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path: root/doc/classes/Node3D.xml
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2022-09-29Fail look_at() if not inside treekobewi
2022-09-19Expose `NOTIFICATION_LOCAL_TRANSFORM_CHANGED`Marc Gilleron
2022-08-26Rename `str2var` to `str_to_var` and similarMicky
Affects the Math class, a good chunk of the audio code, and a lot of other miscellaneous classes, too. - `var2str` -> `var_to_str` - `str2var` -> `str_to_var` - `bytes2var` -> `bytes_to_var` - `bytes2var_with_objects` -> `bytes_to_var_with_objects` - `var2bytes` -> `var_to_bytes` - `var2bytes_with_objects` -> `var_to_bytes_with_objects` - `linear2db` -> `linear_to_db` - `db2linear` -> `db_to_linear` - `deg2rad` -> `deg_to_rad` - `rad2deg` -> `rad_to_deg` - `dict2inst` -> `dict_to_inst` - `inst2dict` -> `inst_to_dict`
2022-08-23Replace Array return types with TypedArray 2kobewi
2022-08-18Make `property_*_revert` methods multilevel and expose them for scriptingYuri Sizov
2022-08-15[doc] Use "param" instead of "code" to refer to parameters (5)Andy Maloney
2022-08-08Rename the argument tag to param in XML documentationYuri Sizov
2022-07-01Add global_position and global_rotation to Node3Dfoxydevloper
2022-06-10Document limitations of negative scales in 2D and 3DAaron Franke
2022-02-15Add an XML schema for documentationHugo Locurcio
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.
2022-01-06Fix incorrect default transform values on foreign 3D nodesSaracenOne
2021-11-15Replace Godot docs URL with `$DOCS_URL` in XML class referenceRémi Verschelde
2021-10-25Refactored Node3D rotation modesreduz
* Made the Basis euler orders indexed via enum. * Node3D has a new rotation_order property to choose Euler rotation order. * Node3D has also a rotation_mode property to choose between Euler, Quaternion and Basis Exposing these modes as well as the order makes Godot a lot friendlier for animators, which can choose the best way to interpolate rotations. The new *Basis* mode makes the (exposed) transform property obsolete, so it was removed (can still be accessed by code of course).
2021-10-07Implemented SkeletonEditorGizmoSilc Renew
Co-authored-by: Lyuma <xn.lyuma@gmail.com>
2021-08-29Revert "Display a matrix for Node2D and don't display a duplicate origin"Juan Linietsky
2021-08-29Display a matrix for Node2D and don't display a duplicate originAaron Franke
2021-08-01Move code for looking_at to BasisAaron Franke
2021-07-30doc: Use self-closing tags for `return` and `argument`Rémi Verschelde
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.
2021-07-25Fix various typos with codespellluz paz
Found via `codespell -q 3 -S ./thirdparty,*.po,./DONORS.md -L ackward,ang,ans,ba,beng,cas,childs,childrens,dof,doubleclick,fave,findn,hist,inout,leapyear,lod,nd,numer,ois,ony,paket,seeked,sinc,switchs,te,uint`
2021-07-23Node3D gizmo improvementsjfons
* Clean-up of node_3d_editor_plugin.{h,cpp}: removed unused code, fixed some bugs. * Moved node_3d_editor_gizmos.{h,cpp} to editor/plugins. * Added support for multiple gizmos per node. This means custom gizmos will no longer override the built-in ones and that multiple gizmos can be used in more complex nodes. * Added support for handle IDs. When adding handles to a gizmo, an ID can be specified for each one, making it easier to work with gizmos that have a variable number of handles. * Added support for subgizmos, selectable elements that can be transformed without needing a node of their own. By overriding _subgizmo_intersect_frustum() and/or _subgizmo_intersect_ray() gizmos can define which subgizmos should be selected on a region or click selection. Subgizmo transformations are applied using get/set/commit virtual methods, similar to how handles work.
2021-06-30Fix editor suffixes and degrees conversionreduz
* 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.
2021-06-18Better format arguments in variant parserMichael Alexsander Silva Dias
2021-06-14Merge pull request #49458 from JFonS/fix_unwrap_xformRémi Verschelde
Rename get_parent_spatial() to get_parent_node_3d()
2021-06-14Rename get_parent_spatial() to get_parent_node3d()jfons
Renames get_parent_spatial() to get_parent_node3d() and changes its implementation. Before it was not returning a correct pointer if the node wasn't added to a SceneTree. Now it uses the same implementation as CanvasItem, which will be correct even for nodes outside a SceneTree.
2021-06-14Implement visibility range and dependencies.jfons
This commit adds the following properties to GeometryInstance3D: `visibility_range_begin`, `visibility_range_begin_margin`, `visibility_range_end`, `visibility_range_end_margin`. Together they define a range in which the GeometryInstance3D will be visible from the camera, taking hysteresis into account for state changes. A begin or end value of 0 will be ignored, so the visibility range can be open-ended in both directions. This commit also adds the `visibility_parent` property to 'Node3D'. Which defines the visibility parents of the node and its subtree (until another parent is defined). Visual instances with a visibility parent will only be visible when the parent, and all of its ancestors recursively, are hidden because they are closer to the camera than their respective `visibility_range_begin` thresholds. Combining visibility ranges and visibility parents users can set-up a quick HLOD system that shows high detail meshes when close (i.e buildings, trees) and merged low detail meshes for far away groups (i.e. cities, woods).
2021-06-04Rename Node3D's property translation to positionMarcel Admiraal
2021-06-03Update documentation for Transform3DAaron Franke
2021-02-19doc: Sync classref with current sourceRémi Verschelde
And fix various bogus bindings following previous PRs.
2021-01-15Merge pull request #38578 from Phischermen/transform-notification-doc_updateRémi Verschelde
Mention gotcha about how gizmos affect transform notifications
2021-01-04doc: Sync classref with current sourceRémi Verschelde
2020-10-09doc: Sync classref with current sourceRémi Verschelde
2020-10-02Merge pull request #42451 from Duroxxigar/rename-toplevelRémi Verschelde
Renamed toplevel to be top_level
2020-10-01Link to demos from within the class referenceAaron Franke
2020-10-01Renamed toplevel to be top_levelDuroxxigar
2020-10-01Made toplevel a property for Node3D and CanvasItemDuroxxigar
2020-08-31Add link titles for all links in the class referenceHugo Locurcio
This makes them display in a nicer way in the editor help. (The title will display instead of the full URL.)
2020-07-27Improve visibility documentation for CanvasItem and Node3DHugo Locurcio
This closes https://github.com/godotengine/godot-docs/issues/3840.
2020-05-08Add info about how gizmos affect transform notificationsPhischermen
2020-05-04doc: Sync classref with current sourceRémi Verschelde
2020-04-17Clarify that angles must be specified as radians in the documentationHugo Locurcio
This closes #36356.
2020-03-30doc: Update classref with node renamesRémi Verschelde
A few extra renames for classes which were missed in last week's PRs.