AlexHolly (1): fix remove_and_skip() Andreas Haas (19): 2D Editor: Don't show lock icons for hidden nodes. InputMap: Rename joypad button "PS X" to "PS Cross". CollisionShape2D: Fix warning icon not updating. Add ClassDB binding for File.get_modified_time SceneTreeDock: Fix crash when dragging invalid nodes. Particles2D: implement texture flip parameters. ProjectSettings: InputMap dialog fixes Spinbox: don't ignore double clicks. Don't switch to script on breakpoint hit when using external editor. Tween: Fix undefined behavior found by static code analyzer. Editor: Fix "About" dialog X11: Don't reset mouse cursor theme. Input: bind parse_input_event() Input: Update mouse position on mouse-button events. Better handling of joypad device IDs. Input: Update Gamepad mappings. Viewport: Fix undefined behaviour found by llvm sanitizer. Particles2D: Fix flip property (again). Re-add ouya gamepad mapping. BastiaanOlij (4): Core motion for Godot 2.x (based on PR 7127) Android gravity vector Godot 2.1 Fixing magnetometer on iOS Spaces to tabs and layout adjustments on .mm files Bojidar Marinov (7): Sort settings for scripts in the editor Make _sc_ files work like ._sc_, fixes #7762 Add Rect2 TileMap::get_used_rect(), closes #4390 Suppress error messages when using ConfigFile::get_value and a default is given Make inline blocks in GDScript more pythonic Adds enums to GDScript Add enum naming, by assinging a given enum's values to a Dict Brett-Mitchell (1): Fix for issue #7766 Chris Bradfield (1): grammar fixes, it's -> its Craig Smith (1): Fixes #7630 Hint was be appending for every language. Changed to only fill hint with the matching language. CrazyGuy108 (1): List Control::has_point as a virtual method Emanuele Fornara (1): Workaround to allow debugging on Windows when offline Fabian Mathews (1): Added ability to change A-star cost function Fabio Alessandrelli (15): HTTPClient properly handle partial data in non-blocking mode Fix gibberish output for windows/mingw. TCP connect always opens correct socket type Avoid calling close when polling a UDP peer without socket Convert validity checks of IP_Address to is_valid method. IP_Address can now be a wildcard (not a valid IP, used for binding) Implement TCP Server bind address Implement UDP listen bind address Remove set_ip_type from network classes (no longer needed) Bind to IPv4 on OpenBSD when using wildcard Avoid deadlock when writing/reading data on a connecting TCP socket Update docs reference for TCP_Server::listen and UDPPacketPeer::listen Fix bug causing UDP socket to close after the first send if not listening Use default UDP ring buffer size of 65536 for clients Fix buffer size check in UDP socket. Ferenc Arn (2): Use -Ofast on x11. Also introduced use_lto option. Use atan2 rather than acos in Vector3.angle_to. Geequlim (1): Add 'Copy Node Path' action to right mouse menu Hein-Pieter van Braam (4): Add a simple signal handler for SIGCHLD on Unix Remove bounds check when resuming from yield. Allow preload to accept a const string. X11 return to cwd at exit Ignacio Etcheverry (2): Replace misuse of list iteration Fix connection errors when replacing node - Avoid connecting the signals to nonexistent methods - Preserve only persistent connections Jerome67000 (1): #7215 try to fix adb bad targeting user on device Jesper Bækdahl (1): x11: don't wait for window to be mapped Jordan Patterson (1): Initialize hat values for mapping and revert X360 mappings. Juan Linietsky (2): -WIP Exporter to Godot 3.0, only text scenes (no .scn) and still kind of buggy Godot 2.1 to 3.0 conversion should be more or less final Karroffel (1): JSON::parse reports errors on open-ended objects Nikhil Shagrithaya (1): previous value of time_left is added to wait_time before assigning to time_left Nuno Donato (1): Added "Scots" locale name, fixing #7630 Pawel Kowal (1): Fix #7011 ScrollContainer takes into account child's EXPAND flag when scrolling is enabled Pedro J. Estébanez (38): Fix resources for Android modules not being merged Fixes #7421 Include filesystem dock split offset in editor layouts Add shape property to TouchScreenButton Improve .tscn VCS Serialize dictionaries adding newlines between key-value pairs Serialize group lists also with newlines in between Serialize string properties escaping only " and \ (needed for a good diff experience with built-in scripts and shaders) Replicate load-as-placeholder state on node duplication (2.1) Backport goodies for the code editors Solve TouchScreenButtons issues Fix touch button needing double tap after pause (applies to those not set to pass-by) Fix error when a pressed TouchScreenButton with no associated action exits the tree (with some refactoring of duplicate code) Add flags parameter to Node.duplicate() to decide whether signals, groups and/or scripts should be set in the copied nodes or not; it's default value makes the method work as usual, that is, including everything Fix crash if TouchScreenButton is pressed while exiting the tree Add process mode option to Particles2D Add modulate (color) to TileSet tiles Implement single-field property change for multinode edit Expose Geometry::get_closest_point_to_segment_2d() Expose uncapped versions of closest-point-to-segment utilities Fix KinematicBody2D wrong motion origin Got part of the fix from 5fc084c28e912c54bf64645df3e6cf2cd2c30be6 Added an engine setting to enable the fix (physics_2d/motion_fix_enabled) which is false by default so the default behavior is the same as always Added motion methods with a from parameter, the same as 3.0 does Finish fix for POSITION in 2D shaders Fix node duplication in scene sub-inheritance Fixes for TouchScreenButton - getting stuck on pause - handling input when not visible Skip asserts on non-debug builds at compiler level Fix ambiguity in StringName (null data vs. data with empty string) Fix redundant connections saved in sub-inheritance Remove warning on owner re-assignment Fix Particles2D process mode back-compat issue Fix random crashes when using yield() Add editor option for automatically closing the output when stopping the game Implement warped mouse panning for 2D & 3D editors Enabled by default as in Blender, but can be disabled separately for 2D & 3D; the core functionality is in Input so this could be reused or even exposed to scripts in the future Improved 2D snapping behavior Make snapping affect nodes created by drag & drop Make snapping for a single Node2D refer to its pivot Refactor duplicate drag setup code Include uniform (Shift down) mode in only-one-Node2D dragging Several enhancements for the tile map editor Allow sorting tile palette by name Allow hiding tile ids in tile palette Fix warped mouse panning on Linux Fix/improve it also on certain edge cases for any platform Improve TouchScreenButton Fix shape not being updated Add a way to hide the shape on editor and debug-with-visible-shapes Remove useless checks Fix crash on Android-x86 Make spatial AudioServers prefer inactive voices instead of unconditionally playing on the next voice slot; that will be the fallback if no inactive voice is found Add priority to samples in a library Reset display folded for an instanced scene if editable children is toggled off This avoids the display folded flag needlessly getting into the scene file (potentially forever) and also gives more visual feedback if the user re-enables editable children so it will display unfolded at first. Optimize-out some debug and/or non-tools methods Collisions and nav debug are conditionally compiled depending on DEBUG_ENABLED is_editor_hint() and is_node_being_edited() are compiled only with TOOLS_ENABLED Every affected method is implemented in the header in case its macro is not present (the getters just returning false and the setters having an empty body) so the compiler can inline and finally no-op-out them as likely as possible. is_node_being_edited() already showed a similar optimization effort and has been adapted to this change. Furthermore, and as a consequence, -debugcol and -debugnav will not work on non-debug (strict release) builds. This can bring a little bit of runtime performance on release and non-tooled builds (less code, so less cycles to spend and maybe more cache friendly). Fix side effects of the bookkepping of Area/Area2D's monitoring - Fix monitoring flag being reset when the scene is out of the tree (happens on save all if the current scene is not the focused one, therefore on save-on-run as well) - Fix the inability to reset the monitoring flag while the area is out of the tree Allow a preprocess time of 0 for Particles2D Ramesh Mani Maran (2): support for multiple maven url (cherry picked from commit aa7490ffd03149930a7526e4464f47a73496b32e) android: adding classpath and gradle plugins Ramesh Ravone (1): Update build.gradle.template Ray Koopa (2): Respect style boxes for Button states other than "normal" Added warning when removing animations Rémi Verschelde (44): Revert "Fixes #7630 Hint was be appending for every language. Changed to only fill hint with the matching language." Travis: Disable Android builds for now iphone: Drop unused Appirater thirdparty API Style: No break before list brace Style: Keep long lines for now Style: Fix statements ending with ';;' Style: Prevent clang-format on JS code Style: Various fixes to play nice with clang-format Reorder the folders in tools to prepare moving tools/editor Style: Add .clang-format based on LLVM style clang-format: Add pre-commit hook Refactoring: rename tools/editor/ to editor/ Prevent MSVC build issue after clang-format includes reorder Add missing map.h include in color defs Prevent cyclical dependency issue after clang-format includes reorder Bring that Whole New World to the Old Continent too Fix cherry-pick mistake using 3.0 method Fix linking order for builtin freetype Travis: Run clang-format static check Revert "Fix drag and drop on 2d viewport" Only assume HiDPI mode if DPI >= 192 and width > 2000 i18n: Adapt script to tools/editor -> editor move i18n: Sync templates and translations with current code SCons: Add option to toggle warnings (on by default) Remove redundant subfolder in iOS template Fixer looping timer accumulation in _process i18n: Update template with current source i18n: Add WIP Czech, Danish, Greek, Dutch and Thai translations i18n: Sync translations with Weblate classref: Sync with current source Add AUTHORS list crediting developers Add "Godot Engine contributors" copyright line Style: Fix some badly formatted files Revert "8145 - Mouse Position is unknown until first mouse event on X11 & Win" Revert "Make inline blocks in GDScript more pythonic" Godot3 exporter: Convert engine.cfg properly Style: Apply clang-format (3.9.1) to Obj-C++ files squish: Update to upstream version 1.15 opus: Update to upstream version 1.1.4 libpng: Update to upstream version 1.6.29 .gitignore: Add app_icon.h and splash.h generated headers Mark Godot 3.0 exporter as work in progress Move VERSION_MKSTRING logic to version.h Release 2.1.3-stable Revert "Respect style boxes for Button states other than "normal"" Saggi Mizrahi (1): Add the option to check if input was handled Saracen (1): Fix glitches when sampling relative cursor data in CAPTURED mouse mode on Windows. Sergey Pusnei (1): 8145 - Mouse Position is unknown until first mouse event on X11 & Win Shin-NiL (1): Honor the Tween's final values Shlomi Fish (1): Fix failing build on mageia v6 x64 linux. Thaer Razeq (1): - Added `tab_selected` signal which has same behavior as `tab_changed` lest breaking current API, though, it is noted in the documentation of TabContainer class, of the upcoming Godot (v3.0+) changes in behavior, that is, `tab_selected` will be emitted for selecting any tab, while `tab_changed` only if a tab changes. - Added `get_previous_tab()`. Which returns the previous shown tab. **Note:** In Godot v3.0+, only `tab_changed` can modify previous tab index. - Add documentation for the added function and signals. Fix a typo too. Vincent (1): RichTextLabel add function remove_line William Tumeo (6): Add ColorFrame control (2.1) - cherry-pick from 95eb7466df890dcbed9eb8e8bda15bd9235db9c0 Re-add script button from b77200728e7f2b2dd446a9717c83a20c9aac0ce4 Re-add create/load script button and context menu - create from f51b202566e9b2a9deb3eb4836f6e00fb30e8500 - load from 41329f9750379b3c2e506d1e9ed7f6195c812920 Re-add script icons from 544194053a54870320d860f1cf333f45723758b9 Re-add clear script button and context menu from ce5200b30e6d262905912c6571d51ba6f5979bd7 Re-add attach button and context menu from 1880238c3e54f57a14361d2c347387edebc6391b Zher Huei Lee (1): Re-Implemented Texture Actions for Scene Import denis (1): Update mouse position on touch and release events (Android) elasota (1): Fixed "unshaded" flag not being updated if light_type and receive_shadows_state didn't change. eska (2): Revert "Add fullscreen features in web export" Add window features in web export geequlim (3): Add Keep Covered texture resize mode Make same resize behavior for TextureButton with TextureFrame. Remove property 'scale' of TextureButton which is not required any more. Add scale property back for backwards compatibility now we have a choice Fix textureframe modulate doesn't work with STRETCH_KEEP_ASPECT_CENTERED and STRETCH_KEEP_ASPECT kbake (1): Selected text is now deselected on ctrl+home/end lonesurvivor (1): Fixes two problems with Area2D and remove_child() m4nu3lf (1): Fixed property setter in G6DOF joint marcelofg55 (1): Fix issues with set_window_resizable on x11 mbalint12 (1): Fixed typo in gdscript autocompletion. There was a missing '!' sign, but autocompletion shows parent script members too. saltpowered (1): fix for https://github.com/godotengine/godot/issues/3226 volzhs (17): Fix weird scrollbar appearance on 2D editor (2.1) Fix crash when saving root node by "Save Branch as Scene" with unsaved scene Translate ButtonArray text Fix zero padding formatting Update libwebp to 0.6.0 Cache DynamicFont resource for Android Fix crash when click icon while editing node name Fix wrong TreeItem reference after reconstructing Fix handling input for Android Change camera default rotation Fix crash when click icon while editing node name Fix wrong TreeItem reference after reconstructing Fix drag and drop on 2d viewport Fix crash when change project settings Fix monitoring status of Area2D Apply same logic to Area with Area2D Make buttons closer in Scene tree