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Cherry-picks for the 3.2 branch (future 3.2.4) - 14th batch #44795

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merged 45 commits into from
Dec 29, 2020

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Chaosus and others added 30 commits December 29, 2020 13:49
…dition ' det == 0 ' is true.)

Fixes: godotengine#41873
(cherry picked from commit aba4773)
Alternative to `_change_notify()` to be called from within C++ classes.

Achieves low-level consistency with scripting, where this method is
exposed for updating the editor (inspector) with new values.

(cherry picked from commit 9aa06c3)
They didn't show up at all in the rendered PNG, but were pretty annoying when working with Gobot face on Inkscape

(cherry picked from commit 17b9cb2)
…code

The code we had for PVRTexTool doesn't work as it's not compatible with current
PVRTexTool CLI options, and likely hasn't been for years.

Instead, we have our own vendored pvrtccompressor thirdparty library which all
users have thus de-facto been using. This commit moves the compress code to
`modules/pvr` where it belongs.

There's no proper compress function for PVRTC 2-bit format, that's a bug that
will need to be fixed (currently it's compressed as 4-bit format even if you
use Image::FORMAT_PVRTC2).

Fixes godotengine#28669.

(cherry picked from commit 1a31274)
See godotengine#36285 which mistakenly added documentation for the whole C++ API, while
some of it is meant to be and stay private as it's not exposed to scripts.
The access modifiers and method prefix were not used properly.

Cleanup code, and rename wrong `group_name` parameters to `method`, as it's a
method name which is being broadcast.

This is a very old class from pre-open source days, chances are that it was
just forgotten and not meant to be kept as is and undocumented.

(cherry picked from commit 79ba70f)
Should NEVER be used for precise time computations since its return
values are not guaranteed to be monotonic.

(cherry picked from commit 49741d9)
(cherry picked from commit 4fd2001)
This is needed with newer Mono versions, at least with Mono 6.12+

Depends on the following commit from our build scripts:
godotengine/godot-mono-builds@9d75cff

(cherry picked from commit b98e8b1)
- Brighten gizmos when highlighted to make the difference between a
  non-highlighted and a highlighted gizmo more visible.
- Tweak the manipulator gizmo size property hint.

(cherry picked from commit 8522ac7)
This can be used in server builds for journalctl compatibility.

(cherry picked from commit 341b9cf)
Otherwise we can get situations where platform-specific opts with the same name
can override each other depending on the order at which platforms are parsed,
as was the case with `use_static_cpp` in Linux/Windows.

Fixes godotengine#44304.

This also has the added benefit that the `scons --help` output will now only
include the options which are relevant for the selected (or detected) platform.

(cherry picked from commit 0f84d8d)
Fixes a pre-existing bug that godotengine#44433 exposed.

It's pretty hacky, but we use `platform` in `env` both as an optional command
line option (instead it can be autodetected, or passed via the `p` alias, and
on Linux it might be overridden if you pass one of the convenience alias
values), and as the reference value for what platform we're building on.

Thus we override `env_base["platform"]` with the autodetected or validated
platform, but any call to `opts.Update(env_base)` overrides it with the
original command line option... causing e.g. godotengine#44448.

The proper fix would be to refactor all this so that we don't reuse
`env["platform"]` for platform detection (it could instead be e.g.
`env.platform` as a member variable which holds the validated value),
but for now I'm tapering over the immediate breakage.

Fixes godotengine#44448 and other breakages induced by godotengine#44433.

(cherry picked from commit 8f66039)
(cherry picked from commit 718227d)
The blue accent color is now used, which matches the default editor
accent color.

It doesn't change to match the currently configured accent color
automatically, but doing so would require modifying the CheckButton
class a lot for little benefit.

(cherry picked from commit 114c1a7)
m4gr3d and others added 15 commits December 29, 2020 16:02
The call was made on a `Godot` instance instead of an `Activity` instance.

(cherry picked from commit 2d492ff)
Body transforms from physics are used to setup the joint and they are
only updated before the physics step by default.

Without forcing the transform update, joints could use a previous
position if the body's position was set after it was added to the scene.

3D physics is not affected by this issue.

(cherry picked from commit 11bee25)
The logo can no longer overflow the viewport.

(cherry picked from commit d802249)
(cherry picked from commit 24a6aac)
(cherry picked from commit 63456bd)
A restart is required to apply the setting change.

(cherry picked from commit 8221037)
@akien-mga akien-mga added this to the 3.2 milestone Dec 29, 2020
@akien-mga akien-mga merged commit 541bc18 into godotengine:3.2 Dec 29, 2020
@akien-mga akien-mga modified the milestones: 3.2, 3.3 Apr 20, 2021
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