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Copy file name to clipboardExpand all lines: CHANGELOG.md
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@@ -57,7 +57,7 @@ See the [release announcement](https://godotengine.org/article/maintenance-relea
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- stb_vorbis updated to version 1.22.
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- zlib/minizip updated to version 1.2.13.
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- CA root certificates updated to 2022-10-21 bundle from Mozilla.
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- SDL GameControllerDB updated to 2022-12-07 git snapshot.
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- SDL GameControllerDB updated to 2023-02-27 git snapshot.
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### Fixed
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- Fix hashing bug for PoolArrays comparisons ([GH-71103](https://github.com/godotengine/godot/pull/71103)).
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- Fix `File.get_path()` not working for compressed files ([GH-70726](https://github.com/godotengine/godot/pull/70726)).
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- Revert "RID: Change comparison operators to use RID_Data id instead of address" ([GH-69946](https://github.com/godotengine/godot/pull/69946)).
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- Prevent division by zero in posmod ([GH-73119](https://github.com/godotengine/godot/pull/73119)).
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#### Editor
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- Fix emitting `target_reached` signal before updating state ([GH-68072](https://github.com/godotengine/godot/pull/68072)).
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- Fix crash conditions in Navigation system ([GH-68988](https://github.com/godotengine/godot/pull/68988)).
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- Fix Recast crash in NavigationMesh baking ([GH-69189](https://github.com/godotengine/godot/pull/69189)).
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- Move navigation server finalize before physics server ([GH-70343](https://github.com/godotengine/godot/pull/70343)).
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#### Physics
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- Fix computation of RigidBody2D `inverse_mass` when inertia is defined by the user ([GH-68659](https://github.com/godotengine/godot/pull/68659)).
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- Fix typo bug in heightmap shape ([GH-69852](https://github.com/godotengine/godot/pull/69852)).
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- Fix pairing crash in physics Octree ([GH-70365](https://github.com/godotengine/godot/pull/70365)).
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- Fix BVH lockguards for multithread mode ([GH-73629](https://github.com/godotengine/godot/pull/73629)).
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#### Porting
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- Android: Fix potential null in keyboard handling ([GH-66942](https://github.com/godotengine/godot/pull/66942)).
- HTML5: Fix bug in setting custom cursor ([GH-67044](https://github.com/godotengine/godot/pull/67044)).
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- iOS: Add new model identifiers for DPI metrics ([GH-70022](https://github.com/godotengine/godot/pull/70022)).
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- iOS: Implement missing `gamepad.buttonOptions`, `buttonMenu`, and `buttonHome` joy buttons ([GH-73781](https://github.com/godotengine/godot/pull/73781)).
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- iOS: Increase max simultaneous touches to 32 ([GH-74367](https://github.com/godotengine/godot/pull/74367)).
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- Linux: Fix burning CPU with udev disabled on Flatpak ([GH-69563](https://github.com/godotengine/godot/pull/69563)).
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- macOS: Update activation hack to work on Ventura ([GH-68777](https://github.com/godotengine/godot/pull/68777)).
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- macoS: Fix stylus tilt Y direction ([GH-70498](https://github.com/godotengine/godot/pull/70498)).
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- macOS: Fix stylus tilt Y direction ([GH-70498](https://github.com/godotengine/godot/pull/70498)).
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- UWP: Fix app crash when updating clipboard ([GH-73126](https://github.com/godotengine/godot/pull/73126)).
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- UWP: Fix build with Google ANGLE not supporting `EGL_ANGLE_DISPLAY_ALLOW_RENDER_TO_BACK_BUFFER` ([GH-73127](https://github.com/godotengine/godot/pull/73127)).
- Web: Fix Standard Gamepad Mapping triggers for Chromium-based browsers ([GH-73254](https://github.com/godotengine/godot/pull/73254)).
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- Windows: Fix handling of some dead key combinations using Unicode char instead of Virtual key ([GH-66314](https://github.com/godotengine/godot/pull/66314)).
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- Windows: Fix Directory `make_dir()` choking on ".." ([GH-66467](https://github.com/godotengine/godot/pull/66467)).
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- Windows: Fix newlines not honored in Windows console subsystem ([GH-67236](https://github.com/godotengine/godot/pull/67236)).
The power of the light emitted by the background. This affects the sky brightness, the ambient light (if [member ambient_light_sky_contribution] is greater than [code]0.0[/code]) and specular light from the sky.
Copy file name to clipboardExpand all lines: doc/classes/OS.xml
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- [code]OS.shell_open("https://godotengine.org")[/code] opens the default web browser on the official Godot website.
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- [code]OS.shell_open("mailto:[email protected]")[/code] opens the default email client with the "To" field set to [code][email protected][/code]. See [url=https://datatracker.ietf.org/doc/html/rfc2368]RFC 2368 - The [code]mailto[/code] URL scheme[/url] for a list of fields that can be added.
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Use [method ProjectSettings.globalize_path] to convert a [code]res://[/code] or [code]user://[/code] path into a system path for use with this method.
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[b]Note:[/b] Use [method String.percent_encode] to encode characters within URLs in a URL-safe, portable way. This is especially required for line breaks. Otherwise, [method shell_open] may not work correctly in a project exported to the Web platform.
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[b]Note:[/b] This method is implemented on Android, iOS, HTML5, Linux, macOS and Windows.
Copy file name to clipboardExpand all lines: doc/classes/String.xml
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<returntype="bool" />
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<argumentindex="0"name="expr"type="String" />
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<description>
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Does a simple case-sensitive expression match, where [code]"*"[/code] matches zero or more arbitrary characters and [code]"?"[/code] matches any single character except a period ([code]"."[/code]). An empty string or empty expression always evaluates to [code]false[/code].
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Does a simple expression match (also called "glob" or "globbing"), where [code]*[/code] matches zero or more arbitrary characters and [code]?[/code] matches any single character except a period ([code].[/code]). An empty string or empty expression always evaluates to [code]false[/code].
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</description>
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</method>
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<methodname="matchn">
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<returntype="bool" />
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<argumentindex="0"name="expr"type="String" />
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<description>
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Does a simple case-insensitive expression match, where [code]"*"[/code] matches zero or more arbitrary characters and [code]"?"[/code] matches any single character except a period ([code]"."[/code]). An empty string or empty expression always evaluates to [code]false[/code].
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Does a simple [b]case-insensitive[/b] expression match, where [code]*[/code] matches zero or more arbitrary characters and [code]?[/code] matches any single character except a period ([code].[/code]). An empty string or empty expression always evaluates to [code]false[/code].
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</description>
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</method>
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<methodname="md5_buffer">
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<methodname="percent_decode">
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<returntype="String" />
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<description>
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Decode a percent-encoded string. See [method percent_encode].
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Decode a percent-encoded string (also called URI-encoded string). See also [method percent_encode].
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</description>
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</method>
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<methodname="percent_encode">
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<returntype="String" />
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<description>
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Percent-encodes a string. Encodes parameters in a URL when sending a HTTP GET request (and bodies of form-urlencoded POST requests).
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Percent-encodes a string (also called URI-encoded string). Encodes parameters in a URL when sending a HTTP GET request (and bodies of form-urlencoded POST requests). See also [method percent_decode].
Copy file name to clipboardExpand all lines: doc/classes/Viewport.xml
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<description>
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A Viewport creates a different view into the screen, or a sub-view inside another viewport. Children 2D Nodes will display on it, and children Camera 3D nodes will render on it too.
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Optionally, a viewport can have its own 2D or 3D world, so they don't share what they draw with other viewports.
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If a viewport is a child of a [ViewportContainer], it will automatically take up its size, otherwise it must be set manually.
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If a viewport is a child of a [ViewportContainer], the viewport will automatically take up the container's size, otherwise it must be set manually.
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Viewports can also choose to be audio listeners, so they generate positional audio depending on a 2D or 3D camera child of it.
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Also, viewports can be assigned to different screens in case the devices have multiple screens.
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Finally, viewports can also behave as render targets, in which case they will not be visible unless the associated texture is used to draw.
Copy file name to clipboardExpand all lines: doc/classes/ViewportContainer.xml
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Control for holding [Viewport]s.
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</brief_description>
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<description>
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A [Container] node that holds a [Viewport], automatically setting its size.
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A [Container] node that holds a [Viewport], automatically setting the viewport's size.
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[b]Note:[/b] Changing a ViewportContainer's [member Control.rect_scale] will cause its contents to appear distorted. To change its visual size without causing distortion, adjust the node's margins instead (if it's not already in a container).
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