-
Notifications
You must be signed in to change notification settings - Fork 241
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Merge commit godotengine/godot@5b52b4b #922
Merged
Merged
Conversation
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
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.
…ll-string count case.
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
…ive and embedded windows).
…Shift Fixes #101236.
…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
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
C#: Add OKHSL properties to Color
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
Ensure path for shallow scripts
Fix UID path remap
87c50e8
to
55a5b87
Compare
55a5b87
to
5e6a04e
Compare
decryptedchaos
approved these changes
Jan 12, 2025
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
Looks good
SkogiB
approved these changes
Jan 12, 2025
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
Add this suggestion to a batch that can be applied as a single commit.
This suggestion is invalid because no changes were made to the code.
Suggestions cannot be applied while the pull request is closed.
Suggestions cannot be applied while viewing a subset of changes.
Only one suggestion per line can be applied in a batch.
Add this suggestion to a batch that can be applied as a single commit.
Applying suggestions on deleted lines is not supported.
You must change the existing code in this line in order to create a valid suggestion.
Outdated suggestions cannot be applied.
This suggestion has been applied or marked resolved.
Suggestions cannot be applied from pending reviews.
Suggestions cannot be applied on multi-line comments.
Suggestions cannot be applied while the pull request is queued to merge.
Suggestion cannot be applied right now. Please check back later.
No description provided.