Age | Commit message (Collapse) | Author |
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Added documentation to some `add_*_plugin` methods
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* Labels are now bold
* Categories in trees are bold
* Main editor buttons are bold
* Fixed section folding arrows in inspector
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Restore TileMap's debug collision shapes and add navigation.
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LightningAA/scrollcontainer-ensure-item-visible-4.0
ScrollContainer: Expose `_ensure_focused_visible` to the scripting API and rename it to `ensure_control_visible`
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Add two new functions to the IP class that returns all addresses/aliases associated with a given address.
This is a cherry-pick merge from 010a3433df43a94fee95474360ffa6662c7441b9 which was merged in 2.1, and has been updated to build with the latest code.
This merge adds two new methods IP.resolve_hostname_addresses and IP.get_resolve_item_addresses that returns a List of all addresses returned from the DNS request.
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Was renamed to `ensure_control_visible`
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Tweak arguments of list_dir_begin() (skips navigational and hidden files by default)
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Document `Resource.duplicate()` only copying exported variables' values
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Added Billboard Node to Visual Shaders
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* Shader compilation is now cached. Subsequent loads take less than a millisecond.
* Improved game, editor and project manager startup time.
* Editor uses .godot/shader_cache to store shaders.
* Game uses user://shader_cache
* Project manager uses $config_dir/shader_cache
* Options to tweak shader caching in project settings.
* Editor path configuration moved from EditorSettings to new class, EditorPaths, so it can be available early on (before shaders are compiled).
* Reworked ShaderCompilerRD to ensure deterministic shader code creation (else shader may change and cache will be invalidated).
* Added shader compression with SMOLV: https://github.com/aras-p/smol-v
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Make `EditorFileDialog` only created on demand in `EditorResourcePicker`
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Also remove an unused function.
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Use an enum to represent screen orientation in the Project Settings
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- Tweak the setting property hint to be more informative.
- Make the setting a "basic" setting so it appears when Advanced Settings
is disabled.
- Remove redundant orientation setting in the iOS export preset.
The project setting is now used (like on Android).
Projects upgrading from a previous version will have to set the
screen orientation again in the Project Settings if it wasn't set
to the default value ("landscape").
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Unexpose methods and property for binding children to Bones in Skeleton3D
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Default missing keys to Unix time 0 (1970-01-01 at 00:00:00 UTC).
Abort if year <= 0, this is not supported by the current algorithm.
Prevents an infinite loop further down.
Fixes #49022.
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Support for 2D particles to collide against SDF
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-Added SDF collision support for 2D particles
-Changed the SDF generation to be fully signed
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This also acts as a general-purpose "deselect" shortcut since pressing
it a second time will deselect text.
This is available both in the script editor and in TextEdit fields
in use, both in the editor and projects.
The Duplicate Line script editor shortcut was moved to Ctrl + Shift + D
since it conflicts with the new shortcut (Ctrl + D). The rationale for
doing so is that Duplicate Line is a less commonly used action, and
its behavior can be replicated by copying and pasting the current line
anyway. (With no selection active, the whole line will be copied.)
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Fixes TileSet Y-sort not working and TileSet not saving correctly
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New `JavaScript.download_buffer` method to create a prompt that let the
user download a file.
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Use `EditorResourcePicker` in the Inspector
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[HTML5] Implement Godot <-> JavaScript interface.
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Implement scenes tiles in TileMaps
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Fix RigidBody3D.get_inverse_inertia_tensor() crash
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Using codespell 2.0.0.
Method:
```
$ cat > ../godot-word-whitelist.txt << EOF
ang
curvelinear
dof
doubleclick
fave
findn
GIRD
leapyear
lod
merchantibility
nd
numer
ois
ony
que
seeked
synching
te
uint
unselect
webp
EOF
$ codespell -w -q 3 -I ../godot-word-whitelist.txt --skip="./thirdparty,*.po"
$ git diff // undo unwanted changes
```
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That class can be used as a base to implement them, but there is no
actual implementation for it in Godot.
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Enable setting of collision iterations in PhysicsServer2D
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