Age | Commit message (Collapse) | Author |
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Create and expose the method `get_collider_rid` in `RayCast2D` and `Raycast3D`.
This method returns the `RID` of the first object that the ray intersects, or an empty `RID` if no object is intersecting the fay (i.e. `is_colliding` returns `false`).
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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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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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Notably:
* `Packed*Array.size()` and `Array.size()`.
* Shared methods of `Transform2D` and `Transform3D`.
* Shared methods of `Vector2`, `Vector3`, and `Vector2i`.
This reduces the Deja Vu when translating the class reference :)
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Makes the results consistent for all shape types with options to set
the desired behavior.
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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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A few extra renames for classes which were missed in last week's PRs.
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