Age | Commit message (Collapse) | Author |
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- Add and fix a few C# examples
- Add tips about avoiding allocating StringNames
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- Removed empty paragraphs in XML.
- Consistently use bold style for "Example:", on a new line.
- Fix usage of `[code]` when hyperlinks could be used (`[member]`, `[constant]`).
- Fix invalid usage of backticks for inline code in BBCode.
- Fix some American/British English spelling inconsistencies.
- Other minor fixes spotted along the way, including typo fixes with codespell.
- Don't specify `@GlobalScope` for `enum` and `constant`.
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Also fixes a slightly misleading comment in `Node.print_tree_pretty`.
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Also touches up the Documentation slightly.
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For consistency. Every other exposed `one_shot` is spaced out like this.
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As announced in https://godotengine.org/article/godot-4-will-discontinue-visual-scripting,
Godot maintainers have agreed to discontinue the current implementation of
our VisualScript language.
The way it had been designed was not user-friendly enough and we did not
succeed in improving its usability to actually make it a good low-code
solution for users who need one.
So we prefer to remove it for Godot 4.0 and leave the door open for new,
innovative ideas around visual scripting, to be developed as plugins or
extensions now that Godot provides sufficient functionality for this
(notably via GDExtension and the godot-cpp C++ bindings).
The current module has been moved to a dedicated repository (with full Git
history extracted with `git filter-branch`):
https://github.com/godotengine/godot-visual-script
It can still be compiled as a C++ module (for now, but will likely require
work to be kept in sync with the engine repository), but our hope is that
contributors will port it to GDExtension (which is quite compatibile with
the existing C++ module code when using the godot-cpp C++ bindings).
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Make `property_*_revert` methods multilevel and expose them for scripting
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Remove the optional argument p_binds from `Object::connect` since it was deprecated by Callable.bind().
Changed all uses of it to Callable.bind()
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Type emit_signal exposed method return type
set UndoRedo add_do_method and add_undo_method exposed return void
Set TreeItem::_call_recursive_bind returns void
Set _rpc_bind and _rpc_id_bind returns void in Node
Set _call_group and _call_group_flags method returns void in SceneTree
Set godot-cpp-test CI flag to false
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Specify details regarding required parameters.
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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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Change example used for StringName call methods
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Co-authored-by: Raul Santos <raulsntos@gmail.com>
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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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The various get_meta, set_meta, has_meta, get_meta_list, remove_meta
functions now uses StringName, allowing further optimizations via the
SNAME macro when used from C++ (this PR does not change the various
usage though).
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And fix various bogus bindings following previous PRs.
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Docs: Object: Use new signal syntax and port to C#
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Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
Co-authored-by: Aaron Franke <arnfranke@yahoo.com>
Co-authored-by: Ignacio Etcheverry <ignalfonsore@gmail.com>
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This closes https://github.com/godotengine/godot-docs/issues/4010.
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fixes and updated class Reference.
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This closes #34015.
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This also clarifies the `in` operator behavior in Object.
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Clarify that variables pointing to an object don't become `null` when that object is freed, it just makes them invalid.
(cherry picked from commit ccf5703568ab7c33723f322088c83a7d9ebcf5a8)
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A few extra renames for classes which were missed in last week's PRs.
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