Age | Commit message (Collapse) | Author |
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Copied relevant documentation from the original `@GDScript` built-ins,
which will likely be removed in a future commit.
Various fixups to `variant_utility.cpp` while working on this.
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Change DocData comparators for MethodDoc and ArgumentDoc to get a better
ordering of constructors.
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This closes #19325.
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Changes:
* EngineDebugger is exposed to gdscript. Game side of communication can be implemented through it.
* EditorDebuggerPlugin is added which handles the editor side of communication.
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Removes the useless `@C#`, `@NativeScript` and `@VisualScript` entries.
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Extra `_2d` suffixes are removed from 2D methods accoringly.
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Improve shortcut formatting in docs
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It changed name as part of the DisplayServer and input refactoring
in #37317, with the rationale that input no longer goes through the
main loop, so the previous Input singleton now only does filtering.
But the gains in consistency are quite limited in the renaming, and
it breaks compatibility for all scripts and tutorials that access
the Input singleton via the scripting language. A temporary option
was suggested to keep the scripting singleton named `Input` even if
its type is `InputFilter`, but that adds inconsistency and breaks C#.
Fixes godotengine/godot-proposals#639.
Fixes #37319.
Fixes #37690.
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`Type[]` typed arrays will link to `Type`, as it's likely the most
interesting information for the user.
And sync classref with current source.
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Also added an easier way to load native GLSL shaders.
Extras:
Had to fix no-cache for subresources in resource loader, it was not properly working, making shaders not properly reload.
Note:
The precommit hooks are broken because they don't seem to support enums from one class being used in another.
Feel free to fix this after merging this PR.
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Subgroups were added in #37678 but not properly handled everywhere
where PROPERTY_USAGE_GROUP is.
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Add missing enum bindings.
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A few extra renames for classes which were missed in last week's PRs.
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Fix non-latin layout scancodes on Linux, adds access to physical scancodes.
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Add `physical_keycode` (keyboard layout independent keycodes) to InputEventKey and InputMap.
Fix non-latin keyboard layout keycodes on Linux/X11 (fallback to physical keycodes).
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Handle removal of Pool*Array types and other recent changes.
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Lots of internal API changes and some docstrings were lost in the conversion.
I manually salvaged many of them but for all the rendering-related ones, an
additional pass is needed.
Added missing enum bindings in BaseMaterial3D and VisualServer.
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doc: Drop unused 'category' property from header
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Fix signals Variant arguments incorrectly listed as Nil.
Fixes #12520.
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We already removed it from the online docs with #35132.
Currently it can only be "Built-In Types" (Variant types) or "Core"
(everything else), which is of limited use.
We might also want to consider dropping it from `ClassDB` altogether
in Godot 4.0.
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allow_greater/allow_lesser)
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These were mistakenly referred to as DualShock buttons.
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- Document a few more properties and methods
- Add more information to many classes
- Fix lots of typos and gramar mistakes
- Use [code] tags for parameters consistently
- Use [b] and [i] tags consistently
- Put "Warning:" and "Note:" on their own line to be more visible,
and make them always bold
- Tweak formatting in code examples to be more readable
- Use double quotes consistently
- Add more links to third-party technologies
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This is a new singleton where camera sources such as webcams or cameras on a mobile phone can register themselves with the Server.
Other parts of Godot can interact with this to obtain images from the camera as textures.
This work includes additions to the Visual Server to use this functionality to present the camera image in the background. This is specifically targetted at AR applications.
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