizontal size from 200 to 240
  • Avoid overflow when calculating visible_cells
  • Fix overlappingObjects vector crash
  • Disable file logging for the project manager
  • Revert "Include gdscript warning name in the warning message."
  • Include gdscript warning name in LSP message.
  • PO loader: Fix unclosed files and error messages
  • UDPServer handles PacketPeerUDP-client association
  • Document updated UDPServer interface.
  • Funnel refuse_new_connections to Godot ENet.
  • Reorganize ENet pactches.
  • Properly pass safe margin on initialization.
  • Document VehicleBody3D and VehicleWheel3D limitations
  • Correct is_reference attribute in api.json for Reference class
  • Add missing has_default_value field for signals in api.json
  • Mention C# gotchas in Object's dynamic call/set/connect methods
  • doc: Sync classref with current source
  • Fix setenv not defined in older emscripten verions.
  • Optimized ScriptEditor initialization when many scripts are loaded
  • Fix Return key events in LineEdit & TextEdit on Android
  • Use difference in position to check whether motion in Bullet is too close to zero.
  • Added Method get_inverse_inertia_tensor
  • Allow nearest neighbor lookup when using mipmaps
  • [3.2] fix crlf for clipboard
  • Add DynamicFont::get_available_chars()
  • Fix debugger not getting focused on break on Windows
  • Pass Sprite3D AABBs to VisualServer
  • Remove override keyword from csharp_script.h to fix build errors
  • Fix OpenGL error when generating radiance
  • [3.2] Backport core documentation changes to 3.2
  • [3.2] Add C# XML documentation to core C# math types
  • Add a margin to EditorSpinSlider to visually line up the edited number
  • Allow gltf2 morph targets with no default values. Changes for bug 38751
  • implement generic filename disambiguation
  • bug with Tween.is_active, fixes Tween.is_active() always true after tween.stop() and then tween.start() #39760
  • Open scene selected from Quick Open dialog.
  • Fixes the get_visible_line_count() of rich text label
  • Document caveats related to Control scaling
  • Document which escape sequences are supported by String.c_unescape()
  • Clarify how to convert PrimitiveMesh to ArrayMesh.
  • Mention the Data paths documentation in the File class
  • Fix crash when closing a TextFile
  • Mention toggled signal for pressed state in BaseButton documentation
  • Complete the EditorSettings class documentation
  • Improve the VisibilityNotifier and VisibilityEnabler class descriptions
  • Document several editor-related classes to 100% completion
  • Prevent multiple Controls moving inside container
  • Document the process of parsing command-line arguments
  • Prevent infinite loop in Tree incremental search
  • Fix Directory make_dir and make_dir_recursive
  • stb_vorbis: Update to upstream version 1.20
  • Document HTML5 CORS restrictions in HTTPClient and HTTPRequest
  • TileSet Editor: Check polygon size before indexing
  • Add option to disable virtual keyboard for LineEdit
  • Document polling rate limitations in InputEventMouseMotion
  • C#: Fix restore not called when building game projects
  • Fix presumed copy/paste error: "Returns" -> "Sets"
  • fixed documentation for get_hit_length of spring arm 3D
  • issue-40396 - Added missing error strings to JSON parsing when array or object is never closed.
  • Fix typos in GodotSharp code docs
  • SCons: Remove unused DEBUG_MEMORY_ENABLED define
  • gitignore: Ignore binutils linker temp stXXXXXX objects
  • [macOS] Fix Maya navigation with ALT + mouse scroll
  • Fix run project when current scene was never saved
  • Fix emoji branch compilation error
  • Keep transition value when replacing key
  • CI: Backport GitHub Actions setup from master
  • Style: Add missing newlines to SVGs
  • Style: Sync other changes from new fix_style.sh and clang_format.sh
  • Bump version to 3.2.3-rc
  • Virtual keyboard size adjustment fixes
  • Document ViewportTexture flipping in TextureRect
  • iOS: added delay gesture recognizer
  • CI: Replace Travis iOS build by GitHub Actions
  • Improve/fix packed data API
  • Revert "Allow Area2D and 3D mouse events without a collision layer"
  • Evenly distribute stretched Nodes in BoxContainer
  • Document an example dictionary returned by TileSet.tile_get_shapes()
  • Show errors on Object.call_deferred
  • Skip internal scripts for breakpoints without printing an error
  • Style: Fix code format scripts compat with non-GNU Unices
  • Ensure Bullet HeightMapShape3D data width and depth are at least 2.
  • Fix ultra long node names
  • [macOS] Refocus last key window after DisplayServer::alert is closed.
  • Script editor: Don't open dominant script in external editor
  • Improve the Object, Reference and Resource class documentations
  • Clarify the difference between contacts and collisions.
  • Improve visibility documentation for CanvasItem and Node3D
  • Implement HTML5 cancel/ok button swap on Windows.
  • Fix errors saving a 2D scene preview when the 2D editor was never opened
  • Pop from front to avoid infinite loop with nested classes
  • Fix incorrect comments in file formatting script
  • Fixed reload_goal not being called when SkeletonIK3D::start is invoked with p_one_time = true
  • Revert "Move Bullet physics query flush from Bullet space pre-tick callback to"
  • doc: Sync classref with current source
  • i18n: Sync translations with Weblate
  • Revert "Fix Directory make_dir and make_dir_recursive"
  • Revert "Follow-Up Fix Directory Open"
  • Revert "Fix Directory Open Check"
  • [3.2] Move PopupWindow logic to GodotEditText on Android
  • Document CanvasItem.draw_multiline_colors() not supporting width and AA
  • Check if global class file still exists before registering it
  • Fix incorrect key name in the Animation documentation code sample
  • Add an example to the CanvasItem.draw_string() documentation
  • Document how to perform advanced string splitting using RegEx
  • Fix crash in ENet changing refuse_new_connections
  • Added option to enable high precision float in GLES2
  • doc: Sync classref with current source
  • Link to Thread-safe APIs in the Thread class documentation
  • Improve the EditorInterface.get_editor_viewport() description
  • Ensure CSG parent's _make_dirty() is called when entering a tree.
  • makerst: Add descriptions to method qualifiers
  • Properly calculate polygon2D AABB with skeleton
  • Add an example for creating a button in the Button class documentation
  • Clarify TreeItem return values
  • Added missing information about File.open_encrypted function to docs.
  • Improve JSON-related documentation
  • CI: Pin Emscripten version to 1.39.20 temporarily
  • Reload Bullet space override modifier even when RigidBody is inactive.
  • Fixes leak when creating bullet shape
  • Mention caveats for popup_exclusive in the WindowDialog documentation
  • Make sure that a new image can only be created when the buffer is not currently locked
  • Update Sprite3D docs to reflect recent changes
  • Fix line num of enums reported as the line before
  • Add missing #ifdef SVG_ENABLED
  • Add option to disable virtual keyboard for TextEdit
  • iOS: simplify OS values retrieval
  • [3.2] Added UniformRef visual shader node
  • i18n: Sync translations with Weblate
  • Add missing NULL termination to the String::repeat function.
  • Mark the first shape as inside, not the second shape, when CSG shapes are co-planer.
  • Removes some superfluous FORCE_INLINES
  • Remap script path when registering class.
  • Revert "Virtual keyboard size adjustment fixes"
  • [macOS] Fix crash on failed fork.
  • Fix inconsistent indentation in the FreeDesktop MIME type XML
  • Improve the project README
  • Improve Vector2.angle() description
  • platform: Update metadata for export platforms
  • DirectInput: use correct joypad id
  • Properly disambiguate unsaved scripts
  • Modify the scene only when color changed
  • Fix tile placement preview for rotated, skewed or scaled TileMaps
  • update to use scons compile db tool
  • grow_mask() description added
  • Mention that Array.front/back throw error if empty
  • Documentation: clarify the indent parameter of JSON.print
  • Fix RichTextLabel center alignment bug
  • Expose NOTIFICATION_POST_ENTER_TREE
  • Update AUTHORS and DONORS list
  • Added Linux sanitizer with xvfb to github workspace
  • [macOS] Fix "on top" not set on init, and reseting on window update.
  • Check for uncompressed uvs in Sprite3D
  • Check arrays before generating Polygon2D AABBs
  • Auto completion enhanced for extends and class level identifier
  • Document the lack of kerning support in DynamicFont
  • Skip indentation of empty lines when indenting a selection.
  • Reference Range signals in the Slider class documentations
  • Make the editor's 'CheckButton' icon be smaller
  • fixed linker being slow on OSX
  • Revert "Fixes the get_visible_line_count() of rich text label"
  • [Windows] Fix modifier keys when using tablet input.
  • GLES2 batching - Fix redundant transform synchronization in batches
  • Optimize octree and fix octree leak
  • GLES2 2D fix normal mapping - batching and nvidia workaround
  • Fix issue causing the textedit to move upward
  • iOS Export: Add a method to embed a framework
  • Viewport Usage enumeration
  • 3.2 C#/Mono: Check assembly version when loading
  • 3.2 C#: Upgrade GodotTools to nuget Microsoft.Build
  • 3.2 New csproj style with backport of Godot.NET.Sdk
  • Add an editor setting to invert 3D pan/orbit on the X axis
  • Make the lack of AtlasTexture support in AnimatedTexture more prominent
  • Add more error explanations in the BMP image loader
  • C#: Fix editor unable to play game after IDE PlayRequest
  • Document limitations related to centering text with RichTextLabel
  • fix GDScript UTI
  • Clarify points in Line2D doc
  • C#: Fix null exception in our MSBuild logger
  • C#: Save newly created csproj files without BOM
  • Mono/C#: Fix editor using wrong project assembly path in rare cases
  • Fix 2D Particle velocity with directed emission mask
  • Update CollisionShape2D doc
  • doc: Sync classref with current source
  • GLES3 fix normal map flipping with nvidia workaround
  • autocompletion inside comments bug fixed
  • Mention that body_set_state is deferred
  • Link to 2D Sprite animation tutorial in relevant class documentations
  • Revert "bug with Tween.is_active, fixes Tween.is_active() always true after tween.stop() and then tween.start() #39760"
  • Revert "Check if global class file still exists before registering it"
  • GitHub Actions: Prepend emoji to platform names for easy visual grepping
  • C#: Fix 'Parameter toolsPath cannot be null' error
  • iOS: fix deprecations and leaks
  • [3.2] Fix specular render_mode for visual shaders
  • Alias the "linuxbsd" platform to "x11" for forward compatibility
  • C#: Fix crash on export when incorrectly freeing MonoAssemblyName
  • Documentation: specify how WindowDialog's default title bar is made
  • Mention performance caveats about find_node() and find_parent()
  • Add defaults to tilemap set_cell function example
  • Mono: Improve MSBuildFinder logic on Windows
  • State how 'MOUSE_MODE_CAPTURED' actually works in the 'Input' docs
  • Mention listener node in AudioStreamPlayer3D description
  • Document supported platforms for Input.get_accelerometer() and related
  • Gives the theme editor a horizontal scrollbar
  • Remove community health files from this repository
  • Document where the center of mass is for RigidBody nodes
  • Improve touch screen button description
  • Add information to get thread id
  • Cross-reference GDScript built-in rounding methods to ease discovery
  • Clarify that KEY_BACK is unrelated to the Back button on Android
  • Document the GDScript debugger not supporting Thread yet
  • Make AnimatedTexture.MAX_FRAMES public
  • Clarify get_data texture method
  • Improve the documentation related to overriding GUI theme items
  • Document HTTPRequest not supporting request data with GET method
  • Updated cursor positioning description for File open()
  • Explain editor usage of current_animation
  • OptionButton.xml word order fix
  • [funexpected] clear missed remaps on deinitialization, fixes [iOS] Crash on exit #34221
  • Updated LineEdit to address Overflowing MaxLength on LineEdit via Code manipulation leaves you with an empty Text variable for the rest of the code loop. #41278
  • Reference the online documentation in collision layer/mask properties
  • Sync controller mappings DB with SDL2 community repo
  • Revert "Updated LineEdit to address Overflowing MaxLength on LineEdit via Code manipulation leaves you with an empty Text variable for the rest of the code loop. #41278"
  • Fix invalid CSV in SDL2 controller mappings DB
  • Document support for normal and specular maps in AnimatedSprite2D
  • doc/FileDialog: warn about access limitations in sandboxed apps
  • Document RigidBodies in character mode never sleeping automatically
  • Document how renaming the project affects the user data path
  • dummy_rasterizer now returns lightmap type
  • Mention Viewport.render_target_clear_mode property is intended for 2D usage
  • C#: Fix Windows detection for copying MSBuild stub
  • [3.2] Fix 'Parameter "assembly" is null' error
  • [3.2] C#: Fix Godot failing to find class namespace
  • Fix InvalidOperationException when migrating from 3.2.1 or older csproj
  • [3.2] C#: Hide Build button if there's no solution to build
  • Fix parsing of C# files with spaces in the path
  • Build the engine with custom modules in Visual Studio
  • Improve the resource loading error message to mention the need to import
  • Ensure header guards enclose entire header.
  • Fixes leak with creating editor settings
  • Document missing character behavior when drawing text with fonts
  • i18n: Sync translations with Weblate
  • [3.2] Handle csproj "Remove" globs
  • Avoid warning about harmless unfulfilled yields
  • Fix the update logic for user-added custom defines.
  • SCons: Fix regression in Python 2 support
  • Backport translator comment PR to 3.2
  • Replace calls to gmtime with gmtime_r and localtime with localtime_r.
  • Clarify the required child node type in the GridContainer documentation
  • Update mbedTLS to version 2.16.8 (+ patch).
  • Fix build with GDScript support disabled
  • Fix LineEdit not consuming enter events
  • Fix TURN server example in WebRTC documentation
  • Check if old mouse column is still available.
  • i18n: Sync translations with Weblate
  • doc: Sync classref with current source
  • Initialise Basis elements with a default Basis in the declaration. Ensures a valid Basis is created with all constructors.
  • Update AUTHORS and DONORS list
  • Disable decayment of freed objects to null in debug builds
  • [3.2] C#: Fix endless reload loop if project has unicode chars
  • C#: Use BOM when creating a solution
  • Fade screen-space reflection towards inner margin
  • Document that batching is only effective when using the GLES2 renderer
  • Prevent cyclic reference between script and its members
  • Ensure cyclic dependencies between scripts are broken at exit
  • Fix tilemap tiles on horizontal/vertical flips
  • Improve documentation related to Array error handling
  • stb_vorbis: Increase max alloc buffer size for big Vorbis comments
  • git: Ignore clangd cache folder
  • Fix RichTextLabel alignment for clickable regions
  • Disconnect item_rect_changed when removing a child of GraphEdit
  • Rename the type parameter to node_type in Theme and Control
  • C#: Fix csproj not synced on file move/removal from FS dock
  • Fix ResourceImporterLayeredTexture mismatched compress options #42043, mismatched compress options in ResourceImporterLayeredTexture
  • Fix "Create Trimesh Collision Sibling" transform
  • Improve AudioEffectDistortion and AudioEffectFilter documentation
  • Clarify get_data Image method
  • Add mono log message to error for fatal errors
  • Document how to remove metadata from an Object
  • Fix RigidBodyBullet areasWhereIam element shift.
  • tonemap.glsl: Ensure color parameter of tonemap_reinhard() is positive
  • Fix axis bug regression in Sprite3D
  • Several documentation improvements
  • Clarify that 2D cell sizes are defined in pixels
  • makerst: Add missing newline at EOF
  • Fix certificate generation with mbedtls 2.16.8 .
  • Mention the AnimationTreePlayer deprecation in the class reference
  • Mark InterpolatedCamera as deprecated
  • Donors: Add Gamblify, remove Interblock from splash screen
  • Cross-reference AABB getter methods in the documentation
  • Mention compatibility-breaking Camera2D offset change in the changelog
  • Add changelogs for 3.2.x releases
  • Bump version to 3.2.3-stable
  • [3.2] Add window click-through support.
  • Bump version to 3.2.4-beta
  • Linux/BSD: Fix support for NetBSD
  • Remove the unnecessary sync() and the restrictions it imposes on 3D Physics.
  • NetBSD: Implement OS_Unix::get_executable_path()
  • X11: Try to load libXrandr.so.3 if libXrandr.so.2 isn't found
  • Fix typos with codespell
  • Add a VScript func to sanitize variant values
  • Fix custom modules in Visual Studio Without custom_modules scons command in VS project was broken (fixes regression from commit 6122a50)
  • Move request_quit to javascript_main.
  • Utility methods for writing files to Gradle project.
  • Refactored permissions and command line flags into separate methods
  • Create strings.xml files to mimic behavior of _fix_resources method
  • Added methods to copy project icon files to Gradle project
  • Write an AndroidManifest.xml file to be merged with app module's manifest.
  • refactor apk signing into it's own method
  • Add 'Export App Bundle' to Android Export Options
  • Enable the ability to use Godot as a subview within an Android app
  • Add overridable init method for the Godot fragment instance.
  • Small refactor to JavaScript handlers.
  • Window event listener do not use capture.
  • Better HiDPI support in HTML5.
  • Make canvas resize optional in HTML5.
  • JS synchronous start, better persistent FS sync.
  • iOS: Fix multiple issues with PVRTC import, disable ETC1
  • Adds automatic update for region_rect
  • Fixed bug where spinbox would not update to it's actual value after non-numeric input
  • Make the Import dock depend on the FileSystem dock
  • Fix bug where leading and trailing spaces werent taken into account with center and right allignment.
  • Properly handle empty CSGCombiners
  • Transform CSGShape collision when necessary
  • Don't attempt to insert points into degenerate triangles.
  • Wake up RigidBody 2D after applying torque
  • Fixed node scaling arrows being wrong
  • Sort points in a Gradient for color and offset updates.
  • Check and correct for zero scaling when unscaling Bullet basis.
  • Fixes DefaultProjectIcon scaling with editor scale
  • Wrap angles to (-pi, pi) in momentum calculation.
  • Fix filtering of search results in SectionedInspector
  • Add missing reference to const T Vector::get().
  • Fix List swap behavior on front, back and adjacent elements
  • Show correct name of signal when editing an existing one
  • Fixes the resize of tile shapes when a vertex is outside of the tilesheet. Fix Impossible to resize collision shape for tile when vertex outside of tilesheet #34970
  • Fix crash when opening a ZIP data pack
  • Fix hints on PhysicsMaterial bounce/friction.
  • Fix a typo in the Array class documentation
  • Fix ExprMatch stackoverflow
  • Fix C# string.IsAbsPath()
  • Fixes updating CPUParticles emmision shape values
  • Ignore thread models when compiling with NO_THREAD
  • Check for null in InputMap::_find_event
  • Change inequality comparison operators to use exact equality
  • Basis RotationQuat should be public.
  • LineEdit/TextEdit: solved control + alt issue
  • added load resource pack with offset feature
  • Improve editor tooltips related to debugging
  • Make the SpriteFrames animation speed SpinBox take less vertical space
  • Added search box to signals dock.
  • Minor visual improvements to the "Batch Rename" dialog
  • Improve search and display in the editor property/method selector
  • Reorder sprite h_frames & v_frames
  • Add placeholders to the searchbars in the Project/Editor settings
  • Make blank project name create an error, not a warning
  • Add 'get_previous_tab()' to 'Tabs'
  • Add concatenation support and a new ctor to Godot.Collections.Array
  • Make Object::to_string virtual
  • Fix changing icons' colors when switch dark and light theme
  • add iOS Simulator platform
  • tinyexr: Sync with upstream 1.0.0
  • zstd: Update to upstream version 1.4.5
  • Improve documentation about VideoPlayer video formats
  • add description for ScriptEditor.open_script_create_dialog()
  • Document that the JavaScript singleton may be disabled at build-time
  • Document RichTextLabel.append_bbcode() not closing previously open tags
  • Cross-reference AABB and Rect2 in the class reference
  • Reference the BaseButton class explicitly in button class documentations
  • i18n: Sync translations with Weblate
  • Fixed tile_set_editor_plugin.cpp selection issue.
  • Fix GDScript leak avoidance
  • [macOS, 3.2] Fix mouse position in captured mode.
  • Fix issues related to delay when processing events on Linux
  • Restore default alpha_scissor_threshold to Sprite3D
  • Fix splash screen loading on Android
  • MessageQueue: Change default queue size to 4096 KB
  • Reference the Color constants cheatsheet in the class reference
  • Make LSP ignore $/ messages
  • Add documentation for shelf filters
  • Improve documentation related to printing error/warning messages
  • Improvement for the Copy button in the Output Log
  • striped edges on node rename in SceneTreeDock
  • i18n: Rename pt_PT to pt
  • Move note about using Resource in the File documentation
  • Replace AutoKey icon with a more universally understood "record" button
  • Add a property hint to StyleBoxFlat shadow_size for editor usability
  • Enable the copy_mono_root SCons option by default
  • Avoid infinite loop in GDScript at shutdown
  • changed max point limit to 1 instead of 2
  • Fixes ParallaxLayer offset when ignore camera zoom
  • Remove unnecessary empty line from Dictionaries
  • Surrounds boolean false with code tag
  • Add all headers to VS Project
  • Fix error when dragging anchors with parent's size == 0
  • Draw selected item on top of everything else
  • Document the BaseMaterial3D billboard mode not being suited for VR
  • Change the "remove missing" button to disabled rather than hidden
  • Improve the inspector easing editor
  • Make YSort stable
  • Allow using a comma as decimal separator in EditorSpinSlider
  • Use the vertex colors by default in gltf.
  • Added inspector_only option to inspect_object in EditorInterface. Updated docs to reflect change to inspect_object.
  • Remove duplicate node update call
  • doc: Improve distance_fade documentation
  • doc: Some improvements to KinematicBody docs
  • Doc clarity/detail for extra spacing properties
  • Hides special folders in FileDialog for macOS
  • Automatically start searching in the asset library when entering text
  • Improve appearance of [connection] and [editable] sections in .tscn files
  • doc: Sync classref with current source
  • CI: Pin black version to latest upstream release
  • Fix glow on devices with only 8 texture slots
  • iOS: move touch delay to settings
  • GDScript signal lines marked as safe
  • CI: Disable sanitizer builds until we fix them
  • Fix error message when exporting a write-only property without a setter
  • Make the pressed autokey icon red to emphasize its "recording" status
  • Fixes FileSystem tree preview icon size on HiDPI
  • Allow retrieval of FuncRef function string
  • Make "function" a property of FuncRef
  • Improve the String comparison methods' documentation
  • Improve the String.is_valid_ip_address() documentation
  • Made toplevel a property for Node3D and CanvasItem
  • Fix scale cursor rotation and handle diagonal ones
  • Clarify store_string vs store_line.
  • Fix leak with events mutex in x11 Display Server
  • iOS: fix deprecations
  • iOS GameCenter: Add authenticate method
  • Changes mention of Node3D back to Spatial
  • CI: Re-enable sanitizers build
  • [3.2] Fix get_screen_dpi on macOS for non fractional display scales and update documentation.
  • [3.2] Optimizations for Fresnel and Texture nodes in visual shaders
  • Better validate CollisionShape config. warning after [3.2] Update get_configuration_warning() overrides to retrieve warnings from parent class #37226
  • [3.2] Fix port previews for uniforms in visual shaders
  • Fix mod op (%) implementation in GLES2
  • Add COOP/COEP headers to HTML5 "run" server.
  • Add extra suffix for HTML5 thread builds.
  • [HTML5] Run Audio process in thread when available
  • Remove area or body from map before emitting signals.
  • Fix gdscript multiline string nested highlighting
  • Use full float UVs in Sprite3D
  • Use separate texture unit for light_texture
  • Expose Animation::value_track_interpolate to GDscript
  • Fix bound return type on get_priority.
  • Cross-reference GDScript load and ResourceLoader.load in classref
  • Fixed padding bug of sprintf function
  • Check entire basis column for zero size when unscaling Bullet basis.
  • Updated NinePatchRect's patch margin descriptions
  • Don't write global script class information if there is none
  • Remove reference to 3D shapes in RigidBody2D.xml contacts description.
  • Fix how Line2D obtains the other object's supports
  • [HTML5] Scons now expects "emcc" to be in PATH.
  • glTF: Fix parsing buffer data with application/gltf-buffer and image/* MIME types
  • glTF: Fix parsing image data with mimeType undefined
  • Improve format version mismatch error in binary loader
  • Better non alphanumeric bone names.
  • Check for global script class information before clearing it
  • iOS: Refactor platform code
  • iOS: port ARC support
  • [3.2] Fix undo for moving multiple visual shader nodes
  • [3.2] Add iOS SDK version check.
  • CI: Fix Android and HTML5 workflows
  • Option for software skinning in MeshInstance
  • Fix issues with Linux clipboard
  • Recommend restarting after changing the reflection atlas size or HDR
  • Fix rectangle paint tooltip for the tilemap editor on macOS
  • [3.2] C#: Re-work solution build output panel
  • Disable lights for objects with baked lighting
  • Fix buffer orphaning on desktop
  • Change per frame software skinning check to is_visible
  • [macOS, 3.2] Suppress momentum scrolling after key press or modifier change to prevent unexpected change of action.
  • Increase HTML5 THREADPOOL size.
  • [HTML5] Expose request_quit via Engine class.
  • [HTML5] Close IDBFS database on exit.
  • Add JavaScript editor html file.
  • [HTML5] Add JavaScriptToolsEditorPlugin.
  • Improve Project Manager video driver selection.
  • Disable WebGL2, window maximize in editor builds.
  • Update intersect_point documentation to mention solid shapes.
  • Document OmniLight/SpotLight rendering limitations
  • Deprecate Redundant property enabled_focus_mode of BaseButton see BaseButton property "enabled_focus_mode" is redundant #41529 for details this closes BaseButton property "enabled_focus_mode" is redundant #41529
  • Fix mesh instance materials not initialized correctly
  • Unified GLES2 / GLES3 Batching
  • iOS: fix in app store
  • Reduce glBufferSubData calls in legacy renderer
  • Set Bullet collision shape index to zero when using a single shape or ConcavePolygonShape.
  • Deprecate the GIProbe Compress property due to known bugs
  • Fix natural sort comparison for strings with large numbers
  • Dropping file on parrent dirrectory fixed
  • Fixed renaming/moving of nodes with exported NodePaths
  • Reset TileMapEditor painting on application refocus Treats application unfocus as a mouse release for TOOL_PAINTING, by finishing the undo state and resetting the tool. Also sets a flag to prevent extra lines from being drawn when the application is refocused.
  • aabb change updates bounding box
  • Explaining the behavior of focus & pressed stylebox overlap
  • Added a more helpful error message when there is no current animation for the animation player
  • Update the setting when clicking Show hidden files
  • Correct the doc about linear damping
  • added temp variable because *p_inputs[2] is the same as *p_outputs[0]
  • Cancel rename if file does not exist
  • Docs change: More detailed description of StreamPeerTCP.is_connected_to_host()
  • Fix typo in the ProjectSettings class documentation
  • SCons: Refactor and cleanup warnings definition
  • Fixed an issue in UWP export caused by duplicate entry for extensions in content types file.
  • Mono: Fix typo in Godot.NET.Sdk.nuspec
  • Adds pan gesture to StateMachine editor
  • Ensure grid index is valid before trying to change value.
  • Show android device name when connected only one device
  • Bind missing constant in VisualScriptPropertyGet
  • Respect Tree.set_icon_max_width size for drawing selection box
  • Fixes HTTPClient::poll crash after connection is self-assigned
  • EditorNode now copies all drag and dropped files.
  • Link the Random number generation tutorial in the class reference
  • Fix application of window in FFT
  • Clarify that MultiMesh.set_instance_color() multiplies vertex colors
  • Document that setting node name will remove @s
  • Add GetStringFromUTF8 and GetStringFromASCII
  • Keep 'Editor Description' metadata when changing a Node's type
  • Link to demos from within the class reference
  • doc: Make docs.godotengine.org links point to 3.2 branch
  • Revert "Made toplevel a property for Node3D and CanvasItem"
  • doc: Sync classref with current source
  • Change render octree balance default
  • Add get_native_handle to OS
  • Fixes crash after using enums in export variables
  • Resync RasterizerDummy to Rasterizer
  • CI: Add Linux headless/server builds
  • Add fast approximate antialiasing (FXAA) to Viewport
  • Add a debanding property to Viewport for GLES3
  • [3.2] Disable iOS SDK version check on osxcross.
  • core/command_queue_mt: Customizable size
  • core/command_queue_mt: Fix crash/hang when buffer fills up
  • Reverting changes to legacy polys and generic prims
  • CI: Sync configuration with master branch
  • Improve rotation gizmo
  • Fix misleading editor message when redeclaring variables
  • CI: Refactor Android workflow, use pre-installed SDK and NDK
  • Remove extra exposure multiply in FXAA
  • Fix transforms in custom shaders using large FVF
  • Move Editable Children information from scene's root to instanced nodes
  • [3.2] Do not raise exception if iOS SDK is not installed.
  • Provide support for buttons and D-pads mapped to half axes, and fix axes mapped to buttons and D-pads.
  • Apply upstream gamecontrollerdb patch 391.
  • Fix lines used in item with custom shader
  • Improve the font oversampling warning messages to be more descriptive
  • Implement OS.get_window_safe_area() for Android
  • [3.2] Shows ColorRect in Color constants autocompletion
  • Disable temporary exported build in CI
  • Minor improvements to the Polygon 2D UV editor
  • Document how to display the vertex color in SurfaceTool.add_color()
  • Setting visibility on GridMap now works. Closes GridMap remains visible if parent is set to not visible #41374.
  • TextEdit - fix valid bounds in 'set_line'. Fixes set_line () method in TextEdit leads to collapse. #41967
  • Fix emit_signal timing for GraphEdit's begin/end node move
  • Disable code to add patches menu
  • Update freetype to 2.10.4
  • Cross-reference ColorRect and ReferenceRect in the class reference
  • Add border_width to ReferenceRect
  • Favor project.binary over project.godot
  • Fix android apk contents having mtime 1 month in future
  • Enhancement for tileset sorting
  • Fix wrong exit code being returned
  • GDNative XR: remove redundant config.py
  • fix toggle mask bit 0
  • Improve undo log messages in the 2D editor for additional context
  • Changed shell_open behaviour
  • Fixes property revert after saving instanced scene
  • Make randbase member protected in RandomNumberGenerator
  • Improved documentation for TileMap.cell_y_sort
  • Fixes property revert for inherited child nodes
  • Fixes setting top_level not updating the global position
  • Document hiding a Control when its reference point is behind the camera
  • Release .build_version file handle in Android custom build export
  • fix(sprite2d): Rect is not handling pixel snap
  • i18n: Sync translations with Weblate
  • Update AUTHORS and DONORS list
  • Fix artifacts in DynamicFont when scaling with filtering enabled
  • GDScript: Remove self static reference and create one on calls
  • Actually set GDScript static reference
  • Make Variant aware that an Object may be a Reference
  • Fix failing CI, due invalid importing of resources
  • Added a note to ImmediateGeometry regarding it's buffer limit
  • Android: Mouse Implementation
  • Rewrite FBX Importer to convert directly to Godot scene format
  • Remove unneeded filter on joy_axis()
  • Add project settings to manually specify API usage
  • Use the Dummy audio driver in CI to prevent spurious error messages
  • Avoid reentrant OBJTYPE_RLOCK in ClassDB
  • Properly reset texture flags when generating radiance
  • Fix editor constant redraw from fxaa and debanding.
  • Document AtlasTexture not supporting repetition
  • FBX fix unskinned bones not being in the Ref causing the rasteriser to error
  • FBX respect mesh compression flags
  • Batching - use legacy path for antialiased polys.
  • [HTML5] Fix audio buffer size and latency hint.
  • Fix gdnative build when WebRTC module is disabled.
  • [HTML5] Update syntax for lto.
  • FBX add roughness mappings and fixes general some material bugs
  • Revert partial "FBX add roughness mappings and fixes general some material bugs"
  • Implement no-window mode for X11 and MacOS
  • Improve the 3D editor selection box appearance
  • [HTML5] Port JavaScript inline code to libraries.
  • [HTML5] AudioWorkletAPI implementation.
  • Add script class categories to EditorInspector.
  • Fix missing quote in documentation
  • Make the currently hovered control get updated on mouse-release
  • Remove debug_symbols=full in favor of debug_symbols=yes
  • Improve the documentation related to fullscreen and borderless settings
  • Fix premature end of animation playing backwards
  • Fixes the misleading error message for call_recursive method for TreeItems
  • Put unselected tabs back in TabContainer control
  • Document how to interrupt PacketPeerUDP.wait()
  • Document the supported TLS versions in HTTPRequest
  • Increase the default HTTPClient download chunk size to 64 KiB
  • Add Image.load_bmp_from_buffer() for run-time BMP image loading
  • fix(editor): TileMap floodfill with same tile ID and different variation
  • Changed path behaviour for Windows
  • Clarify what the "item_rect_changed" signal does
  • Update the gradle plugins
  • Add a separate nativeSrcsConfigs module to handle Android Studio constraints for native code editor support.
  • Fix "Move Points" button sometimes not showing up on UV mode in the Polygon2D editor
  • Fix a variable being redeclared in the HTTPRequest code sample
  • Correct documentation about NinePatchRect stretch modes
  • Tooltips: Improve code clarity and docs
  • Fix typo in Tabs doc.
  • doc: Override default value for RandomNumberGenerator.seed
  • Disallow setting the AudioServer's 'global_rate_scale' to a value equal or inferior to 0
  • Use LONG instead of DWORD (unsigned int) when interacting with DIJOFS constants.
  • Add docs for editor viewport drawing methods
  • Register methods for drawing 3D editor overlays
  • Allow using SVG images as project icon
  • Minor clamp and float fixes
  • [Mono] Added Shuffle method to Array
  • Use Ctrl+Shift+C as the default FileSystem dock Copy Path shortcut
  • Add append_array() method to Array class
  • Update "open-simplex-noise-in-c" to fix undefined signed overflow.
  • Clarify that code in assert() should avoid side effects
  • Expose LineEdit scroll offset to scripts
  • doc: Sync classref with current source
  • [3.2] Android: Keyboard modifier and arrow key support
  • Poly colors fixes
  • Implement OS.get_screen_orientation() for Android
  • Remove duplicate Android orientation settings.
  • [3.2] Improve comments in Color documentation
  • Fix 2d software skinning with scaled polys
  • fix custom loader/saver broken
  • Clear unneeded assets when generating an apk expansion. Clean up export wording to account for the different export formats.
  • Fix issue causing Export all to fail.
  • Add missing zip alignment step for generated apks.
  • Add 2d snap transforms option
  • iOS: Implement pluggable application delegate.
  • Add a dynamic infinite grid to the 3D editor
  • Use 75% editor scale on small displays automatically
  • Docs: MeshDataTool: showcase tool in code example
  • Keep cursor relative position after multiline move
  • Document InstancePlaceholder.create_instance not being thread-safe.
  • SceneTree: Fix reparent crash with animation tracks renaming disabled
  • Changed mouse cursor to the caret (text cursor) location.
  • Added the .jks file extension as valid preset for Android keystore files
  • Update the logic to query for the 'scons' command executable path.
  • Fix Android Export jarsigner error with *.import whitelist
  • Improve messages related to overriding the default editor layout
  • Rename the "Delete" option in the FileSystem dock to "Move to Trash"
  • Add files to create a Windows editor installer using Inno Setup
  • Change android orientations from sensor to user
  • Add LStrip and RStrip to C# strings
  • Add HexEncode to C#
  • Release pressed action if event is removed
  • Fix WAV resources ignoring the AudioServer's 'global_rate_scale' value
  • Fix for linux joypad D-pad zeroing
  • Allows HTTPClient to talk to proxy server
  • Clarify packet peer max_buffer_po2 in ProjectSettings documentation
  • Improve the Dictionary class documentation
  • Correct the doc about Tree.get_edited
  • Allow folder checking in export preset file list
  • Clarify Curve3D.get_point_{in,out} position in doc.
  • Remove property groups for Pause Mode and Script
  • Fixed exit code retrieval of spawned processes on Windows
  • Fix crash in resoure duplicate
  • i18n: Sync translations with Weblate
  • doc: Add description for rendering/quality/2d/use_transform_snap
  • Make lights_per_object configurable
  • Require Ctrl for switching between editors, bind F2 to Rename Node
  • Debugger: Save options in project metadata
  • glad: Sync with upstream 0.1.34
  • Describe ImageTexture, Image creation and usage
  • Revert "Add script class categories to EditorInspector."
  • Fix CLI export when export_path is in preset.
  • Add missing javascript semi-colons.
  • Fix godot_js_websocket_send function unused assignment.
  • Ignore query to maximize/minimize window on Windows and X11
  • Batching - blank UVs in polys that contain no UVs
  • Fixed deletion of nodes with exported node paths
  • glTF: Workaround import failure with invalid embedded images
  • Fix focus loss on macOS.
  • Prevent poly color path when translating batches than are non-poly
  • Prevent item joining with custom shaders using selected BUILTINs
  • OSX: Fix compiling for arm64 with OSXCross
  • [macOS / ARM64] Remove "-msse2" flag from ARM64 release export template build.
  • OSX: Fix linking with osxcross for arm64
  • Fixes rotation in select mode on macOS
  • Allow to open multiple projects when some are not imported or without main scene.
  • Fix crash duplicating local-to-scene resources
  • Clarify that SceneTree::quit() does not immediately end the application.
  • Fix zipalign command name on Windows machines.
  • Update the 3D grid when the "View Grid" checkbox is changed
  • Warn about singleton being a Reference
  • added shortcuts/hotkeys for tileset editor plugin collision buttons, with suggested changes.
  • Increase the default profiler_frame_max_functions to 512
  • Update the number of lights supported in OmniLight and SpotLight docs
  • [HTML5] Libraries refactor for linting.
  • Batching - more error checking options
  • 2d Legacy - close vulnerabilities and more debug checks
  • Put in check for zero sized textures
  • Update gradle build files to automatically perform signing and zipalign tasks for custom builds.
  • Make warning about Reference singletons more accurate
  • [HTML5] Enforce JavaScript style with eslint.
  • [HTML5] Run eslint --fix.
  • Fix duplicates entries in script editor menu
  • Batching - BackBuffer copy fix
  • Fix regression in baked lights when using GLES2
  • SCons: Do not define TYPED_METHOD_BIND on Linux/OSX with clang
  • Check joint nodes and generate configuration warning messages.
  • SCons: Remove unnecessary $LINK overrides
  • Do not start Timer upon manual switching of internal process
  • doc: Warn about using Node internal processing
  • Export: Reorder options for consistency across platforms
  • nanosvg: Sync with upstream 3e403ec
  • Use a power-of-two value for Primary Grid Steps in the 3D editor
  • Bind the editor's Search Help function to F1 by default
  • Document that WebM videos don't support the alpha channel
  • fixed Camera2D rotation with non-square zoom
  • Improve the AudioStreamPlayer3D class documentation
  • iOS: fix native video
  • Document C# garbage collection caveats in Reference and Resource
  • Fix to update scroll bar has correct max value in ScrollContainer
  • Update clear button when clicked
  • Fix useless assignement in webrtc/library_godot_webrtc.js
  • Fix binding of default value in EditorSpatialGizmoPlugin::get_material()
  • i18n: Sync translations with Weblate
  • Use correct normal for ReflectionProbe in GLES2
  • [3.2] Added extra warning to texture nodes in visual shader
  • Remove any constraints connected to a Bullet body when removing it
  • Put misc. 3D tool visible instances on their own layer
  • fix android wrong multi-touch pointerid
  • Fix cast_motion sometimes failing
  • Don't open editor window when using --export, --doctool, or --gdnative-generate-json-api
  • Fix TabContainer crashes
  • Fix no padding between icon and text in TabContainer
  • fix [3.2.4 beta 2] Bug with the focus remaining on the main menu #43695 by revert part of Deprecate Redundant property enabled_focus_mode #41577 Restore the default focus mode for MenuButton and LinkButton, since it is different from the default of BaseButton.
  • Buttons: Don't use deprecated set_enabled_focus_mode
  • [HTML5] Remove file flags from writeFile in setup.
  • [HTML5] Fix broken layout on load in HiDPI screens
  • Fix ninepatch batch break logic.
  • Fix editor locked by generating preview of dynamic font
  • doc: Mention iOS support for Input gravity/gyroscope sensors
  • Disable SO_REUSEADDR for UDP.
  • Improve the ProjectSettings.globalize_path() documentation
  • Prevent ALSA audio corruption
  • skip extra newline in .tscn when renaming dependency
  • add root_node as property of MultiplayerAPI
  • Fix doctool misleading error message
  • Show editable children in the connect dialog
  • Remove useless check in GDScript
  • X11: Include limits.h for LONG_MAX
  • Limit the zoom and freelook speed based on camera settings
  • Fix incorrect Curve3D.interpolate_baked() description
  • xatlas: Sync with upstream 5571fc7
  • Fix .pck lookup for extensionless binary in macOS resources.
  • Use GLES2 by default in the project manager
  • xatlas should be using the options configured here
  • Ignore hint entries in game controller mapping
  • [HTML5] Add function signatures to JS libraries.
  • [HTML5] GDNative support via SIDE_MODULE.
  • [HTML5] EditorRunNative works with GDNative.
  • [HTML5] Allow selecting the export type.
  • [HTML5] Make GDNative support feature-based.
  • Tweak SpatialMaterial height property hints
  • C#: Don't overwrite newer Godot.NET.Sdk patch version in csproj
  • C#: Fix targeting .NETFramework with Godot.NET.Sdk and .NET 5
  • C#: Remove ProjectTypeGuids from Godot.NET.Sdk
  • C#: Bump Godot.NET.Sdk version to 3.2.4
  • [3.2] Load dynamic fonts to memory on all platforms, to avoid locked files.
  • Remove ChainTip copy constructor
  • mp3 import and playback support backport
  • Fix inconsistent Joint3DSW copy constructor and assignment declarations
  • Fixed the inverse(mat3) polyfill for GLES2
  • [3.2] Fix fallback emoji font color.
  • Several edits to the GDScript docs
  • Update page value properly of ScrollContainer
  • Add 'use_static_cpp' option for MinGW and MSVC builds
  • Added F2 shortcuts for renaming files & folders.
  • Made keyboard shortcuts for FileSystemDock visible in popup
  • OSX: Remove tmp .app folder instead of moving to trash
  • Relicense Godot logo from CC-BY-3.0 to CC-BY-4.0
  • Updated open-simplex to have const noise functions
  • Added driving joystick type to windows joystick handling
  • Fix base script not initialized properly in some cases
  • C#: Fix very slow build log update in the editor
  • Fix unhandled exception re-thrown in the editor
  • Change minimum snap step of Tile Set to 1
  • Mono: Add mono_bcl SCons option for a custom BCL location
  • Tweak log file names for consistency between Mono and non-Mono logs
  • [HTML5] Use regular unix FileAccess implementation.
  • Remove now unused FileAccessBuffered.
  • Remove unused FileAccessJAndroid.
  • Fix trying to set grid visibility on an invalid instance
  • Update AUTHORS and DONORS list
  • [HTML5] Editor also persists cache.
  • [HTML5] Improve the editor HTML template.
  • [HTML5] Add logo and favicon to editor html.
  • Fix regression in gdscript initialization
  • [HTML5] Improve platform buildsystem.
  • [HTML5] Fix errors when Mic is not allowed.
  • Document the lack of localization remapping support in VideoPlayer
  • Mention that 'changed' signal needs manual emit
  • Add "font_color_separator" theme property to 'PopupMenu'
  • Add option to draw all tabs in front
  • Fix some easing equations' undefined behaviours.
  • Asset Library: Scroll up the ScrollContainer after page load
  • Add icon for 'AudioStreamMP3' resource
  • fix for snap to floor editor crash bug
  • Fix scene being modified when arrows are pressed with no node selected
  • FileSystemDock: List conflicting files on move
  • Allow to circle back in 'PopupMenu' even if the first/last item is non-selectable
  • i18n: Sync translations with Weblate
  • doc: Sync classref with current source
  • Mono: Fix GodotTools build after invalid cherry-pick
  • HTML5: Code style cleanup for export code
  • [fbx] bugfixes skinning, materials and debugging info, merry xmas 🎄
  • Fix bug in normal map decompression
  • Document that changing the particle amount resets emission
  • Don't force GLES2 in Project Manager, causes issues on macOS.
  • Fix Variant conversion to float instead of double
  • Don't handle BaseException in build scripts
  • Document that SpatialMaterial doesn't support depth mapping + triplanar
  • Batching - Protection against zero and small sized ninepatches
  • Mono: Don't use -rdynamic when compiling for WASM
  • ColorIndex supported now for vertex colors.
  • [3.2] Mono: Make Godot provide its own WASM m2n trampolines
  • [fbx] Fix [fbx] fix crash in FBX parser caused by mesh geometry #44371 [FBX] buffer overflow on loading FBX file #44376 File crash and Buffer Overflow
  • Document the argument count limit in SceneTree.call_group()
  • Remove Generic6DOFJoint precision property
  • GUI: send cursor data from TextEdit
  • iOS: fix keyboard display
  • GUI: use cursor in TextEdit for non selected text.
  • [3.2] Document what can be used as a type hint
  • Revert "Don't open editor window when using --export, --doctool, or --gdnative-generate-json-api"
  • Fix invalid property hint for max_renderable_elements project setting
  • Fix crash parsing a serialized Reference
  • Lightness of dynamic objects from Energy Lightmap Capture Data
  • Add a minimap to the GraphEdit
  • Add interpolation parameter to resize_to_po2()
  • Fixes Artifacts on Android GLES2 with PanoramaSky #43667.
  • Fix the String::get_base_dir() logic to properly check for top level directories on Windows.
  • Remove buffer orphaning options project settings
  • [3.2] Fix file drag-drop on M1 Macs.
  • Fixes display of programmatically created value in remote inspector
  • [3.2] Use base character advances for outline drawing.
  • Fix ETC quality setting
  • Improve 2d snapping
  • Remove all elements from monitored_bodies and monitored_areas when processed
  • Properly apply auto exposure with FXAA in GLES3
  • Add missing "normalized" accessor property to glTF document for the 3.2 branch
  • Batching - fix proxy textures (e.g. animated) especially ninepatch
  • Changes 'always show grid' hotkey to prevent conflict with 'pan mode'
  • Fix camera2d zoom when set to zero (causing ERROR: affine_invert: Condition ' det == 0 ' is true.)
  • Make property_list_changed_notify protected in Object
  • Remove two very slightly displaced duplicate vertices on Gobot's face
  • PVRTC: Move compress func to modules/pvr, drop obsolete PVRTexTool code
  • Fix PathFollow3D updating on unit_offset 0
  • wrong double quote output with .csv fixed
  • ProximityGroup: Fix access modifiers, rename private methods for clarity
  • Display the number of results for global search
  • Fixed Geometry2D::get_closest_points_between_segments docs
  • Fixed EditorPropertyText change signal emission.
  • Add important note about OS.get_unixtime.
  • Pow method doc fix
  • Mono: Add extra WASM framework assemblies on game export
  • Increase the default 3D manipulator gizmo opacity for better visibility
  • Add a project setting to enable stdout flushing in release builds
  • Quick fix to incorrect error messages when writing to compressed or encrypted files.
  • Added a note describing a code behind Vector2/3.direction_to
  • Changed the rotation gizmo handle to use the active axis color
  • Move the brightness factor for highlighted 3D gizmos to a variable
  • SCons: Add only selected platform's opts to env
  • SCons: Fix build with p alias or platform auto-detection
  • Fix broken members panel in visual script editor
  • mbedtls: Update to upstream version 2.16.9
  • Fixes Default C# script naming system can cause invalid class name #42149 and fixes indentation errors to pass clang-format
  • Document how to solve UV jittering when using large procedural meshes
  • Removed default commit message
  • Disable "Commit" button in VCS plugin if there's no commit message
  • Tweak the editor CheckButton "presed" appearance to be more recognizable
  • Fix filename disambiguation on scripts in certain occasions
  • Fix invalid invocation of get_class_loader.
  • Fix confusing SliderJoint3D brief description
  • Update body transforms on joint2D setup
  • Ensure flags are applied to CVTT options
  • Fix and decrease Godot logo size in the HTML5 editor loader
  • Properly handle empty CSGShapes
  • Mention that change_scene is deferred
  • fix missing "s" in Viewport docs
  • Rename offset to point in remove_point()
  • Add an editor setting for the 3D selection box color
  • FBX: Clarify outdated format error
  • Complete documentation of EditorExportPlugin
  • Fix instantiation of resource as property value
  • doc: Sync classref with current source
  • i18n: Sync translations with Weblate
  • Add utility method to export the project using a preset format and sign parameter.
  • Fix warning spam when using --help or --version command line argument
  • Document RichTextLabel not supporting entangled BBCode tags
  • Added optional id parameter to PopupMenu::add_separator
  • Add signal to inform joint that body has exited tree
  • Update the logic to sign prebuilt Godot Android apks.
  • Add support for WebXR
  • StateMachinePlayback: Added missing bindings to get_current_play_pos and get_current_length.
  • Enhance editor file dialog
  • Document the desktop-only file logging setting override
  • Do not iterate over map when removing its values
  • Issue more precise error when disconnecting a nonexistent connection
  • Use static const int instead of #define for OpenSimplexNoise octaves
  • Fix odd newline in EditorLog::add_message()
  • Remove Unnecessary Double List
  • Specify order of drawing of Nodes in raise() description
  • Revert "Fixed EditorPropertyText change signal emission."
  • Revert "Add a project setting to enable stdout flushing in release builds"
  • Explain A Star pathfinding algorithm cost calcuation
  • Don't emit changed signal on Color Picker close
  • Revert "solved ctrl + alt + special character Issue Support for [ctrl] + [alt] + special character == [Alt Gr] + special character #6851"
  • Commit CanvasItem state only if it changed
  • Properly edit the instanced node in the inspector
  • Tooltips: Fix unassigned strip_edges() call on text
  • Fix xform_inv of Plane, intermediate results were ignored
  • More explicit wording for str() and print() functions
  • glTF: Fix loading external images as buffer
  • Mention that the delta argument is in seconds in Node documentation
  • doc: Sync classref with current source
  • Preliminary Blender FBX support
  • Document the requirement to update GPU particle visibility
  • Fix cases of resources destroyed too early
  • Fix multiple issues with one-way collisions
  • doc: Remove links to RNG tutorial, not yet in 3.2 branch
  • Main: Create user data dir in setup()
  • creater user-dir, if non-existant and pressing 'Open Project Data Folder'
  • Add ability to restore RandomNumberGenerator state
  • [HTML5] Reorganize build script.
  • [3.2] Auto-assign default value for variable in visual script on type changing
  • Dynamic BVH for rendering and godot physics
  • Avoid opening editor multiple times in CI
  • Add AspectRatioContainer class
  • CI: Pin Android NDK r21 as we don't support r22 yet
  • Fix BVH physics project setting
  • Only remove Bullet's body constraints when removing body from space
  • CI: Update to clang-format 11 and apply ternary operator changes
  • Update copyright statements to 2021
  • Snap To Floor improperly offsets node
  • Optimize data format for OpenSimplex images
  • Made save dialog open immediately when running unsaved scene.
  • Update String property field only when text has changed
  • Clarify class_get_method_list() in release exports
  • Descriptive error message when using AudioStream(OGG/MP3) incorrectly
  • Make links on the HTML5 editor more readable
  • zstd: Update to upstream version 1.4.8
  • enet: Sync with upstream 1.3.17
  • COPYRIGHT: Update with recent additions, cleanup
  • pcre2: Update to upstream version 10.36
  • Don't allow adding Objects to the project settings
  • Fix nanosleep usage
  • Changed type to make it work on x32 architecture.
  • Emit changed signal from Color Picker when changed
  • Invert the Y-axis on thumbsticks and trackpads in WebXR
  • Add all AutoLoad resources when exporting the project
  • Change reserved keyword in Regex documentation code
  • Clarify lstrip()/rstrip() methods in String for removed characters
  • Remove the implication that references and resources are not objected from their description
  • Fix script list only showing their names regardless of display option
  • Fix incorrect parameter in audio_track_set_key_stream.
  • Fix errors when removing non Control node from TabContainer
  • Fix collision shape update when changing shape properties
  • doc: Sync classref with current source
  • Fix not clearing a Joint3D with only a B node when removing the B node
  • Fixed completion and hint panel positioning in TextExit [3.2]
  • fix gltf not importing files w/o bufferViews or accessors
  • Prevent signal disconnection attempts on invalid references
  • iOS Modules: separate main platform code from modules
  • iOS: change platform code to support plugins
  • iOS Export: export modification to support plugins
  • iOS Export: support multi-target plugin
  • BVH - fix physics expecting plus one based IDs.
  • Fix wrong signal in EditorPropertyColor
  • Add OpenImageDenoise thirdparty library
  • Add Embree thirdparty library
  • Implement new CPU lightmapper
  • Gracefully handle atlassed lightmaps in GLES2.
  • CPU lightmapper formatting and minor fixes.
  • Improve Raycast render debug
  • [Plugins] Rename 'PluginConfig' struct to platform specific name
  • Update area-body_shape_entered-exited signal documentation.
  • Rename the final parameter of area_shape_entered-exited local_shape.
  • Add documentation for new CPU lightmapper.
  • CPU lightmapper fixes.
  • Create spritesheet for SpriteFrames by drag and dropping.
  • Keep RichTextLabel visible character properties in sync
  • Fix file name comparison when new file is added to file system
  • Expose Resource.emit_changed() to script
  • Draw a "background" line behind the dashed line in TextureRegion editor
  • Mention that NetworkedMultiplayerENet uses UDP only
  • Add info about how gizmos affect transform notifications
  • i18n: Sync translations with Weblate
  • Remove unnecessary file existence check when saving scene
  • Fix usage of deleted element in Area::_area_inout
  • Document that PoolRealArray stores 32-bit floats
  • Document workaround for storing 64-bit floats in PoolRealArray
  • [iOS] Remove plugins from modules.
  • Fix BVH set_pairable and masks.
  • Fix memory leak dynamic font
  • C # mono supports Unicode code
  • Better gamepad axis event injection.
  • [HTML5] Custom Gamepad library to allow remapping.
  • embree: cross compile fixes.
  • Rename patches folder
  • Fix crash in lightmapper under MinGW-GCC Windows
  • BVH render tree new updating scheme
  • Detect plugins recursively
  • BVH broadphase creates objects with updated AABB to avoid extra checks
  • Remove thread after use to prevent memory leak
  • Partially revert change to BVH render tree update method
  • Fix freeze-crash in lightmapper under MinGW-GCC
  • Fix highlight color for class attributes that are also keywords
  • Fix const warnings in FBX (build failure on macOS)
  • Fix undeclared identifier error in lightmapper_cpu.cpp
  • Fix sign comparison error in lightmap_raycaster.cpp
  • Fix freeze-crash in lightmapper under MinGW-GCC
  • Support mono devices in WebXR
  • Document that ShaderMaterial doesn't support GIProbe emission
  • Fix minimap capturing events and improve its theme
  • [HTML5] Better editor HTML, small refactor.
  • [HTML5] Builtin HTTP server disable browsers cache
  • [GUI] Enforce virtual keyboard redisplay on clear
  • [3.2] Add separate simulator flag for iOS build, change main library to xcframework format.
  • Fix When you don't save unsaved scene on exit, it's not remembered #33326 by reopening scenes
  • Create physical skeleton collider orientation fix
  • Fixes When accessing AudioServer.get_time_since_last_mix() from multiple threads it sometimes (rarely) returns an insanely large number #45025 - Protects _last_mix_time and _last_frame_time with the AudioDriver lock() and unlock() methods
  • Unify single and multiscene instancing
  • Document GPU particles visibility rect/aabb behavior
  • [iOS] Added support for '.xcframework' in plugins
  • [iOS] Fix embedding of plugin libraries
  • Fixed 6DOF set/get check for the path starting with joint_constraints
  • Tweak the "Auto" editor setting hints to be more indicative
  • Hide the rotation gizmo when editor cinematic preview is enabled
  • Fix typo in theming methods ("botton" -> "bottom")
  • Cleanup: Remove executable bit from files which don't need it
  • Ignore clangd 11+ cache folder
  • Ensures that export path is used when exporting PCK/ZIP
  • Clarify that create_timer does not require cleanup.
  • Document a built-in use of Resource.resource_name
  • Exposed find_next_valid_focus and find_prev_valid_focus.
  • Document that the high-level multiplayer API is only for Godot servers
  • Document low performance of Array.push_front() and Array.pop_front()
  • Document the expected low performance of VideoPlayer on HTML5
  • Fix crash on FileSystemDock's tree when trying to collapse or expand folder
  • C#: Fix System.Collections.Generic.List marshalling
  • Check for clang-format version in the pre-commit hook
  • Move the asset library API URLs to the Editor Settings
  • Make Range return 1.0 ratio if minimum and maximum values are equal
  • Update path in the FileSystem dock after doing file operations
  • Fix String.ends_with() for empty string arguments
  • Document shape metadata for TileMap
  • Allow to override drop data in LineEdit
  • Removes the gdnative library when no script (gdns) references it any longer. This enables hot reload for gdnative.
  • Improve the Array.hash() documentation
  • Add an OS.get_thread_caller_id() method
  • Do not clear materials when setting mesh
  • i18n: Sync translations with Weblate
  • [iOS] Rework push notification methods usage
  • Bump version to 3.2.4-rc
  • [3.2] Fix particles not properly modified by their lifetime
  • BVH fix stale changed items, causing dangling pairs
  • Fix popup_centered() for scaled popups
  • Revert "[3.2] Add separate simulator flag for iOS build, change main library to xcframework."
  • Expose bookmark, breakpoint, and mark safe functions in TextEdit
  • Prevent fatal error in WebXR when 'immersize-ar' loses and regains tracking
  • Fix disconnection between Gizmo and inspector values on BakedLightmap
  • BVH fix pairing AABB init and mask checks
  • [3.2] Backport hex_to_int/bin_to_int zero check and C# changes
  • Don't handle BaseException in JavaScript build script
  • glRenderBufferStorage was being passed wrong args
  • BVH add support for visibility (activation)
  • Fix WebXRInterface code sample in the class reference
  • lightmap capture broken on webgl1.0
  • [iOS] Initialize plugins earlier
  • Add anisotropic filtering to GLES2 backend
  • Fix unintended SpinBox mouse capture
  • Go through all event devices, not just event[0-32]
  • gitignore: Ignore Kate swap files
  • Cache world in VisibilityNotifier3D to avoid crash
  • Add METALLIC to light() built-ins
  • Adds Metallic to spatial light input of visual shaders
  • Docs: Fix TileMap::map_to_world description
  • Disable active editors when node gets deselected
  • Reference the control gallery image in the Control class documentation
  • Fix off by one error navigating to line number in Rider
  • Remove reference to CanvasLayer in WebXR example, because it can cause rendering issues in AR.
  • docs: Add TreeItem method descriptions
  • Create the temporary PCK export directory if it doesn't exist
  • add search extensions for scons' path
  • 3D editor grid improvements
  • Add viewport resolution to the 3D editor's View Information pane
  • Fix C# string.Hash()
  • Linux: Build with use_static_cpp=yes by default for x86_64
  • Linux: Enable udev support by default
  • Fix incorrect version requirement in the SCons compilation DB comment
  • Make the Open Project Folder button more visible in the project manager
  • Check default project and autoscan directories exist on project manager startup
  • Update AUTHORS and DONORS list
  • [HTML5] Fix mouse_mode and fullscreen detection.
  • Added atom checks to x11 XChangeProperty and XGetWindowProperty
  • Optimize transform propagation for hidden objects
  • [iOS] Additional 'linker_flags' plugin parameter
  • Import zip via drag and drop in project manager.
  • [HTML5] Make home path persistent in editor.
  • iOS: Use storyboard as loading screen
  • [GLES2] Fix binding 3D Transforms to mat4 uniforms
  • Fix a crash in the TGA loader with malformed input
  • Make audio bus channels' peak volume consistent
  • Main: Load translations and remaps before scene types
  • Fix swapped front/rear view
  • SCons: Add production=yes option to use production defaults
  • [iOS] Remove remote notifications code
  • Improve the File.endian_swap documentation
  • Use the blend parameter passed to blend_animation during graph processing
  • Make margins obey the snap option in the TextureRegion editor
  • Fix "editor/editor_help" shortcut overwriting when restarting editor
  • [Mono] Use the same search logic for both MSBuild and dotnet, add custom search paths on macOS.
  • Document that GridMap doesn't support visual layers or cull masks
  • i18n: Sync translations with Weblate
  • Improve the logic to compile for Android by automatically detecting and setting up the Android NDK if needed.
  • CI: Build full Mono version on Linux, with glue
  • Assorted CPU lightmapper fixes
  • Bugfix: Update transform of collision shape on NOTIFICATION_PARENTED (fixes invalid transform of collision shape in cases where the node is not supposed to enter the scene tree)
  • Add some HTML5 controllers mapping.
  • Fix used uninitialized warning in os_x11.cpp
  • Improve editor text appearance in (un)zoomed GraphEdit-based editors
  • Document known bug with Object.new() and workaround
  • Add support for new SDL gamecontroller keywords.
  • Accomodate blend shape ranges of -1 to +1
  • Expose Tree::scroll_to_item()
  • Keep selected node visible after filter change
  • [3.2] Visual Shader Parenthesis fix
  • Implement pause-aware picking
  • SCons: Fix debug_symbols tests after switch to BoolVariable
  • Snap VisualScript comment to grid when resizing
  • TextEdit: When left mouse is pressed to place the cursor, do not immediately adjust the viewport when cursor_set_line is called, but afterwards on cursor_set_column (effectively when the cursor reached its final position)
  • Improve the SurfaceTool.generate_normals() documentation
  • Fix nan errors when using VehicleBody
  • Sync controller mappings DB with SDL2 community repo
  • Sync controller mappings DB with SDL2 community repo
  • SCons: Add an option to detect C++ modules recursively
  • Use /Zi and /FS for including debugger symbols on Windows with MSVC
  • Update ColorPicker controls when entering tree
  • Set selected Tree item to null when deselected
  • Batching - prevent reordering items over a copybackbuffer
  • [3.2] Use instance and first arg in Basis is_equal_approx
  • Fix joystick axis mapping issues with NVIDIA shield. Probably others.
  • fixed bug in vertex duplication breaking meshes
  • Document Particles2D not supporting AtlasTexture region
  • Fixed completion box not showing properly [3.2]
  • Detect external modification of scenes
  • [HTML5] Handle contextmenu, webglcontextlost internally.
  • [HTML5] Fix HTTPClient request_raw.
  • Update AUTHORS and DONORS list
  • Make String::ends_with don't use String::rfind
  • Make FileSystem dock set its path to the base folder of files after changes
  • Fix contact points debug for 3D Physics
  • GDScript: Clarified/fixed inaccuracies in the built-in function docs.
  • [HTML5] Fix web editor "clear persistent data".
  • Clarify EditorImportPlugin.get_visible_name.
  • Update GraphEdit when GraphNode's slot is updated
  • [HTML5] Editor: ensure canvas focus when switching tabs.
  • Print suggestions when requesting a nonexistent InputMap action
  • SCons: Fix Godot detection in custom modules logic
  • fixed typo in packedscene
  • CI: Mono glue generation sometimes crashes on exit, ignore it
  • [HTML5] Detect screen scale and DPI.
  • [3.2] Add node copy-paste
  • [3.2] Add natural string comparison
  • Check limits on texture or framebuffer creation
  • BVH - fix deferred visible mesh collision check
  • Display loading text while the project manager is loading
  • [macOS] Ignore mouse move event caused by mouse mode switch.
  • [3.2] Limit max zoom to 1/2 of far plane instead of 1/4
  • Camera2D: Fix crash calling align when not in tree
  • Backport EXR compression support from master
  • [3.2] Fix SPACING_SPACE not used for drawing characters.
  • TextEdit respects content margin from StyleBox
  • Expose GodotPlugin's utility methods used for registration and signal emitting.
  • Add options to reduce lightmaps disk usage.
  • Add a project setting to enable stdout flushing in release builds
  • Expose a File.flush() method to scripting
  • Fix TextEdit autoscroll with wrapped lines
  • Fix sprite editor conversion tools to handle compressed textures
  • Only unload the library when no NativeScript objects exist if the reloadable flag is true. If it is false it is likely the library does other things and can't be unloaded
  • Use github actions cache not my own one.
  • Don't save project settings when not necessary
  • Fix memory leak in Xatlas module
  • CODEOWNERS: Update with newly added teams
  • CODEOWNERS: Add some more owned files and fix team names
  • Make search results font follow code editor font
  • Change logo in the About dialog box (return Godot's teeth)
  • Implement CollisionPolygon3D margin
  • makerst: Add an option to filter which XML classes to output
  • VisualShader::_input_type_changed Fix index out of bounds crash.
  • RichTextLabel::add_image Fail if passed image has no area
  • doc: explain TouchScreenButton passby mode
  • Fix SceneTreeEditor::_update_tree() binding
  • Fail mp3 loading when attempting to load invalid mp3s
  • Return setseek position if one exists in get_playback_position.
  • Select TreeItem if none is selected
  • Fix StyleBoxLine's incorrect style margin values
  • Fix mono->stereo conversion for oggs (see AudioStreamPlayer high-freq artifact, pops, stereo channel corruption #40630)
  • Adjust auto scale on high res displays
  • doc: Sync classref with current source
  • i18n: Sync translations with Weblate
  • doc: Clarify TileMap world_to_map and map_to_world usage
  • Batching - fix a couple of minor valgrind bugs.
  • add checks for node type range in add_node function
  • Dynamically load libpulse.so.0 and libasound.so.1 on Linux
  • Fix missing include in MacOS builds
  • [HTML5] Implement get_processor_count.
  • Add verbose logging to help with troubleshooting the Android build/export process.
  • Don't clobber original library symbols
  • Add cwrap to EXTRA_EXPORTED_RUNTIME_METHODS
  • Fixes crash when calling VisualShader::set_mode
  • Only display the assetlib Retry button if the download failed
  • Add animation_finished signal and fix frame_changed signal for AnimatedSprite3D
  • add null check in _update_particle_data_buffer()
  • Android: Bump NDK version to 21.4.7075529
  • Fix test_body_motion recovery
  • Dynamically load libudev.so.1 on Linux if udev=yes
  • Fix pops in play() of both spatial audio players
  • Revert AGP to version 4.0.1 as a workaround to https://issuetracker.google.com/issues/171235570 in version 4.1.x
  • Add missing ndkVersion to the library gradle build config.
  • Batching - prevent joining of lightmasked items
  • Avoid function signals in ColorPicker to access the tree when it isn't in the tree
  • Modernize RWLock
  • Modernize Mutex
  • Modernize Semaphore
  • Modernize Thread
  • add null check in MeshInstance::_mesh_changed()
  • Disable engine splash logic on Android; this is now handled by the Android theme api.
  • Modernize atomics
  • Prevent selecting hidden editable children in spatial editor
  • Improved Inspector Sub-Resource Editing
  • Fix empty RIDs in VisualServer.texture_debug_usage()
  • Override ANDROID_NDK_ROOT based on the project ndk version.
  • SCons: Make freetype module a mandatory editor dependency
  • Cylinder support in Godot Physics 3D
  • GLES - fix some sanitizer warnings
  • Add information on bb code enabled
  • Fixed Invalid function bindings Invalid function bindings #46135
  • Fix handling of negative indices in SurfaceTool
  • doc: Fixup RichTextLabel bbcode_enabled note
  • [HTML5] Easier HTML templates, better deinit/cleanup.
  • [HTML5] Better fullscreen, canvas resizing.
  • Multiply vertex lit DirectionalLights by albedo in GLES3
  • Documentation: Correct CanvasItem.draw_string position description. Also add height warnings to Font.get_char_size and Font.get_string_size
  • Improve robustness of atomics
  • Restore needed null check in OS_Unix::execute()
  • [3.2] Fix SceneTreeEditor::update_timer - timeout signal
  • fix file dialog filename cleared when selecting favorites
  • Collision Shape 2D 'Disabled' Visualization Correction
  • Don't allow negative values for OS.delay_usec()/OS.delay_msec()
  • Fix crash when calling connect_nodes_forced with invalid params
  • Prevent distortion filter from introducing NaNs in the audio buffer.
  • Initialize fadeout to false in AudioStreamPlayer
  • Don't fade out after pausing unless stream is running
  • Add documentation for EditorPlugin's build method
  • Implement a new resampling algorithm in AudioStreamPlaybackResampled
  • An update to the dylibloader for older inttypes
  • Add 'AMD' GPU vendor name to PRIME detector
  • Use -latomic when linking whe using clang on Linux
  • Prevent selecting hidden nodes in Canvas Item Editor
  • Draw an outline for 2D debug collision shapes
  • Support for duplication of nested instanced scenes
  • Backport d800329 AudioEffectCapture to 3.2
  • Fixed export var default value in PackedScene when script is not loaded in editor
  • Warn when setting Control size inside ready()
  • Increase the page size for array/dictionary editors to 20
  • improve error message when travel() is called on an AnimationNodeStateMachine when the state machine is not playing
  • Keep Hue value when Saturation or Value is zero
  • Use space indentation for all YAML files in .editorconfig
  • Document that Button doesn't interpret touch input (= no multitouch)
  • Line2D::set_point_position Fail if passed index is out of bounds
  • Label::set_lines_skipped Fail if passed a negative value
  • Document theming a SpinBox's background
  • Add missing semicolons to webxr.eterns.js
  • Remove unused variables from full-size.html
  • [docs] Clarification on theme's get_stylebox
  • Fix "editor/editor_help" shortcut (again)
  • i18n: Sync translations with Weblate
  • Improve PCF13 shadow rendering in GLES2 by using a soft PCF filter
  • fix minor issue in smooth step function's documentation
  • Improve the get_node() error message to be more descriptive
  • CI: Build without debug symbols to reduce cache size
  • SCons: Fix UWP build after Backport of all the multi-threading modernization (3.2) #45618
  • Added sample code to the bsearch_custom function
  • Fix build error in UWP
  • Handle old relative plugin paths
  • Use -latomic when using clang (server platform)
  • Omit some functions in alsa wrapper
  • Make glue generation shutdown more graceful
  • Fix unchecked array access in build_*_planes
  • Update the filtering logic to properly handle directories with .gdignore files.
  • Small class reference update for 3.2.4
  • Expose String contents to the GDScript as PoolByteArray.
  • SCons: Work around compilation issue on Linux ARM64
  • Allow static linking with libatomic using clang
  • SCons: Properly handle overriding default values to bool options
  • GLES2 fix for consistent light ordering with BVH
  • Add additional plugin path checks (3.2) Need for compatibility after Detect plugins recursively (3.2) #45316.
  • Allow CollisionObject to show collision shape meshes
  • Backport the Import Defaults Editor
  • Expose set_environment to GDScript
  • Prevent thread wait on itself for finish
  • Input: Throw error if action doesn't exist
  • Tween: Add null check for target object
  • Improve the MIME source file
  • expose edit_selected in Tree
  • Fixes some inconsistent ISO-639 language codes
  • MeshDataTool::create_from_surface Fail on invalid index data
  • Add logic to record the version of the Godot engine for the Android platform.
  • Update the initialization timeline for the Godot fragment to be more consistent with the previous activity based timeline.
  • Geometry2D::make_atlas Fail is passed invalid rect size
  • Added LocalVector to Visual Studio debugger visualization
  • Revert "Warn when setting Control size inside ready()"
  • Added option in project settings to draw Shape2D outlines
  • Fix Godot returned status code on unexpected error
  • Fix SafeNumeric::conditional_increment() for NO_THREADS
  • remove invalid codeLensProvider value from lsp
  • Update Inspector when changing AudioEffectChorus voice_count
  • Document seamless noise having a lower contrast than non-seamless noise
  • Added GridMap description to get_bake_meshes()
  • Improve the editor HTML template
  • Improve the OS.get_environment()/OS.set_environment() documentation
  • Add descriptive error message when trying to access a dir fails
  • Checking for half_image_size[ x & y ] to be non-negative.
  • Fixes typo in Array::bsearch_custom doc
  • SCons: Fix profile type. It is a string
  • Fix crash when loading a scene containing an uncreatable type
  • If the mouse is held on notification_wm_mouse_exit, do not drop focus
  • [HTML5] Make editor HTML build tag scons4-proof.
  • Fix thread_process_array when NO_THREADS.
  • Save ProjectSettings on editor restart
  • Prevent 'Change Type' on nodes from an instanced scene
  • Fixed issues with slider focus and scroll input
  • [HTML5] Document Engine and EngineConfig (jsdoc).
  • [HTML5] Add jsdoc2rst tool.
  • Update the logic to load Godot Android plugins packaged into the binary.
  • Prevent crash when clicking Mesh in MeshInstance when is scene root
  • Fix invalid missing template error when the Android build template is not installed.
  • Fix crash during drag if user freed the drag preview
  • Fix rounding error in Clip Content
  • Fix jitter in control nodes when using pivot-offset and animating scale
  • Change 2d transform snapping from floor to round
  • Fix out of bounds array access on OS_X11 code
  • LineEdit: Now double click to select a word, and triple click to select all the content
  • Disallow antialiasing for software skinned 2d polys
  • Renaming rendering/2d project settings.
  • Prevent invalid values when resizing window (X11)
  • Properly hide GraphEdit's minimap
  • Fix duplicate check for bone names in FBX import
  • Add generic support to PackedScene.Instance
  • Don't check modified time if file doesn't exist
  • Add set_peer_timeout to NetworkedMultiplayerENet.
  • Fixed bug that caused collision not to be properly reenabled when joint between two bodies is destroyed
  • [Net] Better EOF handling in HTTPRequest.
  • Fix crash in GIProbe::bake
  • Logger: Cache 'flush_stdout_on_print' to improve performance, and works before ProjectSettings starts. ProjectSetting: Now 'application/run/flush_stdout_on_print' requires a restart of the Editor to take effect
  • Fix parsing hexadecimal (lowercase e,f) in shaders
  • Fix some grammar in StyleBoxFlat class docs
  • Added missing returns on error scenarios
  • Clarify Curve.get_closest_point uses baked points.
  • Check before connecting TileMapEditor::settings_changed
  • Properly disable dynamic lights on baked instances.
  • Fix Joint2D/Joint node path reset on scene switch
  • Merge Category and Property fields in the Project Settings
  • [macOS] Add entitlements config and export template dylib signing to the export.
  • Remove incorrect/trivial examples in the ItemList class documentation
  • HTTPRequest: Improve response when disconnecting while downloading
  • add msan sanitizer option for linus/bsd, lsan option for osx
  • Make Camera2D's editor helper code only be compiled on editor builds
  • Make Color::from_hsv use Color::set_hsv
  • Fix crash on HTTPClient::poll method
  • Add size<=0 check in BakedLighmapData._get_user_data()
  • Add null check for NavigationMesh.create_from_mesh()
  • Deselect column only if belongs to deselected item
  • Fix crash trying to destroy an ImageTexture object containing a null texture
  • Mono/macOS: Separate data dir into frameworks and resources for codesigning
  • Improve the BakedLightmap use_hdr documentation
  • Use safer add_theme_constant_override() in MarginContainer code sample
  • Added show_collision property. If true, collision shapes are shown in the editor and at run-time. Requires Visible Collision Shapes to be enabled in the Debug menu, for collision shapes to be visible at run-time.
  • Batching - fix custom MODULATE shader applying modulate twice
  • visual server now sorts based on aabb position
  • Fix a crash when using Input.get_joy_button_index_from_string()
  • fixed particle rotate y flag
  • Revert backport of 2D transform and camera snapping options
  • Fix Camera2D frame delay
  • [HTML5] Preloader fetch, streaming instantiation.
  • [HTML5] Export process writes sizes in template.
  • [HTML5] Rename heapCopy to heapSlice.
  • Link to advanced exports tutorial in the Object class documentation
  • Fix errors and crash with empty ConvexPolygonShape2D
  • Fix errors with invalid CollisionPolygon2D
  • Move cursor shape loading after module loading
  • Mono: Don't use C++17 [[maybe_unused]] to preserve C++14 compatibility
  • [HTML5] Replace XMLHttpRequest with Fetch.
  • [3.2] Improve thread IDs to avoid collisions with threads not created by the Godot API.
  • Tweak shader errors for features only usable in GLES3
  • Remove deprecation warning messages from InterpolatedCamera
  • [3.2] Fix documentation for Vector2/3.sign()
  • Release mouse when SpinBox leaves scene tree
  • Added some checks to prevent accessing a null collider
  • Don't save unchanged script upon closing
  • Link to Godot Contributors Chat instead of IRC
  • Fix crash on cleanup of EditorFileServer
  • SCons: Fix parsing PATH when constructing base environment
  • Improve process logic in Camera2D
  • Various light culling fixes
  • Linux: Fix PRIME detection on Steam
  • [HTML5] Catch audio worklet errors on disconnect.
  • [HTML5] Add PWA support to the editor page.
  • Make the pagination buttons wider in the asset library browser
  • mod: pop-up usability enhancement for support button
  • fix incorrectly connected optimize_dialog signal
  • use collision mask in vehicle raycast
  • Allow to save override.cfg with ProjectSettings
  • i18n: Sync translations with Weblate
  • Update AUTHORS and DONORS list
  • [HTML5] Respect allow_hidpi option during setup
  • Fixes division by zero when 3d body does not have valid shape (3.2 only)
  • SCons: Use default env["ENV"] and prepend PATH to it
  • Fix negative VRAM values
  • Add GLOBAL_DEF_ALIAS and alias for rename of pixel_snap
  • Camera2D: Update scrolls when the Viewport is resized
  • Change default ninepatch mode to scaling
  • Support ninepatch mode in GLES3 shader
  • Revert "Fix flicker in control nodes due to pivot offset"
  • Batching - fix off by one error in light scissoring
  • Batching - fix basis polarity in large fvf
  • Batching - large FVF forces non-hardware transform
  • Batching - more frame diagnose information
  • Batching - use FINAL_MODULATE_ALIAS in shaders
  • [HTML5] Opt-in virtual keyboard support.
  • NoiseTexture: Fix regression in starting thread
  • Fix pinned vertices in SoftBody editor gizmo
  • Fix visibility for GCC
  • Fix Control._edit_set_state crash
  • Fix crashes when manipulating nodes in editor
  • Added Additional Description for PhysicsServer2D->area_create() method.
  • Move caller_id init to Thread constructor to fix UWP build.
  • [HTML5] Properly set canvas size during setup.
  • Fix crash when trying to export zero files.
  • [46188] fix: get unix from datetime when empty dict
  • [HTML5] Drag and drop zip in project manager.
  • Changes to SkeletonIK: * Removed the pointers to PhysicalBone in the code, as they were unused. * Forward ported the SkeletonIK bone scaling fix I made from Godot 3.2 to Godot 4.0. * Fixed issue where the root bone in the IK chain would not rotate correctly. * The issue turned out to be the update_chain function being called in solve. This would override the root bone transform incorrectly and that would cause it not to rotate after just a single solve. Removing the update_chain function fixes the issue and based on my testing there are no adverse effects. * While the old fix on this PR (prior to a force push) required a hack fix, this new fix does not! * Removed the update_chain function. This change doesn't appear to have any adverse effects in any of the projects I tested (including with animations, Skeleton3D or otherwise, from AnimationPlayer nodes!) * Fixed issue where the scale of the Skeleton node would change the position of the target, causing it not to work with skeletons that have a global scale of anything but 1.
  • Batch of lightmapper fixes and minor improvements
  • Fix visibility toggle for baked GridMaps
  • Fix Tree focus border disappears when Border Size is set to 0
  • Relaxes Node naming constraints in glTF documents to match the Editor.
  • Fix Control::_edit_set_state bogus error check
  • C#: Fix StringName leak warnings after generating bindings
  • Update viewport after Polygon2D deselected
  • Bump mbedtls to version 2.16.10.
  • Fix always capitalized properties in sub-inspector
  • Replace malloc's with Godot's memalloc macro
  • Fix hardcoded Maya style navigation pan key modifier
  • Add use_asan option for MSVC to enable AddressSanitizer
  • trims_whitespaces_when_creating_folder_windows
  • Fix Asset Library URL not updating after been changed in editor settings
  • Fix crash on closing empty modified scene
  • clang-format: Fix version number in hook warning
  • Add parameter checkes to FileAccess get_buffer functions
  • Provide additional include paths for custom modules
  • Fix Node can not be reselected
  • fix-EditorSpinSlider-grabber-zoomed-position
  • Check if an input image wasn't Image on several functions in CameraFeed
  • [macOS] Fix "New Window" opening copy of current project instead of Project Manager.
  • [Net] Fix miniupnpc when no interface is specified
  • Fix crash in GLES3 renderer on release builds
  • Fix uninitialized GridMapEditor::node
  • Fix invalid memory usage when modifying locked image
  • Leverage java annotations to simplify the logic used to register the Godot plugin methods.
  • Reset ruler tool when switching tools with shortcuts
  • Check if _edit_set_position and _edit_set_rect was used outside an editor
  • Thread: Re-add pthread_np.h include for FreeBSD/OpenBSD
  • Improve documentation for AtlasTexture
  • Document the valid input range for acos() and atan()
  • Fix AnimationTree editor crash when renaming node
  • i18n: Sync translations with Weblate
  • Bump version to 3.3-rc
  • Fix Cylinder shape collision with margins when using GJK-EPA
  • Disable debug collision shapes in the editor
  • Fix capsule-cylinder collision in godot physics
  • Batching - prevent CPU transform for non-rects using large FVF
  • Mono: Bump Godot.NET.Sdk to 3.3.0
  • miniupnpc: Update to version 2.2.2
  • Added mono_unhandled_exception call to unhandled_exception hook
  • Enable doNotStrip when doing development/debugging within Android Studio
  • Fix bug causing project.godot to be ignored when project.binary is missing
  • Document different unit of measurement for sensor data on iOS and Android
  • Expand bone name possibilities.
  • Allow nullptr with zero length in FileAccess get_buffer
  • Check AnimationNode to update properties
  • Fix crash on calling play() in a uninitialized AnimatedSprite2D
  • Batching - separate single item from large fvf logic
  • [HTML5] Fix bogus Web Editor manifest.
  • Fix onMainRequestPermissionsResult callback for Android plugins.
  • Fix TabContainer _get_tab_width
  • Mono: Fix Android build after Replace malloc's with Godot's memalloc macro #46900
  • 3.2 - Fix Tween.is_active() always true after stop() and then start()
  • Add "Replace existing signature" to the macOS export (enabled by default).
  • Fix spamming errors when SoftBody pinned nodes have no attachment
  • Fix BBCode tables overlap with bottom text
  • Fix AudioEffectCapture buffer length cannot be changed
  • Check for null pointer in get_column_width(0)
  • Tweak the editor splash screen color to better match the default theme
  • GLTF import: Prevent significant numerical errors in keyframe times
  • Fix for regression in SkeletonIK code
  • Prevents incorrect connection attempt on port clicking in GraphEdit, cherry-picked for 3.x
  • Fix GraphEdit reconnecting to disconnected port, cherry-picked for 3.x
  • Fix GraphEdit connects when graph is zoomed/unzoomed, cherry-picked for 3.x
  • Enable zooming graph_edit with scrollwheel, cherry-picked for 3.x
  • [3.3] Fix some angular velocity calculations
  • Batching - add protection against invalid polys
  • Add to software skinning classref note about custom shaders
  • Fix audio player not resetting after wav finishes
  • Allow to not optimize release build
  • Fixes TileMap editor copy bug.
  • [HTML5] Fix editor version numbering.
  • Prevent resizing minimap bigger than GraphEdit (Fix GraphEdit's minimap can be resized to be wider than the view. #47189)
  • FBX Import: Check bone map access for valid cluster target node id
  • [HTML5] Fix loading when mime-type is missing.
  • Add additional index checks to COLLADA importer
  • Tweak the 3D editor grid default to not go below subdivisions of 1 meter
  • Add Root Null Check
  • Fix project icon size in Project Manager
  • Make Animation's SceneTreeDialog filter nodes properly
  • Use unique test projects for each branch
  • Fix PhysicalBone gizmo not showing
  • More detailed documentation for KinematicBody safe collision margin
  • Add mutex protecting script bindings map from getting corrupted
  • [Godot Physics]: Correct typo in moment of inertia calculations.
  • Take resolution into account when setting the max shadow cubemap size
  • Make the expected method calling order in SurfaceTool more explicit
  • FBX Import: Normalize rotation quaternions
  • [HTML5] Logitech Dual Action Gamepad FF/Linux
  • doc: Sync classref with 3.3 version bump
  • Sync controller mappings DB with SDL2 community repo
  • Add a "keep" import mode to keep files as-is and export them.
  • Remove FileSystem dock errors on unimported files
  • Remove now unnecessary ResourceImporterCSV importer
  • Fix transparent editor theme being brighter
  • [HTML5] Clarify editor PWA manifest.json
  • SCons: Don't pass -msse2 to MSVC for Embree
  • [Net] Fix miniupnpc UWP build.
  • Make LSP parser aware of variables in sub-blocks
  • ARVR GDNative enhancements: - add set_interface function - add access to depth buffer - add supplying a depth buffer from an ARVR plugin
  • Fix failure in set_primary_interface when parameter is null
  • Fix ParticlesMaterial spread
  • Control: Expose pass_on_modal_close_click
  • Fix thread_local, tls, ASLR, and DEP with MingW
  • Heightmap collision shape support in Godot Physics
  • Check section existance before getting keys
  • Clarify that get_unix_time() returns seconds
  • class reference proofreading
  • doc: Make all tutorial links point to 3.3 branch of docs
  • Fix draw order of transparent materials with multiple directional lights
  • Add Open Graph metadata to the HTML5 editor
  • Document how to avoid light leaks with GIProbe
  • Add a warning on using directory to access of imported files
  • Change ARVRPositionalTracker to a reference and better expose it to GDNative
  • Fix drawing boxselection on GraphEdit
  • Fix typo 'previus_selected'
  • [macOS] Enable code signing by default, use ad-hoc signature if no identity specified.
  • Windows: Disable ASLR protection w/ MinGW, it breaks Mono
  • fixes GDNative: exporting properties crashes Godot at exit. #46839, ensure library_classes is cleared and free funcs are called
  • [HTML5] Fix Mono builds (old emcc?)
  • [HTML5] Fix WM notifications not being called.
  • i18n: Sync translations with Weblate
  • HTML5: Fix link to documentation on editor template
  • Require editor restart after changing GUI custom theme or font
  • TileMap: Make collision visibility opt-in
  • Fixes editor crash on closing
  • Validate argument in Navigation2D::navpoly_add
  • Fix gdnative config file set as null
  • Make ensure_correct_normals working on GLES2
  • Implement LSP didDeleteFiles to clear diagnostics
  • Fix multimesh being colored by other nodes GLES3
  • Batching - flip normal map polarity for rects
  • Add iOS Apple Pencil pressure
  • BVH - prevent self collisions
  • Make ColorPicker button text and tooltips appear in exported projects
  • Fix crash caused by null parameter passed to CameraServer.add_feed()
  • [HTML5] Disable body_size in fetch.
  • Use double when setting the default step size
  • RichTextLabel: On custom effect change, parse bbcode only if it's enabled and not empty.
  • fix crash on null class in ClassDB.get_property() and set_property()
  • Fixes double free or corruption (!prev) error on exit (GDNative c++) #47607 (forgotten statement in GDNative cleanup)
  • Added missing : in gdscript example.
  • Re-allow playing AnimatedSprite2D without frames
  • i18n: Sync translations with Weblate
  • Update AUTHORS and DONORS list
  • Only cleanup meta data if GDNative library is reloadable and we're about to unload it
  • Add a subtle background to editor scrollbars
  • Expose editor scale to the plugin API
  • [HTML5] Implement WebGL fallback.
  • Make scrollwheel zoom based on mouse position, cherry-picked for 3.x
  • Ensure ConvexPolygonShape support count variable is initialised
  • Check ConvexPolygonShape2D point count before calcuating moment of inertia
  • Check for empty ConcavePolygonShape2D before checking for intersection
  • Fixes on android: - checking for validity of ENV in wrapper classes - fix for access to JavaVM from threads
  • Ensure ConvexPolygonShape support count variable is initialised
  • Check for the use of an empty shape in Bullet Kinematic collisions
  • Sync controller mappings DB with SDL2 community repo
  • Always dynamically allocate PropertyTable
  • doc: Fix markup issues in classref
  • Improve Ambiguous StreamPeerTCP set_no_delay Documentation
  • Check if _direct_state_changed() argument is valid
  • Fix crash on importing empty .fbx file for 3.x
  • Godot 3.x backport: Fix for SkeletonIK not working correctly with 0 interpolation and incorrectly rotating with animation. Now the root bone rotates differently to ensure it always rotates correctly and works with BoneAttachment nodes.
  • fix gltf importer regression from b032067, causing different BoneAttachment names
  • Fix issue causing the response callback to be invoked with the invalid requestCode.
  • Fix 3D selection box size for Spatial
  • fix wrong encoding in uri_encode
  • Fix _File::get_buffer length always set to p_length
  • Fixes Node3D rotation in select mode on macOS
  • Add missing color argument in forward_canvas_draw_over_viewport example.
  • Show a message when trying to zoom farther than the limit
  • Document secure wss:// caveats for WebSocketClient
  • Improve command line --print-fps display
  • Expose edit_node() for editor plugins
  • [3.2] Prevents default values of VSNodeCustom from overriding by a script
  • Batching - store parent items in default batches
  • Batching - prevent applying final modulate on CPU when it is sent in FVF
  • Fix custom boot splash image scaling.
  • Fix crashes with CollisionObject debug shapes
  • Allow warning-ignore in same line
  • Separate set.h from map.h
  • Add buffer orphan / stream options
  • [iOS] Fix for plugin modified time check
  • makerst: Fix generation of overridden properties in child classes
  • Add a tooltip to document performance issues of the Remote scene tree
  • Document overriding project settings that have feature tags
  • Fix docs description for CapsuleMesh::mid_height
  • Update changelog for Godot 3.3
  • fix skeleton (ik) not resetting global_bone_overrides properly
  • Fix issue causing export to fail with "Could not unzip temporary unaligned APK" error and improve command output logging.
  • Fix errors related to joints setup with two non-dynamic bodies
  • Disable the requestLegacyExternalStorage attribute when there are no storage permissions.
  • C#: Fix double casting in wasm m2n trampolines
  • Changed SkeletonIK3D to clear bone overrides when stopping
  • Revert "Fix _File::get_buffer length always set to p_length"
  • Optimize BroadPhase2dHashGrid to not pair elements on different layers
  • Avoid creating joy_names map entries when using Map operator[]
  • Batching - Don't join items with invalid shaders
  • Document how to use a TextureArray
  • CI: Bump BASE_BRANCH from 3.2 to 3.x
  • Object: Make deleted object access raise errors, not warnings
  • Add a welcome dialog to the HTML5 editor
  • ProjectSettingsEditor: Make "Type" OptionButton item ids match corresponding Variant::Type enum values.
  • Fix EditorExportPlugin _export_begin and _export_end functions not being called when exporting UWP
  • Document AStar.get_point_path() not being thread-safe
  • changed description of merge_polygons
  • Document AnimationNodeTimeSeek with clarified usage and code example
  • Print a warning when trying to seek in VideoPlayer
  • Add SkeletonIK function documentation
  • Add an import setting use_legacy_names.
  • Add setting for shadow cubemap max size
  • Improve the Engine.editor_hint property documentation
  • i18n: Sync translations with Weblate
  • Add more items to the changelog for Godot 3.3
  • Bump version to 3.3-stable \o/
  • Bump version to 3.4-beta
  • Tweak lightmapper warning message to mention Rosetta emulation on macOS
  • CPU lightmapper environment energy fixes.
  • embree: Allow building against system library on Linux
  • Fix crash on GDNative API json generator exit.
  • fbx: Fix include for zlib that broke unbundling
  • Add type_traits include for std::is_trivially_destructible
  • lightmapper: Disable build if raycast module can't build
  • Correct pre-deprication warning message regarding linuxbsd/x11 platform
  • Batching - fix number of verts in translation
  • Linux: Don't attempt linking embree3 on non-tools, link it for headless too
  • Improve some argument names for core types
  • Fix Array.max() navigating to @GDScript.max() etc.
  • Android: Fix get_buffer false positive on empty dest buffer
  • NodePath: Remove unimplemented get_parent() method
  • Make randomize() use unix time too
  • Updating KinematicBody2D "is_on" functions' descriptions
  • instance-scene: make parent as edited_scene if no parent selected.
  • Link to Feature tags more explicitly in ProjectSettings documentation
  • Better zeroizing in CryptoKey.
  • Add AESContext.
  • CryptoKey supports public keys.
  • Implement sign and verify in crypto.
  • Implement RSA encryption/decryption.
  • Document AES and new Crypto/CryptoKey functions.
  • Batching - GLES3 fix light pass modulates
  • Fix empty CSGShape error
  • Make LSP update the filesystem of changed scripts
  • Fix LineEdit undo behaves strangely
  • Scene: Remove unused mesh_materials StringNames
  • Strip leading/trailing whitespace for project name in the project manager
  • Main: Default --doctool path to '.' if none given
  • Improve error messages for missing export presets when using --export
  • Fix: Selection Only in Find/Replace now preserves selection
  • Add a menu action to open C++ source on GitHub in the editor debugger
  • Remove current export template version from "Installed Versions"
  • Fix CSGMesh undo not refreshing gizmo
  • Fix AudioServer Crash when bus count equals 0
  • Collapse Resource Preview Properly
  • Allow Godot to import .ZIP files with non-regular structure
  • Tweak error messages for the Save Branch as Scene editor option
  • Fix removal of rect_min_size not triggering resize
  • Core: add EOF check for json parser
  • Move duplicated code into a function
  • Fixes ctrl-click function line centering
  • Add disabled theme icons for CheckBox
  • Save project after opening
  • Display scene file extensions in the editor only if there's ambiguity
  • Allow to drop files on filtered scene tree
  • Allow Center Selection to work without any selection in 2D/3D editors
  • Fix multi-selection doesn't correctly show in the inspector
  • doc: Update classref headers with 3.4 version
  • Initialize some graphedit values in the header
  • Add OpenSimplexNoise output change to changelog
  • Fix skinning initialization in MeshInstance when loaded from thread
  • Create bindings for creating multiple-convex-collision static bodies from gdscript
  • OSX: Clarify min version requirement (10.12) in Info.plist
  • Linux: Remove use_static_cpp override on x86_32
  • [HTML5] Debug HttpServer now runs in web cache subdir.
  • [HTML5] Optional icon generation, use export name for it.
  • [HTML5] HTTP server uses optional SSL.
  • [HTML5] Export as Progressive Web App.
  • [3.x] Fix crashes when using _input functions
  • Update CSGMesh3D's documentation to explain how vertex normals are used
  • SceneTree: Fix type hints for global_menu_action signal
  • CI: Upgrade Emscripten to 2.0.15 (same as official standard builds)
  • doc: Mark LargeTexture as deprecated (removed in 4.0)
  • Document that clearcoat/rim lighting is not visible on unshaded materials
  • [Android] Allow to build dev template with symbols
  • [Android] fix generateDevTemplate
  • Improve SpriteFrames get_animation_loop description
  • Fix area calculation of Face3
  • Allow renaming bones and blendshapes.
  • make 2d constraint solving more deterministic by solving in push order
  • Save resource: implement extension priority
  • allow input echo when changing ui focus
  • Fix joint RID not being passed to _set in PhysicalBone
  • ImproveCompletionPanelPositionInShaderEditor
  • Fix EditorInspector not updating its theme on rare occasions
  • Select non-perfect matches if necessary in the Search Help dialog
  • Warn when creating a script with the same name as the parent class
  • Put physics override parameters in their own group and document that areas can be used to influence audio
  • [Net] Fix socket poll timeout on Windows.
  • Android: Upgrade buildTools from 30.0.1 to 30.0.3
  • Fix CSG Path Polygon cache being removed after connect
  • Tabs: Remove unused 'panel' stylebox from default theme
  • Fixes WebXR problem. Browser.pauseAsyncCallbacks is not a function #48178: WebXR broken when built with Emscripten 2.0.13 or later
  • Core: Drop custom copymem/zeromem defines
  • SCons: Add explicit dependencies on thirdparty code in cloned env
  • Revert "make 2d constraint solving more deterministic by solving in push order"
  • Duplicate DynamicFontData resources in the editor preview generation thread to avoid race condition.
  • Expose get_debug_mesh in Shape to scripting API
  • [HTML5] Fix build for recent emscripten versions.
  • [iOS] Nonnegative start index for virtual keyboard range
  • Document that SceneTree.call_group() is deferred
  • Fix BakedLightmap bias bound check
  • Support for Dynamic BVH as 2D Physics broadphase
  • Allow multiple editor instances to use different ports
  • Add the About dialog to the project manager
  • Add PackedDataContainer data pointer check for non nullable
  • Fix 2d software skinning relative transforms
  • Check PHashTranslation generate p_from is valid
  • [Net] Implement String::parse_url for parsing URLs.
  • Add WebSocketMultiplayerPeer _incoming_packets check bound
  • TileMapEditor::_bucket_fill Check autotile coordinates only if autotile is selected
  • TileMapEditor Modulate autotile previews
  • FileSystem: Force update when we delete a folder from the editor and searching changes only if we change the directory successfully in the scan_fs_changes
  • Add comment highlighting to script thumbnails
  • doc: Sync classref with current source
  • Make posmod use int64_t instead of int
  • doc: Sync classref with Mono build
  • CI: Add --doctool check to find missing classref updates
  • Allow values > 1 for friction and bounce in PhysicsMaterial
  • Fix indent left line selection
  • Style: Remove executable bit from non-runnable files
  • Style: Set clang-format Standard to c++14
  • Style: clang-format: Disable AllowShortIfStatementsOnASingleLine
  • Style: clang-format: Disable AllowShortCaseLabelsOnASingleLine
  • Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocks
  • Style: Replaces uses of 0/NULL by nullptr (C++11)
  • Make it possible to copy the Godot version identifier by clicking it
  • Style: Enforce use of bool literals instead of integers
  • Style: Remove redundant void argument lists
  • Batching fix polygon basis polarity
  • Switch to embree-aarch64
  • Fixed unnecessary bvh tree updates when calling set_pairable
  • Add VIEW_INDEX variable in shader so we know which eye/view we're rendering for
  • Style: Enforce braces around if blocks and loops
  • Fix 3D scene preview generation.
  • Document that File.open_compressed() can only open files saved by Godot
  • Fix crash with user-defined ResourceFormatLoader.load
  • SCons: Disable embree-based modules on x86 (32-bit)
  • Add checks for SSE2 in the lightmap raycaster
  • Update size when updating ScriptCreateDialog
  • Allow selecting multiple files in the editor translation/remap dialogs
  • Force vertex shading in SpatialMaterial when used
  • Only set base in Sprite3D when needed
  • Tweak the built-ins color highlighting in the shader editor
  • Added CPU blendshapes for GLES2
  • Add physical_scancode (keyboard layout independent keycodes) to InputEventKey and InputMap. Fix non-latin keyboard layout keycodes on Linux/X11 (fallback to physical keycodes).
  • [HTML5] Add support for physical_keycode.
  • Fixes the SkeletonIK twisting issue by using the skeleton global pose without overrides
  • Android: Remove non-functional native video OS methods
  • Allow negative contrast values in the editor theme settings
  • Fixed usage of proxy textures on GLES2 sky
  • Move collision layer and mask into CollisionObject.
  • Check input mesh is valid in SurfaceTool methods
  • Extend UndoRedo handling of Resource to every Reference
  • Add animation reset track feature
  • Added ring emitter for 3D particles
  • TileSet: Improve error message for invalid IDs
  • Improve the AudioStreamPlayer(2D/3D) class descriptions
  • [HTML5] Use 64KiB chunk size in JS HTTPClient.
  • Fixed cut/copy/paste visibility
  • Remove extra separator
  • [HTML5] Remove "fixed-size.html".
  • Tweak the setting hint for the custom editor theme setting
  • [HTML5] Fix target_fps when window loses focus.
  • Fix EditorPropertyResource focus outline being drawn behind the preview
  • Document caveats of OS.get_unique_id()
  • TileMap::world_to_map Ensure half offset is added according to the returned value
  • Improve the editor audio preview inspector appearance and functionality
  • Save the current script when adding a new method via signal connection
  • Adds a pressed signal to ButtonGroup
  • Implement the %command% placeholder in the Main Run Args setting
  • Add ctrl+shift+a to instance scene in scenetree dock
  • Fixed bug in tab_container with hidden tabs
  • Save the current script when pressing Ctrl + S if no scene is open
  • fix unintentional object rotation by animation tree
  • Display arrow cursor if text is not editable
  • Fix Tree's background focus outline displaying behind section headings
  • Create CollisionObject debug shapes using VS
  • TileSet: Fix signal disconnect error in some situation
  • Display the old color in ColorPicker for easier comparison
  • Hide the 3D editor selection box when View Gizmos is disabled
  • Implement reverting to the old color when clicking it in ColorPicker
  • fix misaligned loads in bmp loader
  • Fix Ubuntu clang-format version detection in the pre-commit hook
  • Batching - fallback for 2d skinning with unrigged polys.
  • Add the ability to remove project contents from the remove project dialog
  • Check for valid DynamicFontData before duplicate
  • VisualScript: Fix wrongly setting default value on property hint change
  • CI: Update JavaScript linter deps with known security vulnerabilities
  • Fix EditorPropertyEasing capturing drag events originated outside of it
  • text-editor: fix Clicking warning doesn't center around line
  • Handle having no sinks in the PulseAudio driver.
  • Attempt to fix rich text label effects processing even when the node is invisible.
  • Remove plugin from enabled if there's an error
  • Keep custom editor theme when changing editor settings
  • Work on porting HTTPRequest compression to 3.3
  • Manually unpacked normal mapping to fix issue with refraction being offset rather than distorted.
  • SCons: Abort if SCRIPT_AES256_ENCRYPTION_KEY is invalid
  • Fix zip file opening twice
  • Update AUTHORS and DONORS list
  • i18n: Sync translations with Weblate
  • Fixed build with SCRIPT_AES256_ENCRYPTION_KEY set
  • Backport 6f16239 "Implementation of struct for shaders" to 3.4
  • Backport 6b99bda "Added support for arrays as shader struct members" to 3.4
  • Backport bc0e8e7 "Fix using post-init shader array constructors" to 3.4
  • Backport dd0874e "Allow passing varying from fragment to light shader function" to 3.4
  • Fix shader crash if duplicated struct members created
  • Prevents shader crash if passing invalid struct to the return statement
  • Prevents shader crash if two struct with the same name are declared
  • Make all file access 64-bit (uint64_t)
  • Add "Support Godot Development" option to the editor's Help menu
  • Fix Tree::get_column_at_position crash
  • Fix normals of PrismMesh
  • Fix accessing scene tree without checking: MeshInstance3D::create_debug_tangents, GIProbe::bake
  • Fix crash after disabling plugin using set_force_draw_over_forwarding_enabled()
  • Make shortcut for focusing searchbar in filesystem dock
  • FileSystem dock: Fix search shortcut
  • Disable GIProbe emission when disabled on a material
  • added offset for plane mesh and quad mesh
  • Revert "Tweak lightmapper warning message to mention Rosetta emulation on macOS"
  • BitMask::create Don't request more memory than needed when size is a multiply of 8
  • Scroll faster when holding Alt in TextEdit (and script editor)
  • i18n: Sync translations with Weblate
  • Increase the TileSet editor's snap step to 1024
  • Return RID instead of Object id in area-body_shape_entered-exited signals.
  • [HTML5] Fix GDNative compilation with emcc 2.0.19+
  • pywin32 is no longer necessary for SCons install
  • CI: Install Android NDK 21.4.7075529
  • Fix crash when trying to save with no scenes and scripts open
  • Fix Quat includes
  • Fix ragdoll simulation when parent was readded to scene
  • Android: Remove -fno-integrated-as, it can break arm64v8 build
  • Document valid range of Node2D.z_index
  • Backport HMac crypto to 3.x
  • [3.x] Make is_equal_approx have explicit float and double versions
  • Fix typos with codespell
  • Set a minimum size for status panel elements in ScriptCreateDialog
  • [HTML5] Implement Godot <-> JavaScript interface.
  • Fix zip_root not being defined when importing by drag&drop
  • [Doc] Remove reference to UNIX sockets in StreamPeer.
  • Print a warning when importing a repeating NPOT texture in a GLES2 project
  • Remove high radiance sizes from the editor due to issues on specific GPUs
  • Fix crash when using get_available_chars with invalid DynamicFontData
  • Fix XMLParser behavior for comments and premature endings
  • Only allow absolute paths in XDG environment variables
  • Fix swapped front/rear directions in viewport rotation control.
  • When one invalid image fails, it should only fail that single image.
  • Remove #ifdef catering to MSVC 2012 and earlier in math_funcs.h
  • Use global scope round method for rounding
  • gltf: Fail gracefully when a mesh instance fails.
  • Fix incorrect skin deduplication when using named binds
  • Dist: Add macOS entitlements files for editor code signing
  • Tweak highlight color in the editor Find in Files dialog
  • List "Argument" for each extra bind argument in the connect dialog
  • Fix editor crash when exporting profiler data
  • Fix STL to Godot type convertion of polypartition
  • [HTML5] Add easy to use download API.
  • added _change_notify in Control::set_scale to fix iss48936
  • Replace QuickHull with Bullet's convex hull computer.
  • Upgrade Embree to the latest official release.
  • Add symlink API to the DirAccess (on macOS and Linux).
  • Fix crash on debug shapes update if CollisionObject is not in tree
  • [UWP] Add missing get_scansym argument.
  • Tweak pressed CheckBox appearance in the editor
  • SpriteFramesEditorPlugin Added zooming
  • Batching - fix item_batch_flags stale state
  • Scale zoom values in the SpriteFrames editor for hiDPI displays
  • [macOS] Allow "on top" windows to enter full-screen mode.
  • Add GDNative Framework loading and export support.
  • Reset Shader Editor scroll when changing shader
  • Fix duplicate close files when deconstructing ZipArchive
  • Fix doc theme not changing when its hidding
  • SkeletonIK: Fixed issue where bones become detached if multiple SkeletonIK nodes are used
  • Linux: Fix embree unbundling on aarch64
  • Highlight control flow keywords with a different color
  • BVH - fix stale current_tree in deactivate function
  • BVH - thread safety option
  • Return error when decompressing empty buffer
  • Allow basic user data backup on Android
  • Fix logic for showing tilemap debug collision
  • Remove duplicate orientation settings in the iOS export preset
  • Update EditorResourcePreview queue_*() documentation
  • Fix canvas rect bound calculation
  • gltf: Fix mesh nodes which are also bones for 3.x
  • Fixed inspector not updating anchor
  • Fix not updating fonts when parent theme changes
  • Fix UV mapping on CSGSphere
  • [3.x] Fix Camera FOV documentation
  • Backport gltf2 module from master.
  • gltf: Fix mesh nodes which are also bones.
  • ScrollContainer: Expose _ensure_focused_visible to the API Was renamed to ensure_control_visible
  • Added flip_h and flip_v properties in TextureButton
  • OS: Better validation of invalid input for get_unix_time_from_datetime
  • Make GraphNode handle children with EXPAND flag
  • Fix OpenSimplexNoise get_image() swap axes
  • Add support for generating noise images with an offset.
  • The built in function math/seed was missing the sequenceport.
  • Set schemes' build config to debug/release in iOS Xcode export
  • Add iOS export option for device family
  • Add preload() to resource path when holding Ctrl
  • Tweak Camera2D editor line colors for better visibility
  • Improve the audio bus editor appearance
  • Fixed changing enabled classes resetting folding in manage editor features.
  • Bind CanvasItemEditor::_zoom_on_position and CanvasItemEditor::get_state to ClassDB
  • Check cache_parent_physical_bone when rebuilding parent cache
  • Fix Directory::get_space_left() result on macOS and Linux.
  • Check for _language in PluginScript.instance_has
  • Avoid division by zero when calculating inertias for bodies with colliders without areas.
  • Document Resource.duplicate() only copying exported variables' values
  • Wrap description TextEdit of plugin config dialog
  • [Net] Fix HTTPRquest store_buffer error.
  • Fix overflow in export template manager
  • Add separate simulator flag for iOS build, change main library to xcframework. Build and export iOS Mono libs as .xcframeworks, for Apple Silicon iOS simulator support.
  • Fix copying Mono shared libs on macOS
  • C#+iOS: Fix simulator builds
  • C#+iOS: Fix P/Invoke symbols being stripped by the linker
  • C#+iOS: Fixes for games exported with Use Interpreter disabled
  • C#+iOS: Fix crash at exit for passing NULL domain to mono_jit_cleanup
  • i18n: Sync translations with Weblate
  • Uncap the range for gravity and change the slider hints
  • [3.x] Fix visibility issue with zoom label
  • Add support for numeric XML entities to XMLParser
  • Improve the layout and texts of the Editor Feature Profiles dialog
  • Exporting: Android Debug Keystore Warnings
  • TextureRegionEditor Fix not updating on editing region with autoslice cached
  • Fix crash when using ALSA MIDI with PulseAudio
  • Preview the color animation in the animation editor
  • New icons for Gradient and GradientTexture resources
  • [3.x, macOS export] Add notarization support.
  • Document Navigation.get_simple_path() often returning non-optimal results
  • Fix game controllers ignoring the last listed button
  • Add "Normal Map Invert Y" import option for normal maps
  • Readd support for kerning in DynamicFont
  • Rename CollisionObject3D input_event signal position and normal parameters
  • Style: Cleanup uses of double spaces between words
  • Added documentation to some add_*_plugin methods
  • Improve sort_custom() description
  • Rename tabs in the project manager
  • Edit "quit()" method description in SceneTree
  • Don't save built-in script when adding method
  • Update Gradle archiveName and destinationDir properties
  • Don't install Android NDK in CI
  • Fix uninitialized members in physics query results
  • Don't remap resources belonging to instance
  • FileAccess: Don't err in store_buffer with buffer of size 0
  • Allow clang-format 12 in the pre-commit hook
  • Fix VisibilityEnabler to work with AnimationTree
  • Fixed missed IDHandler dependency in GodotFetch
  • Fix RichTextLabel auto-wrapping on CJK
  • Allow more items in automatic width calculation for TextEdit completion
  • Support for 3D sync to physics
  • Support multiple address resolution in DNS requests
  • Fix previous search for built-in-docs
  • [iOS] Option to automatically generate icons and launch screens
  • Expose collider RID in 2D/3D kinematic collision
  • Remove unused AudioDriverAndroid from Android
  • Expose missing Theme methods
  • Fix SceneTreeDock::_selection_changed
  • Add utility methods to Theme, improve error messages and documentation
  • Fix typo in Control's theme icon look-up method
  • Add OS.get_external_data_dir() to get Android external directory
  • Move default values from definition to declaration in GraphEdit
  • Apply infinite inertia checks to Godot physics 3D
  • Add EditorResourcePicker control based on the Inspector editor for Resources
  • Use EditorResourcePicker in the Inspector
  • Document applying VRAM compression setting changes retroactively
  • Implement lossless WebP encoding
  • Improve the console error logging appearance
  • Fix loading RLE compressed TGA files. Fix memory reads outside of input buffer when loading invalid TGA files.
  • Fix vertical slider grabber_area height calculation
  • Fix sub-resource storing the wrong index in cache
  • Revert "[3.x] Fix SceneTreeDock::_selection_changed"
  • Add a soft line length guideline to the script editor
  • Tweak the "Changes may be lost!" text color to match the icon's color
  • Remove the 3D camera gizmo icon
  • Improve the editor feature profiles UX
  • Remove duplicate ERR_PRINTS macro
  • Update AUTHORS and DONORS list
  • i18n: Sync translations with Weblate
  • Style fix in DONORS.md (trailing space)
  • Fix external resource cache regression
  • Remove FIXME comment from fixed issue in Android Export
  • Don't use the abbrevation "Sep." in UI text
  • Handle portrait mode monitors in the automatic editor scale detection
  • Rename "Singleton" to "Global Variable" in the AutoLoad editor
  • Complete documentation for the AudioEffectPitchShift class
  • Improve AudioStreamGenerator and AudioEffectSpectrumAnalyzer documentation
  • Fix out of sync separate distraction-free mode
  • Fix editor constantly redrawing when freelook is active with still camera
  • Make easing properties drawn with anti aliasing
  • Fix json dump and print of circular structure
  • Add the ability to reload the current project
  • Emit button_up signal after setting pressed to false.
  • Improve radio checkboxes in the default editor theme
  • Clarify animation_changed signal
  • Separate version hash from version number in editor and project manager
  • Tweak the physics FPS property hint to only allow reasonable values
  • Allow higher and lower maximum zoom values in GraphEdit
  • fix url parsing with port numbers
  • TextureButton Update min size on any texture change
  • Use "Delete" in FileSystemDock on all platforms
  • Fix duplicate paragraph in ArrayMesh.add_surface_from_arrays() description
  • Fix game camera override tooltips being swapped
  • Validate parameters when adding plugins
  • Fix slow load/save of scenes with many instances of the same script
  • [HTML5] Fix some JS library signature.
  • [HTML5] Fix JS build without eval.
  • Add LSApplicationCategoryType to the template and export dialog.
  • [HTML5] Update eslint and jsdoc dependencies.
  • Remove trailing slash from recent dir if needed
  • Save binary ProjectSettings key length properly
  • ERR_FAIL_NULL check file access
  • [Net] ENet non-relaying server now process broadcasts.
  • Fix GridMap still drawing when Alt+Tabbing
  • Decrease the editor FPS limit when unfocused from 20 to 10
  • Add a "save on focus loss" editor setting (disabled by default)
  • Ignore disabled shapes for mass property calculations
  • [3.x] Fix C# bindings generator for default value types
  • Remove duplicate WARN_PRINTS macro
  • [3.x] Add Quat angle_to method
  • Add custom debug shape thickness and color options to RayCast
  • Tweak CylinderMesh rings property hint to allow a value of 0
  • Use double-sided material for RayCast
  • Expose OS data directory getter methods
  • Refactor Theme item management in the theme editor
  • Overhaul the theme editor and improve user experience
  • Add support for contrast-adaptive sharpening in 3D (GLES3 only)
  • Make relationship lines draw on top of TreeItems
  • [iOS] Support multiple plist types
  • Clear glErrors instead of crashing when initializing GLES3
  • Add support for custom debug keystore.
  • Support for disabling physics on SoftBody
  • Fix and clean disabled shapes handling in godot physics servers
  • Tweak script export text in the export dialog to be more explicit
  • Print time taken and request attention when lightmaps are done baking
  • Fix flipped binormal in SpatialMaterial triplanar mapping
  • Prevent setting too big or too small Collision Mask and Layer
  • Add GDNative libraries to Android custom Gradle builds
  • Improve nine patch behavior of TextureProgressBar
  • Allow selecting frames by holding down the mouse in SpriteFrames editor
  • Add keyboard shortcuts to the project manager
  • Fixes missing descriptions in search window of visualscript
  • Add "Suggest a Feature" to the help dialog.
  • UWP: Keep upstream names for capabilities preset settings to avoid mismatch
  • Translate file path to URI on LSP symbol requests
  • AnimationMultiTrackKeyEdit Allow editing easing if it's possible for all edited tracks
  • Fix export var override in PackedScene at runtime
  • Remove side effects of scene save
  • Add adb output to error message when install fails
  • Improve descriptions for ProjectSettings' disable_stdout/disable_stderr
  • [macOS] Fix custom mouse cursor not set after mouse mode change.
  • Remove early return from gizmo intersect_ray
  • Allow a top and bottom radius equal to 0 in CylinderMesh
  • Update config versions and deprecate the use of the jcenter maven repo.
  • Strip query string when parsing HTTP request line for path
  • Use Ctrl + G to toggle the 3D editor grid visibility by default
  • Validate image formats, check if resize_to_po2 failed
  • [HTML5] Add option to focus canvas on start.
  • Amend Label.clip_text() Method Description
  • Validates the p_format parameter in Image::create functions.
  • [Net] Fix WebSocketClient path parsing.
  • [Net] Add WebSocketServer handshake_timeout property.
  • Fix GraphNode port position when the control has the Expand flag
  • [Windows Export] Use temporary file for osslsigncode signing.
  • Update File.store_var description to mention which properties of an object are included.
  • Use unused from in local vector find function.
  • i18n: Sync translations with Weblate
  • VisualScriptEditor Fix in graph position calculation (do not skip zoom)
  • Document debanding being broken on mobile
  • Remove redundant interface modifiers from Android Java code
  • Remove unused imports from Android Java code
  • Expose body_test_motion in 3D physics server
  • Replace single method anonymous classes with lambdas in Godot Java code
  • Most recently added current Camera2D takes precedence
  • Decrease opacity of the overdraw debug draw mode
  • fix lightmap cpu crashes
  • Add soft shadows to the CPU lightmapper
  • Remove unused PhysicsShapeQueryResult & Physics2DShapeQueryResult
  • Enable Camera2D smoothing on limit change
  • LocalVector: Don't error if from >= count
  • Script editor: Rename 'Clone Down' to 'Duplicate Selection'
  • Tweak the 2D game camera override tooltips to match 3D
  • Fix unchecked call to put() warning in GodotInputHandler.java
  • Android: Add isGame application attribute, default to true
  • Fix GridMap erase Octans
  • Add get_dead_zone() method to InputMap
  • Remove unnecessary semicolons from Android Java code
  • Use Java array declarations not C-style declarations in Android Java code
  • Fix raw use of parameterized Class
  • Use StringBuilder instead StringBuffer in Godot Java code
  • Remove redundant explicit types in Godot Java code
  • Make invisible SplitContainer nodes correctly calculate the minimal size of its children
  • Support single quote when dropping files to script
  • [Crypto] Delete mbedtls ctx in deconstructor.
  • Add icons for more file types in the editor asset installer
  • NodePath properly updated in the editor in more cases
  • Coding style fix in editor NodePath update
  • Allow using the 3D editor's View menu while previewing a camera
  • Remove unused code related to Travis CI
  • Add numpad emulation in 3D viewport
  • Use static inner classes in Godot Java code
  • Replace backslash with forward slash in OS_Windows path methods
  • Fix Variant tags parsing.
  • Windows error logs directed to stderr
  • Fix gdnative api generation for methods that return enums
  • Change search results limit in FileSystem dock from 128 to 10000
  • Improve error reporting in WebSocketServer
  • Add multiple descriptions to several classes
  • Add AcceptDialog::remove_button method
  • Remove Android onKeyMultiple override
  • Queue the calls to GodotLib.key when Android virtual done is pressed
  • Use the Unicode multiplication symbol for the viewport size display
  • Android: Fix xr_mode_metadata_name removal after cd64bcd
  • Android: Fix syntax error in Android: Fix xr_mode_metadata_name removal after cd64bcdae #50227
  • Android: Fix truncated application attributes after Android: Add isGame application attribute, default to true #50028 cherry-pick
  • Allow to create a node at specific position
  • Fix typo in Bullet method name: "collisin" -> "collision"
  • Add cache to color picker for presets
  • FileDialog: Fix capitalization for overwrite prompt
  • Add precision to view_index
  • fix 3D scene not rendered on GLES3 HTML5 export
  • Added signed_angle_to for Vector3
  • Optimize NodePath update when renaming or deleting nodes in the editor
  • Options to clean/simplify convex hull generated from mesh
  • Add a method to set the number of physics solver iterations in 3D
  • [macOS, Mono] Automatically enable JIT entitlements for the Mono exports.
  • Added minimum scale for node 2D
  • Added 'Select Current' option when user is prompted to select main scene after clicking play
  • Make EditorVCSInterface proxy functions virtual in C++
  • Avoid using a nullptr root in Tree._range_click_timeout().
  • LineEdit: Respect max_length by truncating text to append
  • [HTML5] Fix JavaScript string parsing with new interface.
  • Tweak the GradientTexture property hint to follow CurveTexture
  • Add elapsed time print statement to build system
  • Add method description to PopupMenu
  • Implement didClose notification in LSP
  • Make makerst.py create folders automatically, print a message when done
  • Fix doc description of HTTPClient::request
  • Handle Z_BUF_ERROR in decompress_dynamic
  • Fix unicode invalid skip error in AssetLib
  • Explicit error message when setting active a Viewport that is already active.
  • Set minimum size for "Version Control" diff bottom panel
  • Fix memfree parameter name
  • Merge similar editor strings
  • String::format leave passed values untouched
  • Fixes BlendSpace2D BLEND_MODE_DISCRETE_CARRY. When BlendSpace2D switches animations, it will now correctly calculate the previous animation position and length and apply is to the new animation.
  • Automatically display the installer after downloading an asset
  • Let thread func have optional parameter
  • Fix decompression with FastLZ when buffer size is less than 16 bytes
  • i18n: Sync translations with Weblate
  • Update AUTHORS and DONORS list
  • Fix casing of the "to" stop word in editor strings
  • Revert "Fix gdnative api generation for methods that return enums"
  • [HTML5] Raise default initial memory to 32 MiB.
  • Add frame delta smoothing option
  • Add missing graphnode setters. Documentation Updates.
  • Portal occlusion culling
  • Fixes 50428, added missing checks for image lock
  • SCons: Generate header with info on which modules are enabled
  • Use modules_enabled.gen.h to improve inter dependency checks
  • Add env.Depends to modules_enabled.gen.h generator
  • RoomManager: Fix build with CSG module disabled
  • Portals - Add configuration warnings for nodes
  • Fix color properties of particle nodes/material
  • Fixes move_to_trash() on Linux Fixes OS move_to_trash() on Linux is not compliant with the Freedesktop specification #42840 OS move_to_trash() on Linux is not compliant with the Freedesktop specification
  • [iOS] Fix plugin configuration loading
  • Document remaining Visual Script classes
  • Add set_pressed_no_signal method to BaseButton
  • Node::add_child Check for cyclic dependency
  • Fixing 2D moving platform logic
  • [3.x] Fix valign with stylebox borders
  • Portals - fix autolink sprawling, refine logs
  • Improve 2D editor zoom logic
  • [3.x] Update Tree when modified
  • Automatically focus the Search field when displaying asset library
  • Improve scrolling actions in the animation track editor
  • Tweak Light property hints for greater flexibility
  • Prevent accidental drags by adding drag distance threshold
  • Add shift + [1-5] keyboard shortcuts to zoom out
  • Fix control picker in the Theme editor
  • Make zoom limits and step adjustable in GraphEdit
  • Make several actions in the Inspector dock more obvious
  • Improve the UI/UX of the Export Template Manager dialog
  • Improve the shader error console output
  • VCS: Allow to stage and commit all files with Ctrl + Enter
  • Implement LSP didSave notify and rename request
  • Fix duplicate selection in SceneTree
  • Clear the theme type filter/name on each dialog popup
  • Add viewport preview plugin and refactor TextureEditorPlugin
  • Fix move_and_collide causing sliding on slopes
  • More accurate unsafe motion calculation * Safe and unsafe motion are calculated by dichotomy with a limited number of steps. It's good for performance, but on long motions that either collide near the beginning or near the end, the result can be very imprecise. * Now a factor 0.25 or 0.75 is used to converge faster when this case happens, which allows longer motions to get more accurate collision detection. * Makes snap collision more precise, and helps with cases where diagonal collision on the border of a platform can lead to the character being stuck.
  • Backport filesystem dock sorting to 3.x
  • Implemented the ability to add shortcut for Project -> Reload Current Project.
  • Split Vertex Position and Attribute Streams
  • [3.x] Allow reading shaders from .gdshader files
  • Improve add item type UI in theme editor
  • Add Engine.print_error_messages property to disable printing errors
  • Mono: Remove info dialog discouraging use in production
  • Do not update scene tree dock when node edited outside of it
  • Added Node name to print() when printing Nodes.
  • Addes ability to load build sources from file.
  • [HTML5] Add 2 controllers to the godot database.
  • Fix "IDHandler.get_prop is not a function" error when calling some methods on WebRTCDataChannel
  • Improve tooltips in the editor profiler to mention the script name
  • Minor enhancements for the resource options button
  • Add scaling to the curve editor's handles
  • MultiplayerAPI is_network_server Fails Silently
  • SCons: Avoid using Python f-string to preserve Python 3.5 compat
  • Fix missing locale names
  • Calculate __focus_rect when TreeItem is focused
  • mbedtls: Update to upstream version 2.16.11
  • Sync controller mappings DB with SDL2 community repo
  • Portals - Add the ability to autoplace static objects
  • Fix Illegible text in audio bus editor 3.x
  • Add the ability to reorder arrays from the inspector
  • Portals - lift roomlist restrictions and fix link bug
  • Fix array reorder methods not being bound
  • Display the class name in the description
  • Add get_buffered_amount() to WebRTCDataChannel
  • Disable resource optimizations for release builds as it breaks the legacy build system.
  • Allow dropping custom node scripts in VisualScript editor
  • Assign value to property by dropping to scene tree
  • Update GDNative API version for changes from Add get_buffered_amount() to WebRTCDataChannel (Godot 3.x) #50659
  • Expose visual script custom node type hints
  • Calculate instance depth after shadow calculation in VisualServer
  • Combined the DOF far and DOF near passes
  • Backport RootMotionView icon from the master branch
  • Backport latest varying fixes to 3.x
  • Add option to sync frame delta after draw
  • Improve and streamline VisualScriptFuncNodes Call Set Get
  • Portals - fix adding statics twice
  • Fix TexturePreview crashing
  • Revert "Fix duplicate selection in SceneTree (3.x)"
  • Portals - Config warning for Rooms with too many planes
  • Don't set metadata_label font if it doesn't exist
  • Fix UndoRedo crash when clearing history
  • Fix Change Node Type after Add Node Here
  • Fix hidden seperators when horizontal frames is 1
  • Document the RootMotionView class
  • Fix grammar in MultiMesh documentation.
  • Improve documentation for GDScript constants
  • Fix msec documentation description typo
  • Fix miscellaneous doc typos and inconsistencies
  • Clarify the purpose of the default asset library URLs in the editor
  • Fix doc typos
  • [3.x] Add raw strength value for internal use
  • [3.x] Allow getting Input axis/vector values from multiple actions
  • Allow for easier editing of rect CollisionShape2D
  • Only print message about lightmap baking if it took at least 1 second
  • Fix LSP SymbolKind reporting wrong types
  • [3.x] Add a simple C# .editorconfig
  • Add a property to control the bounce indirect energy in BakedLightmap
  • Add shortcut to toggle the 3D editor's camera preview
  • Expose an ImportOrder enum in ResourceImporter
  • Add a tooltip for Inclusive and Self in the editor profiler
  • Improve select tool's tooltip - Makes tips clearer and more consistent. - Removes outdated "shift+v" that doesn't work - Adds Ctrl+RMB for adding nodes at position - Removes tip for non-existent Alt+Drag in 3D select tool
  • Fix typo in CollisionObject documentation
  • Fix documentation in StringExtensions
  • Add documentation to Array in C#
  • Change "Add Preload Node" action to "Add Node(s)"
  • Remove unnecessary 'pass' statement
  • Document caveats with Control's mouse_entered/mouse_exited signals
  • [macOS] Add "debugging" (get-task-allow) to the export options, to allow using native debugger.
  • Fix selection of spaced atlas tile when using priority
  • Backport latest varying fixes to 3.x (2)
  • [3.x] Implemented global const array to shaders
  • Revert "Fix Illegible text in audio bus editor 3.x"
  • i18n: Sync translations with Weblate
  • Allow multiple collision direction at the same time
  • Portals - Gizmo colors added to editor settings
  • Fix crash when executing PopupMenu.new()._submenu_timeout()
  • Removing bounding box calculations from 3D scene drag and drop and collide against physics rather than visual geometry.
  • Use Array.Empty instead of allocating a every time
  • Ignore paths with invalid chars in PathWhich
  • Add check to internal methods to prevent crash
  • Removed Redundant assignement of name inside configure_joypad function
  • Portals - Fix default portal margin loading
  • Fix custom build export
  • Fix varying usage in custom functions [3.x]
  • Fix CSGSphere3D mesh creation
  • Improve the 3D editor manipulation gizmo
  • Document Image.save_exr() only being available in editor builds
  • Improve MeshInstance3D UV preview in the editor
  • Portals - fix autolink portals to detect internal
  • Portals - add autoplace priority setting to CullInstance
  • Use bullet points in the editor instead of dashes where relevant
  • Set p_raw_strength in action_match methods
  • Portals - Fix sending portal margins to VisualServer
  • Portals - Fix CSG updates on room conversion
  • Fix a crash when trying to load a WebP StreamTexture
  • Portals - fix gizmo margin scaling
  • [3.x] Fix building with the FreeType module disabled
  • Allow checking for exact matches with Action events.
  • Octahedral Normal/Tangent Compression
  • Refactor layer property editor grid
  • Highlight context menu items at the top of the 2D/3D viewports
  • Ensure node's area tree signals are disconnected when clearing monitoring, even if nodes are no longer in the tree.
  • Portals - disable frustum culling gizmos with preview camera
  • Make action names translatable
  • Put multiple colons back into translated strings
  • Fix theming in the audio bus editor
  • Link to the Random number generation tutorial in RandomNumberGenerator
  • Websocket peer outbound buffer fixes. Expose outbound buffered amount.
  • Windows: Fix build with SCons 4.2.0
  • Profiling - fix frame_time measurement
  • Make progress and errors translatable when exporting to Android
  • Portals - Improve UI and add shortcuts
  • Portals - Remove node naming restrictions
  • Portals - change import naming convention to postfix
  • Use Command+Drag in EditSpinSlider on macOS
  • Add Script::inherits_script()
  • Implement CSharpScript::inherits_script()
  • Portals - Fix UI default
  • C#+iOS: Cache AOT compilater output
  • Implement inherits_script() for NativeScript and PluginScript
  • Rationalize property reversion
  • Delete the node in AnimationTreePlayer.remove_node
  • Fix NetworkedMultiplayerENet client memory leak
  • Astar::get_available_point_id Start from 0
  • Improve the 2D editor ruler display
  • Fixed Camera2D's reset_smoothing() does not work as described
  • Hide open doc button when not inspecting anything
  • Use allowEmpty parameter in Split
  • Remove colon from column titles
  • Make some small tweaks to the MIME info
  • Properly tag project files as a subclass of plain text in the MIME info
  • Make curve interpolate crash less.
  • In glTF2 animations, log spam less when running.
  • glTF2 fallback load PNG and JPG
  • [Net] Fix Marshalls infinite recursion crash.
  • Do nothing when dragging CSGBox handle perpendicular to the camera
  • Make "Find in Files" searches ignore directories with .gdignore files in them
  • VariantParser: Fix uninitialized ResourceParser funcs
  • Fix thread start with no user data when target has no default argument
  • Fix crash on doc dragging in script list panel
  • Prevent warning spam to console when dragging a CanvasItem in container
  • Dependency editor: Edit message about move to trash
  • Validates VisualScript.add_node input node
  • Grammar fix.
  • Fix forward calculation in PathFollow3D for the position at the end of the curve
  • Name nodes added from drag & drop by name_casing
  • Print a warning when the engine is started as root/superuser
  • Make the "View" menu in 3D view toolbar stay open when selecting a checkbox
  • TabContainer Fix moving dropped tab at incorrect child index
  • Add script to make source tarball with .git/HEAD
  • Allow overriding VERSION_STATUS with GODOT_VERSION_STATUS in env
  • doc: Use self-closing tags for return and argument
  • makerst: use link titles for external tutorials
  • [3.x] Prevents some warnings from appearing in visual scripts
  • i18n: Sync translations with Weblate
  • i18n: Sync template with current 3.x codebase
  • [Net] Fix IP address resolution incorrectly locking the main thread.
  • Improve ConfigFile example
  • Cache EditorResourcePicker's allowed types
  • Fix various i18n failures
  • Fix the editor theme application for the Mono build log
  • Disable save button when Inspector is not editing anything
  • Make theme item overrides more obvious in the Inspector
  • Improve user communications in the theme editor
  • Fix GodotPhysics solver with kinematic body set to report contacts
  • Minor improvements to the view rotation gizmo
  • Fix Bugs w/ Octahedral Compression Implementation
  • Portals - fix recursive loop looking out from internal rooms
  • Portals - rooms_set_active needs Editor check
  • Portals - fix showing debug collision shapes
  • Revert "Combined the DOF far and DOF near passes"
  • Simplify C# print methods
  • SCons: Fix info message when defining GODOT_VERSION_STATUS
  • Point at software OpenGL when OpenGL fails to initialize on X11
  • Portals - add gizmo handles for editing portals and rooms
  • Add documentation to Dictionary in C#
  • Reduce C# Dictionary internal calls
  • Change the editor update spinner color when updating continuously
  • Improve documentation and simplifies code for File::get_csv_line()
  • Fix LSP parsing get_node only from the scene root
  • Revert "Implement a new resampling algorithm in AudioStreamPlaybackResampled"
  • Fix Godot's cubic resampling algorithm
  • Mono: Remove diagnostics incompatible with 3.x codebase
  • Fix 'script_class' null access when reloading a deleted C# script
  • OS: Fix used resource debug prints
  • Add theme item descriptions to the online documentation
  • TileMap Fix trying to get data for tile not existing in attached TileSet
  • Improve the inspector plugin documentation and remove a confusing statement
  • Fix LSP completion crashing on sceneless scripts
  • Improve Control's theme item methods documentation
  • [iOS] Use platform generated api to initialize iOS plugins
  • Ensure MSBuildPanel buttons are instantiated
  • Minor visual improvements to the viewport rotation gizmo (again)
  • Fix Transform::xform(Plane) functions, add Transform unit tests
  • Fix Path3D initial forward calculation
  • Portals - improve PVS tracing
  • Align Vertex Buffer to 4 Bytes
  • Improve input event accumulation
  • Add input buffering framework
  • Add project setting for agile input event flushing
  • Switch to input buffering on Android
  • Portals - Fix secondary PVS bug
  • Portals - fix autolinking to internal rooms
  • Portals - fix crash when logging link room names
  • Portals - add support for Sprite3D
  • [3.x] Fix a default shader specular render mode to (SCHLICK_GGX)
  • Portals - fix PVS generation and move settings
  • Add horizon specular occlusion
  • [Net] Add "dtls_hostname" property to ENet.
  • Clamp negative colors regardless of the tonemapper to avoid artifacts
  • Fix applied rotation from moving platforms in move_and_slide
  • Fix 3D moving platform logic
  • Make blinn and phong specular use full pbr
  • Allow unclamped colors in Sprite3D
  • Fixup doc formatting after Add support for contrast-adaptive sharpening in 3D (3.x, GLES3 only) #47416
  • Quickhull - reduce warning spam and make hideable
  • Delta smoothing - fix overflow for long frames
  • Improve NavigationMesh typing, parameter validation and documentation
  • Enable range coder compression by default in NetworkedMultiplayerENet
  • Fix multiple issues with CSGPolygon
  • Fix regressions caused by recent particle spread refactor
  • Fix loading mipmaps, if the mipmap levels have different formats.
  • Fix regression by allowing multiple collision direction
  • Fix CPU Particles spread
  • Removed the alteration of status.hovering during Focus Enter and Focus Exit events.
  • SCons: Disable Clang -Wordered-compare-function-pointers warning
  • SCons: Add method to detect Emscripten and use it for warnings config
  • HTML5: Fix a couple warnings
  • Fix vertical scroll/zoom for precision touchpad
  • Allow using the mouse wheel to navigate scene tabs
  • Redraw on item list custom bg/fg colour change
  • Fix Unicode URL link tags to render correctly.
  • Fix logic to allow default null thread argument
  • Continue when glTF2 lights fail to parse.
  • Make property description in the animation editor actually show it
  • automatically detect BSDs as platform=linuxbsd
  • Fix Windows platform file access
  • FileAccessWindows: Add missing share.h include
  • Fix incorrect position of the created VisualShader nodes on zoomed graph
  • Fix shader crash when using varying array in fragment->light context
  • Allow using more assignment operators on matrixes in shaders
  • Docs: Add warnings about no SSL/(D)TLS revocation
  • Update bundled Mozilla X.509 CA root certificates
  • Triple click in text editor now uses last mouse position for validity
  • Fixes crash when AnimationPlayer reset on save
  • Focus the scene tree dock after hitting one of the "Create Root Node:" buttons
  • doc: Add documentation for JSONRPC class
  • Resource: Remove unused _use_builtin_script() virtual method
  • Remove unused swap template.
  • i18n: Sync translations with Weblate
  • doc: Point URLs to 3.4 version of the online docs
  • Skip rendering of lights with zero size
  • Add Anisotropic Filtering option for TextureArrays
  • Update external texture flag configuration.
  • StyleBox fake AA improvements (aa_size float property)
  • Use SafeNumeric for Android JNI step
  • Resolve issue where the Godot app remains stuck when resuming.
  • Add support for prompting the user to retain app data on uninstall.
  • [3.x] Fix shader crash when using local var with the same name as varying
  • Fix incorrect descriptions for EditorFileSystem's get_file_type()
  • Don't save project on startup in headless or no-window mode
  • Update AUTHORS and DONORS list
  • Allow dropping property path into script editor
  • Fix i18n of 3D view name
  • Portals - Fix cull roaming through multiple portals
  • fixed rotate y flag causing the position to reset
  • [3.x] Fix "Property not found: editor/node_naming/name_casing"
  • fixes External script editing does not trigger reload of running game #10946, auto-reload with external editor

YuriSizov and others added 30 commits July 31, 2021 20:18
…s-colors-3.x

[3.x] Fix theming in the audio bus editor
…s-3x

[3.x] Make action names translatable
…n-back-in-3.x

[3.x] Put multiple colons back into translated strings
This was done in `master` already, but not in `3.x`.
(cherry picked from commit c191cfb)
When the `sync_after_draw` feature was on it was possible for the profiler's frame_time measurement to be incorrect. This fixes this problem by storing the raw measured time for use by the profiler.
3.x WebsocketPeer outbound buffer fixes and buffer size query
[3.4] Profiling - fix frame_time measurement
…ort-3x

[3.x] Make progress and errors translatable when exporting to Android
This PR makes the 'convert rooms' button permanently on the toolbar and accessible whichever node is selected, so you can convert rooms without having to select the RoomManager first.

It also adds a togglable item 'view portal culling' to the 'View' menu which is a simple way of setting the RoomManager 'active' setting without the RoomManager being the selected node.

Both of these have keyboard shortcuts, which should make it much faster to reconvert rooms and edit.

In addition there the string in the 'Perspective' Listbox is modified to show [portals active] when portal culling is operational, for visual feedback. This is updated when you change modes, and when the rooms are invalidated.
The use of special prefixes is only actually required during the import phase - the first conversion of rooms, roomgroups, and portals from Spatials and MeshInstances (based on the workflow of importing from blender).

Once converted to the native Godot nodes there is no longer a need for the naming requirements.

This PR removes the requirements except for the import. Manual portal linking after the initial conversion is now done exclusively using the `linked_room` nodepath property of the Portal.
In response to user demand, the naming convention for importing levels from blender etc is changed from prefixes `Room_` and `Portal_` to postfixes `-room`, `-roomgroup`, `-portal`.
…it-3.x

[3.x] VCS: Allow to stage and commit all files with Ctrl + Enter
[3.x] Use Command+Drag in EditSpinSlider on macOS
Partial cherry-pick of 5d4dc2d.

Co-authored-by: Juan Linietsky <reduzio@gmail.com>
I had forgotten to add a call to update_portal_tools() at the end of the SpatialEditor constructors. This ensures that the portal UI is off by default in normal use without portals.
Implemented some basic caching to avoid unnecessary AOT compilation
of unchanged assemblies that were already compiled previously.
This reduces iOS export times considerably for subsequent builds
since many dependencies never change, such as framework assemblies
and the Godot bindings.

The AOT compiler asm output and object files are now placed in
`res://.mono/temp/obj/<CONFIG>/godot-aot-cache/` instead of a
temporary directory.
@yjh0502 yjh0502 requested review from a team as code owners August 16, 2021 09:16
@yjh0502 yjh0502 closed this Aug 16, 2021
@yjh0502 yjh0502 deleted the ext-reload branch August 16, 2021 09:17
@yjh0502 yjh0502 restored the ext-reload branch August 16, 2021 09:18
@YeldhamDev YeldhamDev removed request for a team August 16, 2021 12:14
@Calinou
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Calinou commented Aug 16, 2021

Superseded by #51729.

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