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2023-03-16Improve Vector2 / 3 / 4 normalized() classref.lawnjelly
Mention that the results will be unreliable with initial vector near zero. (cherry picked from commit cca01afd82bd6e7b3e852a66ca459f5d61022585)
2023-03-16Fix typos and inconsistencies in classrefHaoyu Qiu
(cherry picked from commit 57d4272984fc0dd4c668503ead82a9dd01020bfd)
2022-12-10Rename `float=64` SCons option to `precision=double`Hugo Locurcio
This avoids confusion with the old `bits=64` option and building for 64-bit CPUs in general.
2022-11-24Merge pull request #68386 from MewPurPur/snappedi-snappedfRémi Verschelde
Implement snappedi, snappedf, and Vector[2/3/4]i.snapped
2022-11-19Implement snappedi, snappedf, and Vector[2/3/4]i.snappedVolTer
2022-11-12Document that Vector classes are 32-bitJonathan Nicholl
2022-10-08Add `is_finite` method for checking built-in typesHaoyu Qiu
2022-09-03Document Vector4iMJacred
2022-09-02Add `is_zero_approx` methods to `Vector2`, `3`, and `4`Jonathan Nicholl
2022-08-19Make `cubic_interpolate()` consider key time in animationSilc Renew
2022-08-09[doc] Use "param" instead of "code" to refer to parameters #3Andy Maloney
2022-08-10Merge pull request #64108 from antonWetzel/csharp-updateRémi Verschelde
2022-08-09[doc] Use "param" instead of "code" to refer to parametersAndy Maloney
Co-authored-by: Yuri Sizov <11782833+YuriSizov@users.noreply.github.com>
2022-08-09vector4 distance_squared_to and update csharpantonWetzel
2022-08-08Rename the argument tag to param in XML documentationYuri Sizov
2022-08-07Vector4/Vector4i: Add missing methods, tests and fix change of sign operatorHendrik Brucker
2022-07-29Fix Vector4 serializationkobewi
2022-07-26Add Vector4 documentationkobewi
2022-07-26Add some missing Vector4 methodskobewi
2022-07-23Implement Vector4, Vector4i, Projectionreduz
Implement built-in classes Vector4, Vector4i and Projection. * Two versions of Vector4 (float and integer). * A Projection class, which is a 4x4 matrix specialized in projection types. These types have been requested for a long time, but given they were very corner case they were not added before. Because in Godot 4, reimplementing parts of the rendering engine is now possible, access to these types (heavily used by the rendering code) becomes a necessity. **Q**: Why Projection and not Matrix4? **A**: Godot does not use Matrix2, Matrix3, Matrix4x3, etc. naming convention because, within the engine, these types always have a *purpose*. As such, Godot names them: Transform2D, Transform3D or Basis. In this case, this 4x4 matrix is _always_ used as a _Projection_, hence the naming.