Age | Commit message (Collapse) | Author |
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Expose RichTextLabel::push_customfx to GDScript
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Add handling of script creation/deletion for custom visual shader nodes
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Add `PROPERTY_USAGE_NEVER_DUPLICATE` flag and use for script
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Fix documentation about depth and width of Height map
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[RichTextLabel] Match minimum size calculation of Label (proper content fitting)
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Co-authored-by: Yakov Borevich <j.borevich@gmail.com>
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Co-authored-by: Yuri Sizov <yuris@humnom.net>
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Rearrange `editor/naming/*` project settings
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Add missing property and method descriptions to AnimationNodeTransition class reference
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Co-Authored-By: Yuri Sizov <11782833+YuriSizov@users.noreply.github.com>
Co-Authored-By: Rémi Verschelde <rverschelde@gmail.com>
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Update C# signal documentation and remove bind array
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Fix incorrect claim in RemoteTransform2D class reference
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Add documentation for GpuParticles2D collisions
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Add Curve2D/tessellate_even_length description class-reference
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Add "dedicated server" export mode which can strip unneeded visual resources
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Copied from Curve3D's corresponding method.
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Rename getters and signals on XR nodes to be consistant with input types
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- Updates C# signal documentation and code examples to the new API in 4.0
- Replace all `nameof` usages with the exposed `StringName`
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Cleanup and unify keyboard input.
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Update instances of scenes which have been reimported.
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SaracenOne/disable_data_generation_on_foreign_resources
Disable navmesh, lightmap, and VoxelGI generation on foreign data
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- Unify keycode values (secondary label printed on a key), remove unused hardcoded Latin-1 codes.
- Unify IME behaviour, add inline composition string display on Windows and X11.
- Add key_label (localized label printed on a key) value to the key events, and allow mapping actions to the unshifted Unicode events.
- Add support for physical keyboard (Bluetooth or Sidecar) handling on iOS.
- Add support for media key handling on macOS.
Co-authored-by: Raul Santos <raulsntos@gmail.com>
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Warn against using non-uniform scale for 3D physics (in the editor and class reference)
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Add support for Unicode identifiers in GDScript and Expression
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Clean-up, harmonize, and improve StyleBox API
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Add AudioStreamPolyphonic to simplify sound playback from code
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* This new audio stream allows to play multiple sounds and control them over time from code.
* It greatly simplifies tasks such as generative music (music generated from code) or audio.
This new type of stream was added with the goal of fixing audio blending in AnimationPlayer and AnimationTree, but can be used by others for their regular audio needs.
Does not fix anything currently, but should help implement #69758 properly.
Some demo code of how to use this:
```GDScript
var player = $SomeNode as AudioStreamPlayer
player.stream = AudioStreamPolyphonic.new()
var playback = player.get_stream_playback() as AudioStreamPlaybackPolyphonic
var id = playback.play_stream(preload("res://Clip1.ogg"))
await get_tree().create_timer(1).timeout
playback.set_stream_volume(id,-12) # Set volume to half after one second
await get_tree().create_timer(2).timeout
var id2 = playback.play_stream(preload("res://Clip2.ogg")) # 2 seconds later, start another clip
await get_tree().create_timer(1).timeout
playback.stop_stream(id) # 1 second later, kill the first clip
playback.set_stream_pitch_scale(id2,1.5) # Make the second clip go 50% faster
```
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Reorganize main and sub-window initial position properties.
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Expose `fading_from` from StateMachine
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Rework EditorPlugin editing logic
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Add "Open in External Program" option
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This is using an adapted version of UAX#31 to not rely on the ICU
database (which isn't available in builds without TextServerAdvanced).
It allows most characters used in diverse scripts but not everything.
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Don't print error in `get_cell_tile_data()`
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Support script global resource name in EditorFileSystem
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Clean up shader parameter remap
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* Works for binary and text files.
* Makes EditorQuickOpen work with custom resources again.
* Information is cached and easily accessible.
Properly fixes #66179. Supersedes #66215 and supersedes #62417
**WARNING**: This required breaking backwards binary compatibility (.res and .scn files). Files saved after this PR is merged will no longer open in any earlier versions of Godot.
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