Age | Commit message (Collapse) | Author |
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Fixed Issue #68194 involving ColorPicker being allowed to align horizontally when it shouldn't
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Allow to specify a default value in `ProjectSettings.get_setting()`
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ProjectSettings.get_setting(), which is used when no setting is set.
Also added tests for the project settings.
Co-authored-by: Yuri Sizov <11782833+YuriSizov@users.noreply.github.com>
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Added signal to NavigationAgent when entering a link
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Improve signal documentation for Area2D/3D
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Change GridMap navigation_layers to per mesh_library item
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Add `get_point_position` method to `AStarGrid2D`
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Adds stream and weight parameters to add_stream. By default, weight is
1.0f.
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Changes GridMap navigation_layers from a single bitmask for the entire GridMap to a bitmask for each item used in the mesh_library with a baked navmesh.
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Restore weight scale for `AStarGrid2D` (partially)
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Implement basic ASTC support
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VCS: Fix GDExtension return types for VCS after Array type hardening
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Implements basic ASTC support:
* Only 4x4 and 8x8 block sizes.
* Other block sizes are too complex to handle for Godot image compression handling. May be implemented sometime in the future.
The need for ASTC is mostly for the following use cases:
* Implement a high quality compression option for textures on mobile and M1 Apple hardware.
* For this, the 4x4 is sufficient, since it uses the same size as BPTC.
ASTC supports a lot of block sizes, but the benefit of supporting most of them is slim, while the implementation complexity in Godot is very high.
Supporting only 4x4 (and 8x8) solves the real problem, which is lack of a BPTC alternative on hardware where it's missing.
Note: This does not yet support encoding on import, an ASTC encoder will need to be added.
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Add properties to disable top/bottom cap generation in TubeTrailMesh
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Document MDSF font outlines may require `msdf_pixel_range` adjustments
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[4.x] Fix typo and ensure backwards compatibility for changed property names
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Changes to the name of the `navmesh` and `navpoly` properties on
`NavigationRegion` caused navigation data to be lost on load.
This PR creates uses `_set`/`_get` to handle compatibility with the
older names on load, preserving the data.
Also fixes a typo on `get_vertices_per_polygon` in `NavigationMesh`,
and renames the property to remove the `polygon_` prefix which doesn't
match the setter/getter.
Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
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This can be used to improve generation and rendering performance,
or for certain special effects such as particle trails.
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Restore 'rotation_degrees' properties.
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Scale MSDF font outline with the font size and MSDF source size to match dynamic font behavior.
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MuffinManKen/textserver-format_number-default-docs
Update documentation for TextServer.format_number() when language parameter is omitted
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Include the follow-viewport-transform into CanvasLayer transform calculations
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By popular demand, restoring the helper properties to rotate objects in degrees.
Affected are local and global rotations for:
* Node2D
* Node3D
* Control
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is omitted.
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The following-viewport-transform was missing from several calculations
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[4.x] Mark navigation classes and nodes as experimental
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Schema for navigation to name user facing API with "navigation" without abbreviation and e.g. NavigationServer internals with abbr "nav".
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dynamic font behavior.
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Add a `uri` property to `LinkButton`
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Remove Disable Touch debug project setting
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Calinou/viewport-transparent-background-rename-project-setting
Move transparent background project setting to a subsection
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The navigation team has some large changes planned for navigation in the 4.x timeframe, so marking these nodes as experimental to give users a heads up that the API may change in breaking ways.
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This project setting was only implemented and iOS and likely served
no purpose outside of debugging during development of engine features.
It was also located in a confusing location in the project settings
editor, as it was located below a root category (which appears in bold
and is normally not seen as clickable by users).
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This prevents the project setting from being located directly within
a root category, which is confusing from an UX perspective in the
project settings editor.
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Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
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Expose GeometryInstance3D.custom_aabb property
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Silence `Input.vibrate_handheld()` warning as it's already documented
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Fix `String::word_wrap()` for long words
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C#: Synchronize Color with Core
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- Changes `TextServer.string_get_word_breaks()`
- Returns pairs of boundary start and end offsets
- Accepts `chars_per_line` to return line breaks
- Removes `String::word_wrap()`
Co-authored-by: bruvzg <7645683+bruvzg@users.noreply.github.com>
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- Add `Luminance` readonly property.
- Add `LinearToSrgb` and `SrgbToLinear` static methods.
- Add `FromOkHsl` static method.
- Add `FromRgbe9995` static method.
- Add `FromString` static method.
- Expose `FromHtml` static method.
- Expose `HtmlIsValid` static method.
- Add and update some Color documentation.
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The warning causes messages to be spammed if you are calling this
method in a game that runs on both desktop and mobile platforms,
unless you guard all calls to `Input.vibrate_handheld()` with
`OS.has_feature("mobile") or OS.has_feature("web")`.
Since the limitation is already documented (and is obvious enough
given the method's name), the warning message is redundant.
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