Age | Commit message (Collapse) | Author |
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MultiplayerPeer changes:
- Adds is_server_relay_supported virtual method
Informs the upper MultiplayerAPI layer if it can signal peers connected
to the server to other clients, and perform packet relaying among them.
- Adds get_packet_channel and get_packet_mode virtual methods
Allows the MultiplayerAPI to retrieve the channel and transfer modes to
use when relaying the last received packet.
SceneMultiplayerPeer changes:
- Implement peer signaling and packet relaying when the MultiplayerPeer
advertise they are supported.
ENet, WebRTC, WebSocket changes:
- Removed custom code for relaying from WebSocket and ENet, and let it
be handled by the upper layer.
- Update WebRTC to split create_client, create_server, and create_mesh,
with the latter behaving like the old initialize with
"server_compatibility = false", and the first two supporting the upper
layer relaying protocol.
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Fix EXE_BAD_ACCESS caused by optional argument
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Add math operators to Visual Shader node names for easier and simpler searching
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This argument is now non optional, but this never hits the same bad access.
I voted to simplify the code here since the argument is never used optionally in our codebase.
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This change makes it easy, in the "Create Shader Node" dialog, to search for VS nodes by just typing the operator. For example, instead of typing "multiply", you can just type "*" and multiply nodes will be listed.
This feature is inspired by Unreal Engine node graph editor's UX.
Implements and closes https://github.com/godotengine/godot-proposals/issues/5663
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Document (Omni/Spot)Light3D ignoring Node3D's `scale` property
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Document the Animation class
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Document `collision_priority` in the CSGShape3D class
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Document the BaseMaterial3D class
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Fix Thread usage in UPNP docs.
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Document debanding only affecting 3D rendering by default
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Document the CanvasTexture class
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The threading API has changed between Godot 3 and Godot 4.
See https://github.com/godotengine/godot-proposals/issues/4691.
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Let the RD driver itself expose subgroup caps
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This makes the class 100% documented again.
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Make terrain painting not change neighbors centers bits
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Calinou/editor-light2d-fix-shadow-filter-smooth-visibility
Fix Light2D Shadow Filter Smooth property being visible with filter None
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Code simplifications
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[opengl] Add multiview to the opengl3 driver
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Fix RigidBody3D inertia calculation
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Add double_tap attribute to InputEventScreenTouch
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Implemented mesh_surface_update_x_region functions
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Document PopupMenu "id_pressed" behavior
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Fix MultiplayerSynchronizer::update_outbound_sync_time when replication_interval is not 0
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replication_interval is not 0
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Use `.generated` suffix for generated C# code
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Use the `.generated` suffix instead of `_Generated` so .NET marks C#
file generated by Godot source generators as generated code.
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Tweak `@GlobalScope` constants documentation overall
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Fix class doc for TileMap navigation visibility mode
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This provides parity with the `InputEventMouseButton` allowing for proper conversion between the two events.
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Use opaque composition if transparency is disabled
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fix small copy&paste error
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Make texture preview filter setting content aware
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Update the DisplayServer video driver error message to be more accurate and friendly
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Add a tutorial link to `BoneMap` and `SkeletonProfile`
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General:
- Replace most type names with strong references (such as "integer" to "[int]");
- Made the writing style closer to how the rest of the documentation is formatted.
- Use uppercase Inspector when referring to the Inspector dock.
- Describe missing MethodFlags, Variant.Type constants.
Key:
- Add " key." to the `KEY_0` to `KEY_9` constants;
- Reword some MouseButton constants;
- In a programming context, it's kind of odd hearing about the plural of "mouse".
Error:
- Reword OK constant to flow better, use `printerr()` over `print()`;
- Describe where `ERR_HELP` is used by the engine;
- Point to the Github Issues Page in ERR_BUG.
PropertyHint:
- Mention that PROPERTY_HINT_IMAGE_COMPRESS_LOSSY and PROPERTY_HINT_IMAGE_COMPRESS_LOSSLESS are unused;
- Mention that PROPERTY_HINT_PASSWORD allows a placeholder string.
- Describe PROPERTY_HINT_OBJECT_TOO_BIG, PROPERTY_HINT_MAX.
PropertyUsageFlags:
- Describe PROPERTY_USAGE_HIGH_END_GFX, PROPERTY_USAGE_ARRAY.
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Fix localize_path with custom protocol identifiers
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Rewrite most of Resource's documentation
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