Age | Commit message (Collapse) | Author |
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This method was meant only as a convenience for editor code
to allow using a step of 0 to disable snapping.
It was exposed by mistake when refactoring GlobalScope.
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Add localizable string (Dictionary<Lang Code, String>) property editor and property hint.
Add localized "app name" property to the project settings.
Add localized permission and copyright properties to the macOS and iOS export settings.
Remove some duplicated ("app name") and deprecated ("info") macOS and iOS export properties.
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This makes it easier to spot syntax errors when editing the
class reference. The schema is referenced locally so validation
can still work offline.
Each class XML's schema conformance is also checked on GitHub Actions.
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required for GDExtension TextServer implementation.
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Use separate language, script and country lists.
Add locale selection dialog and property hint.
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(max. buttons supported by DirectInput).
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This clarifies that `lerp()` can be used both for interpolation
and extrapolation.
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Found via ` codespell -q 3 -S ./thirdparty,*.po,./DONORS.md -L ackward,ang,ans,ba,beng,cas,childs,childrens,dof,doubleclick,expct,fave,findn,gird,hist,inout,leapyear,lod,nd,numer,ois,ony,paket,seeked,sinc,switchs,te,uint,varn`
Update editor/import/resource_importer_layered_texture.cpp
Co-authored-by: Raul Santos <raulsntos@gmail.com>
Update doc/classes/TileSetScenesCollectionSource.xml
Co-authored-by: Raul Santos <raulsntos@gmail.com>
Update scene/gui/graph_edit.cpp
Co-authored-by: Raul Santos <raulsntos@gmail.com>
Update scene/resources/animation.cpp
Co-authored-by: Raul Santos <raulsntos@gmail.com>
Update scene/resources/animation.cpp
Co-authored-by: Raul Santos <raulsntos@gmail.com>
Update scene/resources/animation.cpp
Co-authored-by: Raul Santos <raulsntos@gmail.com>
Update scene/gui/rich_text_label.cpp
Co-authored-by: Raul Santos <raulsntos@gmail.com>
Revert previously committed change
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All arrays are now prefixed with `PACKED_` to distinguish them from
GDScript's generic typed arrays.
`RAW_ARRAY` is now `PACKED_BYTE_ARRAY` (RawArray was the name of
PackedByteArray back in Godot 2.x).
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Reimplement ping-pong animation and reverse playback
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Added or improved function description and codeblocks in @GlobalScope.xml
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This is consistent with other constants that include `NO`,
such as `PROPERTY_HINT_COLOR_NO_ALPHA`.
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NodeAnimation"
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Co-authored-by: Chaosus <chaosus89@gmail.com>
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And fix up formatting not supported by makerst.
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any -> any_peer
sync -> call_local
ordered -> unreliable_ordered
Multiplayer.RPC_MODE_ANY -> RPC_MODE_ANY_PEER
Multiplayer.TRANSFER_MODE_ORDERED -> TRANSFER_MODE_UNRELIABLE_ORDERED
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This was already present in the `tan()` method description.
This also adds `var` keywords to code samples to make them
valid GDScript.
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This can be used as a shorthand for:
if OS.is_stdout_verbose():
print("...")
Unlike `print_debug()`, this works in release builds too and can
be toggled off in debug builds.
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This adds a cheatsheet for `ease()` and a comparison graph for
`smoothstep()`, among other things.
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Follow-up to #51916, fixes inconsistency between singleton name and class
as documented in https://github.com/godotengine/godot/issues/52162#issuecomment-918979753.
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Removes _networking_ prefix from some methods and members, now that multiplayer has been largely moved out of Node and SceneTree and is seperated into its own set of classes.
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[Net] Move multiplayer classes to own subfolder. Split RPC from MultiplayerAPI.
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Move multiplayer classes to "core/multiplayer" subdir.
Move the RPCConfig and enums (TransferMode, RPCMode) to a separate
file (multiplayer.h), and bind them to the global namespace.
Move the RPC handling code to its own class (RPCManager).
Renames "get_rpc_sender_id" to "get_remote_sender_id".
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Fix docs after GDVIRTUAL pull request
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Fix VisualScriptEditor after namespaces
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* Exposed as utility functions.
* Not very useful for script, but vital for creating servers using native extensions.
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