Age | Commit message (Collapse) | Author |
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Remove editor code in PhysicalBone3D
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_set_gizmo_move_joint is only used in PhysicalBone3DEditor, so the
editor plugin call can be done directly there.
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interface.
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built-in font.
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Fix #53255 when a body gets stuck when it hits a descending platform in 2D/3D
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Value was uninitialized, which lead to undefined behavior.
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Use range iterators for `Map` in most cases
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Remove shape metadata from 2D physics server
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This closes https://github.com/godotengine/godot-docs/issues/3472.
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Fix typo with example variable name in Dictionary docs
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Document how to set up UPnP in a non-blocking manner
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Occlusion culling fixes
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Auto LOD fixes and improvements
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Shape metadata was only used to get tile information when colliding with
tilemaps. It's not needed anymore since there's an API in tilemap using
body ids instead.
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operations. Fixes #50293"
This reverts commit 62077086076fb99fb7fe014522c44ae83f87dc4d.
It broke a GDScript test (which didn't exist back when the PR was made,
so was missed prior to the merge).
It choked on:
```
prints("a", test_instance.a, test_instance.a == Named.VALUE_A)
```
With:
```
Invalid operands "VALUE_A (enum value)" and "int" for "==" operator.
```
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Fix motion direction in slope for CharacterBody3D
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Add latest API changes added in the 3D version of move_and_slide to the 2D version
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Rename Node's `filename` property to `scene_file_path` for clarity
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- More accurate sliding in slopes to keep input direction correct
- More accurate constant speed calculation
- Renamed linear_velocity to motion_velocity for clarity
- General code cleaning and simplifications
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