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(cherry picked from commit 766807506c4f40bca1fafd16ac467a33694f6269)
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Also implement sort_offset for decals
Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro>
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Co-authored-by: Yuri Sizov <11782833+YuriSizov@users.noreply.github.com>
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* Allows creating a GDExtension based 3D Physics Server (for Bullet, PhysX, etc. support)
* Some changes on native struct binding for PhysicsServer
This allows a 3D Physics server created entirely from GDExtension. Once it works, the idea is to port the 2D one to it.
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* Previous "virtual" classes (which can't be instantiated) are not corretly named "abstract".
* Added a new "virtual" category for classes, they can't be instantiated from the editor, but can be inherited from script and extensions.
* Converted a large amount of classes from "abstract" to "virtual" where it makes sense.
Most classes that make sense have been converted. Missing:
* Physics servers
* VideoStream
* Script* classes.
which will go in a separate PR due to the complexity involved.
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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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- 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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This also clarifies that `get_aabb()` returns the AABB in local space.
See https://github.com/godotengine/godot/issues/42095.
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A few extra renames for classes which were missed in last week's PRs.
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