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Cherry-picks for the 3.x branch (future 3.4) - 9th batch #50202

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merged 29 commits into from
Jul 6, 2021

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ek68794998 and others added 29 commits July 6, 2021 11:10
Vector handles this silently by returning -1, and we should do the same here.
Otherwise we get errors when calling `find()` on e.g. a LocalVector of size 0,
while `find()` is expected to always work (if the parameters are invalid then
it doesn't find anything, so -1).

Fixup to godotengine#49925.

(cherry picked from commit 7b7ccf2)
It can be turned off in the export preset with `package/classify_as_game`.

Upstream definition: https://developer.android.com/guide/topics/manifest/application-element#isGame

> `android:isGame`
>
> Whether or not the application is a game. The system may group together
> applications classifed as games or display them separately from other
> applications.

Also fixes replacing `android:allowBackup` in custom builds.

(cherry picked from commit 40a594c)
(cherry picked from commit 4da4514)
This commit adds a new method to the `InputMap`, allowing the user to get the value of an action's dead zone as a float.

(cherry picked from commit c6f28ed)
(cherry picked from commit d237f7d)
… size of its children

(cherry picked from commit e4d56e4)
Would cause memory leak when the context was `start`ed but not
`finish`ed.

(cherry picked from commit a28d25c)
Fix more cases of node path needing an update when nodes are renamed or
moved in the editor.

Built-in node properties:
Before, node paths were checked only for script export variables. Now
all properties are checked from the node, which includes built-in node
properties.
Allows proper node path updates for nodes like remote transform, physics
joints, etc.

Arrays and dictionaries:
Node paths nested in array and dictionary properties are now also
updated in the editor.

Also update the documentation to be clear about node path update in the
editor and at runtime.

Co-authored-by: latorril <latorril@gmail.com>
(cherry picked from commit 3e4e530)
Added r_ prefix for reference arguments that can be modified.

(cherry picked from commit 62ce81e)
This is already allowed when using cinematic preview, but not
when previewing a Camera3D the usual way.

Many operations from the View menu still work while previewing
a camera, such as switching between debug draw modes and toggling
information panes.

(cherry picked from commit fab3d13)
(cherry picked from commit 4a26e61)
(cherry picked from commit eca4d2f)
This should make troubleshooting easier.

(cherry picked from commit 58455b1)
@akien-mga akien-mga added the bug label Jul 6, 2021
@akien-mga akien-mga added this to the 3.4 milestone Jul 6, 2021
@akien-mga akien-mga requested review from a team as code owners July 6, 2021 11:40
@akien-mga akien-mga merged commit 39c89b5 into godotengine:3.x Jul 6, 2021
@akien-mga akien-mga deleted the 3.x-cherrypicks branch July 6, 2021 12:31
extension_guess["gltf"] = tree->get_icon("PackedScene", "EditorIcons");
extension_guess["glb"] = tree->get_icon("PackedScene", "EditorIcons");

extension_guess["gdshader"] = tree->get_icon("Shader", "EditorIcons");
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#49983 hasn't been merged yet, so as-is this cherry-pick is wrong. I fixed this in #49983 though.

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