Age | Commit message (Collapse) | Author |
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Particles won't move or rotate anymore with the node (or its parents)
by default. This new default behavior is generally more suited
to most use cases. Local coordinates can still be enabled on a per-node basis.
This affects both 2D and 3D particles, and both CPU and GPU-based particles.
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ParticleMaterial: Sphere emission shape emitting from the volume.
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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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"Sphere Surface" to keep the old behaviour.
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Works with 2D and 3D GPU Particles
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This commit adds quite a chunk of modifications to particles
- particle (value + randomness) now use min and max instead
- passing a curveXYZtexture is now possible and will scale particles per-axis
- CPUParticle3D have an optional parameter to split the scale curve per-axis
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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 makes 2D RigidBody physics feel less floaty out of the box.
This closes https://github.com/godotengine/godot-proposals/issues/98.
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"Flags" was a bit too ambiguous, and in 3D it hid GeometryInstance.Flags
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Includes various changes triggered by the refactoring of method bindings.
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This makes them display in a nicer way in the editor help.
(The title will display instead of the full URL.)
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A few extra renames for classes which were missed in last week's PRs.
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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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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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- Add some missing descriptions.
- Add links to tutorials for ARVR and AnimationTree.
- Style fixes.
- Engine changes:
* Make `AnimationNodeTransition.input_<number>` properties internal
so that they don't appear in the docs. They still appear in the
inspector based on the actual number of inputs requested.
* Drop unimplemented `CPUParticles.flatness`. It's only used for 3D
particles in `ParticlesMaterial`, and thus only relevant for
`CPUParticles3D`.
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Fixes #35289.
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Fixes #29777.
Co-authored-by: Cameron Reikes <cameronreikes@gmail.com>
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Setters and getters have been hidden from the documentation when the matching
properties have been exposed, but some of them are parametric and require the
name or index of a given parameter to be used. So they need to be properly
documented with the type and name of the arguments they take.
For example, CPUParticles' `set_param(Parameter param, float value)`.
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This was likely a typo, 10 times the standard gravity is 98.0665
(ca. 98), not 98.8.
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Applying #30187.
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They are now generated automatically by doctool.
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Thanks to @bojidar-bg's impressive work in #29380.
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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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Fix a few bugs.
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The relevant code was copied from (GPU) ParticlesMaterial but commented
out initially, and never ported.
Closes #29580.
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