Age | Commit message (Collapse) | Author |
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And fixups:
- Add missing bindings in RenderingServer
- Remove duplicate ArrayMesh enum bindings (they're in Mesh already)
- Remove redundant _unhandled_key_input binding in Control (it's in Node
already)
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Improve the `ProjectSettings.globalize_path()` documentation
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This closes https://github.com/godotengine/godot-docs/issues/4409.
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CanvasItem, Theme and modified controls documentation.
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Clarify packet peer `max_buffer_po2` in ProjectSettings documentation
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This closes https://github.com/godotengine/godot-docs/issues/4364.
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Docs: Port code examples to C# (M, N, O, P, Q, R)
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Includes:
* MarginContainer
* NavigationPolygon
* Node
* NodePath
* OS
* PackedByteArray
* PackedScene
* PacketPeerUDP
* PCKPacker
* Performance
* PhysicsShapeQueryParameters2D
* PhysicsShapeQueryParameters3D
* PrimitiveMesh
* ProjectSettings
Co-authored-by: Aaron Franke <arnfranke@yahoo.com>
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Improve the documentation related to fullscreen and borderless settings
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Includes various changes triggered by the refactoring of method bindings.
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Correct the doc about linear damping
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See https://github.com/godotengine/godot/issues/40577#issuecomment-662329021.
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Added PCK file loading with offset feature
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updated variables to use size_t
removed line break to make code style more consistent
added conditional check to return an error if offset field is used when loading a ZIP package
fixed typo
formatted file
added commit regarding self contained exe files
handled error loging for load zip file with offset
spelling tweak
updated conditional statement for magic check
udpated error message when load Zip file with offset is called
fix CI
Trying to fix CI
fix CI done
Added error message for loading self-contained exe with offset.
Updated documentation.
Fix indent
final fix indent
Updated documentation.
fix indents
Updated doc based on suggestion
Final fix
fixed format
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Add high quality glow mode
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This code currently isn't compiled (and cannot compile).
We plan to re-add OpenGL ES-based renderer(s) in Godot 4.0 alongside Vulkan
(probably ES 3.0, possibly also a low-end ES 2.0), but the code will be quite
different so it's not relevant to keep this old Godot 3.2 code.
The `drivers/gles2` code from the `3.2` branch can be used as a reference for
a potential new implementation.
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The macOS platform convention regarding button order is cancel on left,
OK on right.
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- Use the `.log` file extension (recognized on Windows out of the box)
to better hint that generated files are logs. Some editors provide
dedicated syntax highlighting for those files.
- Use an underscore to separate the basename from the date and
the date from the time in log filenames. This makes the filename
easier to read.
- Keep only 5 log files by default to decrease disk usage in case
messages are spammed.
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- Makes all boolean setters/getters consistent.
- Fixes bug where `glow_hdr_bleed_scale` was not used.
- Split CameraEffects to their own source file.
- Reorder all Environment method and properties declarations,
definitions and bindings to be consistent with each other
and with the order of property bindings.
- Bind missing enum values added with SDFGI.
- Remove unused SDFGI enhance_ssr boolean.
- Sync doc changes after SDFGI merge and other misc changes.
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Otherwise generating docs with non-Mono builds removes them,
which is not so convenient for the documentation work.
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Rename SSL certificate bundle setting to clarify the "overriding" aspect
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This closes https://github.com/godotengine/godot-docs/issues/2531.
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Adds API changes from the new GPU lightmapper.
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Since it only accepts power-of-two values, exposing it as an enum
makes more sense. This also allows for adding property hints to indicate
the performance cost of each value.
This also improves property hints for MSAA and FXAA.
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Expose the cell_size affecting VisibilityNotifier2D precision
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Refs: #4803
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`Type[]` typed arrays will link to `Type`, as it's likely the most
interesting information for the user.
And sync classref with current source.
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Also added an easier way to load native GLSL shaders.
Extras:
Had to fix no-cache for subresources in resource loader, it was not properly working, making shaders not properly reload.
Note:
The precommit hooks are broken because they don't seem to support enums from one class being used in another.
Feel free to fix this after merging this PR.
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