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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.
2021-07-23Merge pull request #50747 from bruvzg/move_alert_to_osRémi Verschelde
Move `alert` function from `DisplayServer` to `OS`.
2021-07-23Fix doc typosNicholas Huelin
This pull request fixes an assortment of typos and improves conciseness in `Animation`, `Area2D`, `Array`, `ArrayMesh`, `Control`, `Directory`, `EditorPlugin`, `Engine`, and `OS`.
2021-07-22Move `alert` function from `DisplayServer` to `OS`.bruvzg
2021-07-22Fix msec documentation description typoDistrikt64
2021-06-19Expose OS data directory getter methodsHugo Locurcio
This can be used by editor plugins and non-game applications to store data in the correct directories according to the XDG Base Directory specification.
2021-06-18Better format arguments in variant parserMichael Alexsander Silva Dias
2021-06-11Add Time singletonAaron Franke
2021-06-10Add OS.get_external_data_dir() to get Android external directoryMarcel Admiraal
2021-05-24OS: Better validation of invalid input for get_unix_time_from_datetimeRémi Verschelde
Default missing keys to Unix time 0 (1970-01-01 at 00:00:00 UTC). Abort if year <= 0, this is not supported by the current algorithm. Prevents an infinite loop further down. Fixes #49022.
2021-05-20Fix typos with codespellRémi Verschelde
Using codespell 2.0.0. Method: ``` $ cat > ../godot-word-whitelist.txt << EOF ang curvelinear dof doubleclick fave findn GIRD leapyear lod merchantibility nd numer ois ony que seeked synching te uint unselect webp EOF $ codespell -w -q 3 -I ../godot-word-whitelist.txt --skip="./thirdparty,*.po" $ git diff // undo unwanted changes ```
2021-05-09Document caveats of `OS.get_unique_id()`Hugo Locurcio
2021-05-07Implement the `%command%` placeholder in the Main Run Args settingHugo Locurcio
This can be used to tell Godot to run an executable that will run Godot rather than running Godot directly. This is useful to make Godot start on the dedicated GPU when using a NVIDIA Optimus setup on Linux: `prime-run %command%` The `editor/run/main_run_args` setting declaration was moved to make it visible in the ProjectSettings documentation.
2021-03-24Clarify that get_unix_time() returns secondskobewi
2021-03-19class reference proofreadingPaul Joannon
2021-03-12[46188] fix: get unix from datetime when empty dictAitor Cereceto
2021-02-25Remove GDScript bindings for OS.get/set_exit_code, ↵Emmanuel Leblond
SceneTree.quit(<exit_code>) should be used instead
2021-02-25Improve the `OS.get_environment()`/`OS.set_environment()` documentationHugo Locurcio
2021-02-25Expose set_environment to GDScriptBastiaan Olij
2021-02-18Don't allow negative values for `OS.delay_usec()`/`OS.delay_msec()`Hugo Locurcio
This closes #46190.
2021-02-18Move tablet driver API from OS to DisplayServer.bruvzg
2021-01-28doc: Sync classref with current sourceRémi Verschelde
2021-01-26Merge pull request #44732 from Calinou/os-add-get-thread-caller-idRémi Verschelde
Add an `OS.get_thread_caller_id()` method
2021-01-09Split OS::execute into two methodsMarcel Admiraal
1. execute(): Executes a command and returns the results. 2. create_process(): Creates a new process and returns the new process' id.
2020-12-27Add an `OS.get_thread_caller_id()` methodHugo Locurcio
This can be used to print thread IDs in logs. This can make it easier to debug multi-threaded applications. Co-authored-by: Khaos <khaos@khaos-coders.org>
2020-12-13Add important note about OS.get_unixtime.Fabio Alessandrelli
Should NEVER be used for precise time computations since its return values are not guaranteed to be monotonic.
2020-12-10Merge pull request #40708 from bruvzg/improve_os_localeRémi Verschelde
Improve `OS::get_locale()` and documentation.
2020-11-09Docs: Port Code Examples to C# (M, N, O, P, R)HaSa1002
Includes: * MarginContainer * NavigationPolygon * Node * NodePath * OS * PackedByteArray * PackedScene * PacketPeerUDP * PCKPacker * Performance * PhysicsShapeQueryParameters2D * PhysicsShapeQueryParameters3D * PrimitiveMesh * ProjectSettings Co-authored-by: Aaron Franke <arnfranke@yahoo.com>
2020-10-01Link to demos from within the class referenceAaron Franke
2020-09-24OS: Remove unused get_splash_tick_msecRémi Verschelde
It was added in 3e20391bf607dc7c452b056854aed4a8c99ba0f6 but it doesn't seem particularly useful, and it was only implemented for the custom splash branch and not the default one, so it could return an uninitialized int.
2020-08-11Improve `OS::get_locale()` on macOS and Windows, replace "-" with "_" and ↵bruvzg
use system macros instead of bitwise AND. Add locale format info to the documentation.
2020-07-28doc: Sync classref with current sourceRémi Verschelde
2020-07-21Merge pull request #40450 from asmaloney/spellingRémi Verschelde
Fix spelling & grammar in comments, docs, and messages
2020-07-21Fix spelling & grammar in comments, docs, and messagesAndy Maloney
2020-07-20Document the process of parsing command-line argumentsAndrii Doroshenko (Xrayez)
Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro>
2020-06-20Move Haiku platform port to external repositoryRémi Verschelde
The Haiku port now resides at: https://github.com/godotengine/godot-haiku-platform While we're happy to support as many Free and Open Source platforms as we can, we need to put the main focus on the platforms that we can reasonably maintain, and for Haiku we have been lacking maintainers ever since the port was first merged in 2015. The Haiku code has not been compiling and much less working at least since the release of Godot 3.0, and while some attempts have been made at fixing things, it's still not functional today in the `3.2` branch (and much less in `master`, understandably). Having it in an external repository should hopefully enable Haiku contributors to fix issues in their own time, and possibly tag versions compatible with past Godot releases once they are ready.
2020-06-17DocData: Skip language-specific ClassDoc without methods/constantsRémi Verschelde
Removes the useless `@C#`, `@NativeScript` and `@VisualScript` entries.
2020-05-31Remove OS.get_system_time_secs/get_system_time_msecs and change ↵Emmanuel Leblond
OS.get_unix_time return type to double
2020-05-20doc: Sync classref with current sourceRémi Verschelde
2020-05-20[Windows] Add tablet driver selection.bruvzg
2020-04-28Warn when trying to open `res://` or `user://` with `OS.shell_open()`Hugo Locurcio
`OS.shell_open()` will pass on the path directly to the OS' shell handler (which can handle file paths or URLs). It can't handle Godot-specific paths, so these need to be converted with `ProjectSettings.globalize_path()` first.
2020-03-31doc: Sync classref with DisplayServer/Window changesRémi Verschelde
2020-03-09doc: Sync classref with current sourceRémi Verschelde
2020-02-25Rename `scancode` to `keycode`.bruvzg
Add `physical_keycode` (keyboard layout independent keycodes) to InputEventKey and InputMap. Fix non-latin keyboard layout keycodes on Linux/X11 (fallback to physical keycodes).
2020-02-18doc: Sync classref with current sourceRémi Verschelde
Handle removal of Pool*Array types and other recent changes.
2020-02-14Remove incomplete battery status/power APIRémi Verschelde
It was initially implemented in #5871 for Godot 3.0, but never really completed or thoroughly tested for most platforms. It then stayed in limbo and nobody seems really keen to finish it, so it's better to remove it in 4.0, and re-add eventually (possibly with a different API) if there's demand and an implementation confirmed working on all platforms. Closes #8770.
2020-02-13Remove obsolete GLES3 backendRémi Verschelde
Due to the port to Vulkan and complete redesign of the rendering backend, the `drivers/gles3` code is no longer usable in this state and is not planned to be ported to the new architecture. The GLES2 backend is kept (while still disabled and non-working) as it will eventually be ported to serve as the low-end renderer for Godot 4.0. Some GLES3 features might be selectively ported to the updated GLES2 backend if there's a need for them, and extensions we can use for that. So long, OpenGL driver bugs!
2020-02-10Allow per pixel transparency in javascript platformmuiroc
2020-01-31Update docs to version 4.0clayjohn
2020-01-26doc: Drop unused 'category' property from headerRémi Verschelde
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.