Age | Commit message (Collapse) | Author |
|
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.
|
|
* there is now a more clear distinction between camera_2d and camera_3d functions in the engine code
* simplified camera2d's exported interface - now everything happens directly with the 'current' variable and make_current and clear_current are no longer exposed- there were some situations where calling one instead of set_current would result in incomplete results
* rebased to current godot master
|
|
* Fixed and redone the process to obtain render information from a viewport
* Some stats, such as material changes are too difficult to guess on Vulkan, were removed.
* Separated visible and shadow stats, which causes confusion.
* Texture, buffer and general video memory can be queried now.
* Fixed the performance metrics too.
|
|
* Editor 2D viewport now uses embedded subwindows (windows no longer pop up)
* Restored the ability to disable 3D on the 2D viewport (makes 3D not display on 2D when there is a camera on the scene)
|
|
* This is the 3D counterpart to #49632
* Implemented a bit different as 3D works using instancing
After merged, both 2D and 3D classes will most likely be renamed in a separate PR to DisplayNotifier2D/3D.
|
|
|
|
|
|
Includes:
* Variant
* Viewport
and two fixes in Array that were pointed out in #40978
VisualScript classes are skipped on purpose.
That is the final commit of the inital code porting to C#. :)
|
|
* GIProbe is now VoxelGI
* BakedLightmap is now LightmapGI
As godot adds more ways to provide GI (as an example, SDFGI in 4.0), the different techniques (which have different pros/cons) need to be properly named to avoid confusion.
|
|
|
|
Added an occlusion culling system with support for static occluder meshes.
It can be enabled via `Project Settings > Rendering > Occlusion Culling > Use Occlusion Culling`.
Occluders are defined via the new `Occluder3D` resource and instanced using the new
`OccluderInstance3D` node. The occluders can also be automatically baked from a
scene using the built-in editor plugin.
|
|
|
|
|
|
|
|
Add missing "s" in Viewport documentation
|
|
|
|
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)
|
|
Includes various changes triggered by the refactoring of method bindings.
|
|
|
|
This makes them display in a nicer way in the editor help.
(The title will display instead of the full URL.)
|
|
|
|
- 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.
|
|
|
|
Add missing enum bindings.
|
|
|
|
|
|
|
|
A few extra renames for classes which were missed in last week's PRs.
|
|
|
|
Lots of internal API changes and some docstrings were lost in the conversion.
I manually salvaged many of them but for all the rendering-related ones, an
additional pass is needed.
Added missing enum bindings in BaseMaterial3D and VisualServer.
|
|
|
|
Fix a few typos.
|
|
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.
|
|
|
|
|
|
|
|
Add description for gui_is_dragging to document drag and drop behavior.
|
|
This partially addresses #27650.
|
|
|
|
DocData: Re-expose parametric setters and getters
|
|
hex_to_int example
|
|
|
|
Setters and getters have been hidden from the documentation when the matching
properties have been exposed, but some of them are parametric and require the
name or index of a given parameter to be used. So they need to be properly
documented with the type and name of the arguments they take.
For example, CPUParticles' `set_param(Parameter param, float value)`.
|
|
Applying #30187.
|
|
They are now generated automatically by doctool.
|
|
Thanks to @bojidar-bg's impressive work in #29380.
|
|
- 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
|
|
|
|
|
|
|