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Merge commit godotengine/godot@5b52b4b #922

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merged 172 commits into from
Jan 12, 2025

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KoBeWi and others added 30 commits July 2, 2024 20:34
I was playing around with C# code snippet but I kept hearing a clipping sound. I think this is because the phase variable is being set to 0 in the wrong spot.

The phase at the end of the FillBuffer() method is some non zero number. When FillBuffer is called again, the phase is suddenly changed back to zero. This causes the end of one sin wave segment to be out of sync with the next sin wave segment. The sin wave needs to be continuous between FillBuffer calls so no clipping sound occurs.

Moving the phase variable out of FillBuffer and putting it in a scope above makes it retain its value between FillBuffer calls, making the sin wave continuous, and the clipping sound is gone.

For further proof, the demo project "Audio Generator Demo" has the phase variable be one scope above FillBuffer and it does not set phase=0 inside of FillBuffer. If anything, I'm fixing this documentation to match the working demo
Fixes #100068.

Co-authored-by: Tomek <kobewi4e@gmail.com>
Adjust slice boundaries in `NodePath` logic to correctly handle subnames.
Update test cases to reflect these changes.
We make sure we don't touch the ItemList's items array after signals are
emitted as a signal handler might change the item list, causing the
index we had to be invalid.

This fixes #100663
…example

Corrected improper string escaping in the OS.shell_open() Windows path example. Backslashes are now properly escaped to prevent string parsing errors. Also, added a new alternative example of how to mount a Windows path with OS.shell_open().
* Add TODO notes for typos that should be fixed for 5.0

Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
Before, we would check both methods together, leading to loops.

Now we track the actual reason we suspended and only unsuspend when
that same reason triggers. For example, if we suspend because of the
suspended flag we'll unsuspend only because it got unset. Conversely, if
we suspend because of a timeout we'll unsuspend only if we get a new
frame event.

We do this because, while some compositors properly report a "suspended"
state (hinting us to stop repainting), most don't and we need a "safety
net" anyways as we do not want to constantly stay at 1fps (the max time
we'll wait before giving up) either.
Apple: Bug fixes and improvements for game controllers
 Wayland: Unsuspend only for the same reason as suspension
Add static assert checks in `Variant` constructors
Simplify scene tabs option disabling
DubiousDuck and others added 22 commits January 10, 2025 17:43
This makes the project manager feel less cramped when many
projects are imported, or when browsing templates in the asset library.

On displays smaller than 1152x800 (e.g. 1366x768), window height is
automatically limited by DisplayServer when setting the window size.

This also tweaks splash screen size when starting the project manager
to match the project manager's default window size, and allows the
`--resolution` and `--position` CLI arguments to affect the project
manager.

Lastly, this increases the minimum width slightly to prevent the UI
from being cut off with the default theme.
…window-size

Increase the project manager's default window size
Flush delete queue after process frame timers
Fix example code snippets in AudioStreamGenerator.xml
Add "Pack Project as ZIP..." to Project menu
…mpat

GDExtension: Add compatibility system for virtual methods
Compatibility: Avoid converting to compressed formats when retrieving image data
Change print warnings to config ones for popups that need transparency
Clarify expected types in `RayCast3D` documentation
Add `ColorPicker` cursor background and reuse the cursor for wheel.
Revert regression of memory unsafe `append_array` (same vector into same vector).
Fix AgX sigmoid contrast curve approximation
Fix SkeletonProfileHumanoid documentation error
…_is_it_so_invalid

Improve missing UID errors
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Looks good

@Spartan322 Spartan322 merged commit ad177bf into Redot-Engine:master Jan 12, 2025
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@Spartan322 Spartan322 deleted the merge/5b52b4b branch January 12, 2025 18:24
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