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path: root/doc/classes/Vector4i.xml
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2023-04-24Unify descriptions of vector methodsHaoyu Qiu
* is_equal_approx * normalize * length_squared * posmod * posmodv (cherry picked from commit 6cd8e706fae5dacc908efd1a823e3447e01bfa56)
2023-04-07C# Truncate instead of round in Vector2/3/4 to Vector2I/3I/4I conversionkleonc
(cherry picked from commit f53d3382af3ce04c924e6f92bb4c81ba349cfd8f)
2022-11-24Merge pull request #68386 from MewPurPur/snappedi-snappedfRĂ©mi 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
2022-10-27Document the Vector3 and Vector4i classesHugo Locurcio
2022-09-03Document Vector4iMJacred
2022-08-08Rename the argument tag to param in XML documentationYuri Sizov
2022-07-29Fix Vector4 serializationkobewi
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.