Age | Commit message (Collapse) | Author |
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This was made possible by changes to `VariantCaster` which now make
it possible to pass any `Object`-derived type as pointer.
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Makes the results consistent for all shape types with options to set
the desired behavior.
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And fix up formatting not supported by makerst.
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- Back to 1-based layer names to make it clearer in editor UI
- Layer bit accessors are renamed to layer value and 1-based too
- Uniform errors and documentation in render and physics
- Fix a few remaining collision_layer used in place of collision_mask
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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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Bind missing enums.
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`cast_to` is sometimes mistaken as a method rather than a property.
`target_position` makes it more obvious that it's a property.
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Reference the online documentation in collision layer/mask properties
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This makes them display in a nicer way in the editor help.
(The title will display instead of the full URL.)
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See https://github.com/godotengine/godot-docs/pull/3863.
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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.
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They are now generated automatically by doctool.
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Thanks to @bojidar-bg's impressive work in #29380.
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- Document a few more properties and methods
- Add more information to many classes
- Fix lots of typos and gramar mistakes
- Use [code] tags for parameters consistently
- Use [b] and [i] tags consistently
- Put "Warning:" and "Note:" on their own line to be more visible,
and make them always bold
- Tweak formatting in code examples to be more readable
- Use double quotes consistently
- Add more links to third-party technologies
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In many of the XML files it had been noted that when the documentation
refers to a return value, both "Return" and "Returns" are used. This
has now been fixed to only say "Returns".
Fixes #28867
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fixes
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It now behaves the same as RayCast (3D).
Fixed documentation accordingly and documented new configuration options.
Supersedes and closes #20567.
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It has no practical use case and just generates noise for each alpha, beta, etc.
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Also enhance RigidBody docs as per https://github.com/godotengine/godot-docs/pull/1018
and fix the version tag in all files (not really stable yet, but it makes no sense
to hardcode rc3 at this stage).
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RayCast2D.xml
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It is now "3.0-alpha" instead of "3.0.alpha.custom_build{,.mono}",
limits unnecessary diffs.
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[ci skip]
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Also fix hyperlink references to same class as per the guidelines.
[ci skip]
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The point is that `RayCast`s are checked against objects' `collision_layer`(s), but they themselves are considered no to _belong_ to any layer. Therefore, the correct name for their property is `collision_mask`, rather than `collision_layer`.
Only renaming is needed since the behavior was already the right one, only that it wasn't matching what users would expect from the name and description of the property.
Fixes #7589, where it's also discussed.
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Ensure that s/fixed_process/physics_process/ is handled properly.
[ci skip]
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[ci skip]
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possible to save module files in module directories and the build system will
recognize them.
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