Age | Commit message (Collapse) | Author |
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This lets the engine and projects use the same color codes
in the terminal on all platforms. This includes support for
`print_rich()` (GDScript) and `print_line_rich()` (C++).
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[doc] Use "param" instead of "code" to refer to parameters
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Co-authored-by: Yuri Sizov <11782833+YuriSizov@users.noreply.github.com>
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Added to Sprite3D Documentation
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Fix resource leaks in VoxelGI
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dsnopek/fix-locale-remap-with-binary-resources-4.x
[4.x] Fix locale resource remapping with binary conversion on export
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This also adds `Engine.get_architecture_name()` to get the name of the
CPU architecture the Godot binary was built for.
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Add `@GDScript.type_exists` documentation, Fix typo in weakref documentation
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Add checks and tests for empty/unnamed arguments
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V-Sekai/disable_sprite_conversion_on_foreign_nodes
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operating systems. #63388
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Make Image.get_size() return a Vector2i instead of a Vector2
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Use a SpinBox in the inspector array resize dialog
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If the user does not set the albedo color to pure white, then the
multiplication with a value different from 1 will produce modulated colors.
Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro>
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