Age | Commit message (Collapse) | Author |
|
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.
|
|
|
|
|
|
This pull request fixes an assortment of typos and improves conciseness in `Animation`, `Area2D`, `Array`, `ArrayMesh`, `Control`, `Directory`, `EditorPlugin`, `Engine`, and `OS`.
|
|
|
|
|
|
* Functions to convert to/from degrees are all gone. Conversion is done by the editor.
* Use PROPERTY_HINT_ANGLE instead of PROPERTY_HINT_RANGE to edit radian angles in degrees.
* Added possibility to add suffixes to range properties, use "min,max[,step][,suffix:<something>]" example "0,100,1,suffix:m"
* In general, can add suffixes for EditorSpinSlider
Not covered by this PR, will have to be addressed by future ones:
* Ability to switch radians/degrees in the inspector for angle properties (if actually wanted).
* Animations previously made will most likely break, need to add a way to make old ones compatible.
* Only added a "px" suffix to 2D position and a "m" one to 3D position, someone needs to go through the rest of the engine and add all remaining suffixes.
* Likely also need to track down usage of EditorSpinSlider outside properties to add suffixes to it too.
|
|
* Deprecates GDNative in favor of a simpler, lower level interface.
* New extension system allows registering core engine classes.
* Simple header interface in gdnative_interace.h
|
|
|
|
|
|
|
|
|
|
|
|
Or after punctuation. Tried to leave third-party stuff alone, unless it has
been heavily modified for Godot.
|
|
|
|
Add methods to remove theme overrides
|
|
|
|
|
|
|
|
|
|
Reference the control gallery image in the Control class documentation
|
|
Like the Tween cheatsheet or Color constants cheatsheet, this references
a "cheatsheet" image from the documentation repository.
|
|
|
|
|
|
Rename Rect2 and Rect2i grow_margin() to grow_side()
|
|
Rename Control rotation to rotation_degrees
|
|
|
|
|
|
|
|
This keeps things consistent with the rest of Godot, which uses the
American English spelling of Color.
|
|
CanvasItem, Theme and modified controls documentation.
|
|
Rename the `type` parameter to `node_type` in Theme and Control
|
|
The return type for `_make_custom_tooltip` is clarified as Control, and users
should make sure to return a visible node for proper size calculations.
Moreover in the current master branch, a PopupPanel will be added as parent
to the provided tooltip to make it a sub-window.
Clarifies documentation for `Control._make_custom_tooltip`, and shows how to
use the (until now undocumented) "TooltipPanel" and "TooltipLabel" theme types
to style tooltips.
Fixes #39677.
|
|
This makes it clearer that it expects a node type as a string
(such as "Label") instead of a type like "TYPE_ARRAY".
This is backwards-compatible since only the name of the parameter
is changed, not its order.
|
|
|
|
|
|
Translates Code Examples in classes beginning with `C`.
Includes:
* Callable
* CanvasItem
* CharFXTransform
* Color
* ColorRect
* ConfigFile
* ConfirmationDialog
* Control
* Crypto
|
|
This makes them display in a nicer way in the editor help.
(The title will display instead of the full URL.)
|
|
Overriding theme items is a common point of confusion.
Hopefully, these code samples should clear things up.
|
|
This is a common topic of confusion. Clarifying its intended scope
should make things easier to understand.
|
|
|
|
CanvasItem based nodes.
Resolves #37683
|
|
|
|
|
|
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.
|
|
|
|
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.
|
|
|
|
|
|
|