Age | Commit message (Collapse) | Author | |
---|---|---|---|
2021-08-12 | Merge pull request #50371 from Paulb23/text_edit_cleanup | Rémi Verschelde | |
2021-08-12 | Cleanup and complete TextEdit inspector and docs | Paulb23 | |
2021-08-12 | Merge pull request #51517 from Chaosus/precise_graphedit_port_handling | Yuri Roubinsky | |
Better port handling connection for `GraphEdit` | |||
2021-08-12 | Cleanup and expose viewport / scrolling methods | Paulb23 | |
2021-08-12 | Rename readonly to editable | Paulb23 | |
2021-08-12 | Rename insert mode to overtype mode | Paulb23 | |
2021-08-12 | Cleanup TextEdit selection methods | Paulb23 | |
2021-08-12 | Expose and cleanup TextEdit line wrap API | Paulb23 | |
2021-08-12 | Cleanup and rename caret operations | Paulb23 | |
2021-08-12 | Make TextEdit cut, copy and paste overridable | Paulb23 | |
2021-08-12 | Merge pull request #49346 from IcedQuinn/document-jsonrpc | Rémi Verschelde | |
doc: Add documentation for JSONRPC class | |||
2021-08-12 | Merge pull request #51533 from Calinou/fix-nearest-mipmap-filter | Rémi Verschelde | |
Fix the Use Nearest Mipmap Filter project setting not working | |||
2021-08-12 | doc: Add documentation for JSONRPC class | Iced Quinn | |
2021-08-12 | Better port handling connection for `GraphEdit` | Yuri Roubinsky | |
2021-08-12 | Fix the Use Nearest Mipmap Filter project setting not working | Hugo Locurcio | |
The project setting wasn't being used anywhere. This also tweaks the property hints to denote that these properties are only effective after a restart. | |||
2021-08-11 | Make radius & height in CapsuleShape3D independent | PouleyKetchoupp | |
Also changed CapsuleMesh to make settings consistent between render and physics. | |||
2021-08-11 | Docs: Fix capitalisation of Warning in two places | Max Hilbrunner | |
These are the only places in the docs that were not cased like this. Now they are! | |||
2021-08-11 | Fix CI after #38992 | Max Hilbrunner | |
2021-08-11 | Merge pull request #38992 from Dragoncraft89/master | Rémi Verschelde | |
Error handling functions for GdScript | |||
2021-08-11 | Merge pull request #41634 from KoBeWi/the_independence | Rémi Verschelde | |
2021-08-11 | Merge pull request #50329 from Calinou/decrease-default-dof-bokeh-quality | Rémi Verschelde | |
Decrease the default depth of field bokeh quality | |||
2021-08-11 | Merge pull request #51513 from mhilbrunner/ssl-warning | Rémi Verschelde | |
Docs: Add warnings about no SSL/(D)TLS revocation | |||
2021-08-11 | Make radius & height in CapsuleShape2D independent | Tomasz Chabora | |
2021-08-11 | Decrease the default depth of field bokeh quality | Hugo Locurcio | |
This makes depth of field perform better out of the box, with little visual difference. | |||
2021-08-11 | Docs: Add warnings about no SSL/(D)TLS revocation | Max Hilbrunner | |
2021-08-11 | Merge pull request #51486 from reduz/fixes-to-mobile-renderer | Rémi Verschelde | |
Fixes and optimizations to mobile renderer | |||
2021-08-11 | Merge pull request #51500 from timothyqiu/navmesh-doc | Rémi Verschelde | |
2021-08-11 | Improve NavigationMesh typing, parameter validation and documentation | Haoyu Qiu | |
2021-08-11 | Merge pull request #47378 from aaronfranke/use-input-enums | Rémi Verschelde | |
Use key enum instead of plain integers for input code | |||
2021-08-11 | Merge pull request #41956 from Calinou/rename-engine-iterations-per-second | Rémi Verschelde | |
Rename `iterations_per_second` to `physics_ticks_per_second` | |||
2021-08-11 | Merge pull request #51490 from nekomatata/clean-character-body | Rémi Verschelde | |
Remove infinite inertia and ray shapes from CharacterBody | |||
2021-08-11 | Merge pull request #51178 from Geometror/layout-options-textline-textparagraph | Rémi Verschelde | |
Various text layout improvements (TextLine, TextParagraph, Label, TextServer) | |||
2021-08-11 | Merge pull request #51442 from Geometror/styleboxflat-fake-aa-float | Rémi Verschelde | |
StyleBox fake AA improvements (make anti aliasing size a float property) | |||
2021-08-10 | Fixes and optimizations to mobile renderer | reduz | |
* Only apply final actions to attachments used in the last pass. * Fixes to draw list final action (was using continue instead of read/drop). * Profiling regions inside draw lists now properly throw errors. * Ability to enable gpu profile printing from project settings. (used to debug). | |||
2021-08-11 | Rename `iterations_per_second` to `physics_ticks_per_second` | Hugo Locurcio | |
This makes it clearer that this property is only about physics FPS, not rendering FPS. The `physics_fps` project setting was also renamed to `physics_ticks_per_second` for consistency. | |||
2021-08-11 | Various text layout improvements (TextLine, TextParagraph, Label, TextServer) | Hendrik Brucker | |
2021-08-10 | StyleBox fake AA improvements (aa_size float property) | Hendrik Brucker | |
2021-08-10 | Use Key enum instead of plain integers | Aaron Franke | |
2021-08-10 | Merge pull request #49343 from theoway/node_auto_arrangement_graph_edit | K. S. Ernest (iFire) Lee | |
Node Auto Arrangement in GraphEdit/VisualScript/VisualShader | |||
2021-08-11 | Automatic arrangement of nodes in VisualScript/VisualShaders editors | Umang Kalra | |
This PR and commit adds the functionality to arrange nodes in VisualScript/VisualShader editor. The layout generated by this feature is compact, with minimum crossings between connections & uniform horizontal & vertical gaps between the nodes. This work has been sponsored by GSoC '21. Full list of additions/changes: • Added arrange_nodes() method in GraphEdit module. • This method computes new positions for all the selected nodes by forming blocks and compressing them. The nodes are moved to these new positions. • Adding this method to GraphEdit makes it available for use in VisualScript/VisualShaders editors and its other subclasses. • Button with an icon has been added to call arrange_nodes() in GraphEdit. • This button is inherited by VisualScript/VisualShaders editors to invoke the method. • Undo/redo is functional with this method. • By using signals in arrange_nodes(), position changes are registered in undo/redo stack of the subclass that is using the method. • Metadata of the method has been updated in ClassDB • Method description has been added to class reference of GraphEdit | |||
2021-08-10 | Remove infinite inertia and ray shapes from CharacterBody | PouleyKetchoupp | |
Infinite inertia: Not needed anymore, since it's now possible to set one-directional collision layers in order for characters to ignore rigid bodies, while rigid bodies still collide with characters. Ray shapes: They were introduced as a work around to allow constant speed on slopes, which is now possible with the new property in CharacterBody instead. | |||
2021-08-10 | Merge pull request #51027 from fabriceci/improve-move-and-slide | Rémi Verschelde | |
Add properties to CharacterBody for more move_and_slide options | |||
2021-08-10 | Merge pull request #49417 from Bhu1-V/gsoc-cmd-plt | Rémi Verschelde | |
Command Palette For Godot | |||
2021-08-10 | Merge pull request #51474 from aaronfranke/organize-viewport | Rémi Verschelde | |
Organize methods in Viewport and explicitly name 3D methods with 3D | |||
2021-08-10 | Merge pull request #51017 from vnen/extension-fixes | Rémi Verschelde | |
2021-08-10 | Organize methods in Viewport and explicitly name 3D methods with 3D | Aaron Franke | |
2021-08-10 | Add properties to CharacterBody for more move_and_slide options | fabriceci | |
2021-08-10 | Merge pull request #51457 from nekomatata/moving-platforms-3d | Rémi Verschelde | |
Fix 3D moving platform logic | |||
2021-08-10 | Merge pull request #50682 from aaronfranke/basis-looking-at | Rémi Verschelde | |
Move code for looking_at to Basis | |||
2021-08-09 | Fix 3D moving platform logic | PouleyKetchoupp | |
Same thing that was already done in 2D, applies moving platform motion by using a call to move_and_collide that excludes the platform itself, instead of making it part of the body motion. Helps with handling walls and slopes correctly when the character walks on the moving platform. Also made some minor adjustments to the 2D version and documentation. Co-authored-by: fabriceci <fabricecipolla@gmail.com> |