Age | Commit message (Collapse) | Author |
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- RigidBody2D
- PhysicsDirectBodyState2D
- RigidBody3D
- PhysicsDirectBodyState3D
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linuxbsd: move all X11 stuff in its own directory
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Correctly set number of particle dispatches when setting view axis
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Remove depth correction in GLES3 renderer
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Move EulerOrder enum to math_defs.h and global scope
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Unit Tests for all Primitive Meshes.
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Rename Image's `get_rect` to `get_region`
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YeldhamDev/we_really_need_a_callback_for_after_children_is_removed
Fix problems with `tab_changed` signal when removing multiple tabs at once
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Rename `--export` command line argument to `--export-release`
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Style: Misc docs and comment style and language fixes
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Bind DirectionalLight buffer to uniform slot even when not used
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Fix crash in connection dialog
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This allows implementing `DisplayServer`s like Wayland without making a
mess in the source tree.
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Add rendering team as GLES3 CODEOWNER
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This makes the action of exporting to release mode more explicit.
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- Removed empty paragraphs in XML.
- Consistently use bold style for "Example:", on a new line.
- Fix usage of `[code]` when hyperlinks could be used (`[member]`, `[constant]`).
- Fix invalid usage of backticks for inline code in BBCode.
- Fix some American/British English spelling inconsistencies.
- Other minor fixes spotted along the way, including typo fixes with codespell.
- Don't specify `@GlobalScope` for `enum` and `constant`.
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Unified shortcut to clear carets and selections from TextEdit
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Unify usage of undo_redo in editor
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[MP] Add peer authentication support to the default MultiplayerAPI.
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Add `ShapeCast2D/3D::get_collider_rid` method
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Unit tests for Path2D class
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Add alignment options to flow container
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Add history dock
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Replace Quaternion Euler constructor with `from_euler` method
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Remove internal functions of named colors from the public API
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Unexpose confusing `String + int` and `int + String` operations
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Load and use system emoji font in the editor.
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Move rotation interpolation logic from PathFollower2D to Curve2D
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This avoids a WEBGL error causes PanoramaSkys to fail to render
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Refactors`ui_text_remove_secondary_carets` from https://github.com/godotengine/godot/pull/68089 as `ui_text_clear_carets_and_selection`, with extra behaviour:
- If there's only one active caret active with a selection, clears the selection.
- In case there's more than one caret active, removes the secondary carets and clears selections.
With this change, `TextEdit` then imitates the behaviour of VSCode for clearing carets and selections.
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Added Viewport canvas cull mask feature
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Make `BaseButton` Shortcut feedback togglable
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Default to Opengl3 driver when using the project manager
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Add 2D shadows and canvas SDF to OpenGL3 renderer
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Now handled directly by the MultiplayerAPI implementation.
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Add few methods to allow peers to exchange authentication information.
- `set_auth_callback(callback)`: Enable the authentication features.
The callback is a `Callable` that accepts an `int` (the peer ID), and
a `PackedByteArray` of data.
- The `peer_authenticating(id)` signal will be emitted instead of
`peer_connected` when a new peer connects.
- Use `send_auth(id: int, data: PackedByteArray)` to exchange data.
- Call `complete_auth(id: int)` when the authentication process is
complete and you expect to start receiving game data.
- The `peer_connected` signal will be emitted as soon as both parties
complete the authentication.
- Use `disconnect_peer(id)` to disconnect a connected peer.
- If the `peer_connected` signal didn't fire for that peer (i.e. it was
still in the authentication phase), the `peer_auth_failed` signal will
be emitted instead of `peer_disconnected`.
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Use more reasonable scrollable conditions in `ScrollContainer`
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Update root order on layer change
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Make uids of duplicated items unique in FileSystemDock
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kleonc/range-fix-single-arg-optimized-type-mismatch
[GDScript] Fix type mismatch in optimized single arg `range`
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Add missed Quaternion constructor to C#
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Fix multiple issues with region editor
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Support for checking that Projection is(not) null
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Fix error in curve editor multiline string draw
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Fix predefined constants to be accessible in the shader includes
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