Age | Commit message (Collapse) | Author |
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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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The same has been done for AStar2D as well.
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* New syntax is type safe.
* New syntax allows for type safe virtuals in native extensions.
* New syntax permits extremely fast calling.
Note: Everything was replaced where possible except for `_gui_input` `_input` and `_unhandled_input`.
These will require API rework on a separate PR as they work different than the rest of the functions.
Added a new method flag METHOD_FLAG_OBJECT_CORE, used internally. Allows to not dump the core virtuals like `_notification` to the json API, since each language will implement those as it is best fits.
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For the time being we don't support writing a description for those, preferring
having all details in the method's description.
Using self-closing tags saves half the lines, and prevents contributors from
thinking that they should write the argument or return documentation there.
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This pull request fixes an assortment of typos, improves conciseness, and enhances clarity.
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Only existing GDScript code examples are converted and added to the
docs.
This is the first batch include classes beginning with A and B.
Included classes:
* AcceptDialog
* AESContext
* Animation
* AnimationNodeStateMachine
* AnimationNodeStateMachinePlayback
* AnimationNodeStateMachineTransition
* Array
* ArrayMesh
* AStar
* AStar2D
* Bool
* Button
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Closes godotengine/godot-docs#3667.
Supersedes #39405.
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Handle removal of Pool*Array types and other recent changes.
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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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Improve support for directed graphs in A*; docs update included
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* also handle overflow occurring in _get_probe_length
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error causing code
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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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The class name does not need to be specified when it is the current class.
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Added functions to AStar for disable/enable points to effectivly create obstacles
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It has no practical use case and just generates noise for each alpha, beta, etc.
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Also enhance RigidBody docs as per https://github.com/godotengine/godot-docs/pull/1018
and fix the version tag in all files (not really stable yet, but it makes no sense
to hardcode rc3 at this stage).
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It is now "3.0-alpha" instead of "3.0.alpha.custom_build{,.mono}",
limits unnecessary diffs.
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[ci skip]
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Rename user facing methods and variables as well as the corresponding
C++ methods according to the folloming changes:
* pos -> position
* rot -> rotation
* loc -> location
C++ variables are left as is.
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possible to save module files in module directories and the build system will
recognize them.
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