Age | Commit message (Collapse) | Author |
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Clean physics direct body state usage in 2D and 3D physics
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Change delta type to double in Physics_body_2/3D
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Expose soft body pin methods to GDScript
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Change platform detection by allowing select layers by type (wall or …
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Calinou/web-editor-improve-download-project-source-zip-name
Improve the generated ZIP archive name when using Download Project Source
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Rename `String::is_rel_path` to `String::is_relative_path`
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Clear connection data from/to empty after used
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Revert " Improve collision generation usability in the new 3D scene import workflow."
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workflow."
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Improve collision generation usability in the new 3D scene import workflow.
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EditorPropertyText, pass changing variable false.
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When the `EditorPropertyText` change is triggered, it pass the `changing` as true, while there is an early return that blocks such event to be emitted when the Editor is updating.
This commit aligns the early return with the passes parameter.
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Try other resolved IPs if one fails to connect
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[Net] Rename RPC "puppet" to "auth", drop "master".
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The strings no longer needs to be in order.
The last parameter (channel), still requires all the other parameters to
be present.
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This commit completely removes the RPC_MODE_MASTER ("master" keyword),
and renames the RPC_MODE_PUPPET to RPC_MODE_AUTHORITY ("auth" keyword).
This commit also renames the "Node.[get|set]_network_master" methods to
"Node.[get|set]_network_authority".
This commit also renames the RPC_MODE_REMOTE constant to RPC_MODE_ANY.
RPC_MODE_MASTER in Godot 3.x meant that a given RPC would be callable by
any puppet peer on the master, while RPC_MODE_PUPPET meant that it would
be callable by the master on any puppet.
Beside proving to be very confusing to the user (referring to where it
could be called instead of who can call it) the RPC_MODE_MASTER is quite
useless. It is almost the same as RPC_MODE_REMOTE (anyone can call) with
the exception that the network master cannot. While this could be useful
to check in some case, in such a function you would anyway need to check
in code who is the caller via get_rpc_sender_id(), so adding the check
there for those rare cases does not warrants a dedicated mode.
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[Net] MultiplayerReplicator state sync.
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Add support for internal nodes
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Revert "Display a matrix for Node2D and don't display a duplicate origin"
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Display a matrix for Node2D and don't display a duplicate origin
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Quote and escape ConfigFile keys when necessary
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Print error message when await is not followed by signal or coroutine
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Fix loading packed scene with editable children at runtime
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Array::insert consistent with Pool*Array::insert
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GDScript test style fix
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sprite_3d.cpp: return _is_playing() from public is_playing() function
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Fix crash when dividing by 0 in Vector2/3i
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Fix double named size parameter
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Fix tooltips don't appear for PopupMenus
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When await was not followed by a signal or coroutine the GDScript parser would
crash.
This fix will check if await is followed by a signal or coroutine in case that
isn't true (element == nullptr) then an error message is printed.
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With this PR it's possible to add a collision during the Mesh import, directly in editor.
To generate the shape is possible to chose between the following options:
- Decompose Convex: The Mesh is decomposed in one or many Convex Shapes (Using the VHACD library).
- Simple Convex: Is generated a convex shape that enclose the entire mesh.
- Trimesh: Generate a trimesh shape using the Mesh faces.
- Box: Add a primitive box shape, where you can tweak the `size`, `position`, `rotation`.
- Sphere: Add a primitive sphere shape, where you can tweak the `radius`, `position`, `rotation`.
- Cylinder: Add a primitive cylinder shape, where you can tweak the `height`, `radius`, `position`, `rotation`.
- Capsule: Add a primitive capsule shape, where you can tweak the `height`, `radius`, `position`, `rotation`.
It's also possible to chose the generated body, so you can create:
- Rigid Body.
- Static Body.
- Area.
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Fix point gravity calculation
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At runtime, packed scenes with nodes marked as editable instance where
saved with node type tags, which prevented the scene to be then loaded
as an instance, causing duplicated nodes in the tree.
This change ensures nodes marked as editable instances and their owned
children are properly set as instances.
That doesn't make a difference in the editor, since such nodes where
already set as instances based on their instance state, but it helps
at runtime where instance states are disabled.
Co-authored-by: latorril <latorril@gmail.com>
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Use sorted map for autoloads in ProjectSettings to preserve order.
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Clamp EditorZoomWidget zoom
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