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2020-03-30Clarify docs for Thread.start() godotengine#36032Zak Grumbles
* Updated docs for Thread.start() to specify that the method argument must accept one parameter.
2020-03-30doc: Update classref with node renamesRémi Verschelde
A few extra renames for classes which were missed in last week's PRs.
2020-03-26Merge pull request #37259 from Calinou/doc-editorfeatureprofileRémi Verschelde
Document the EditorFeatureProfile class
2020-03-23Document the EditorFeatureProfile classHugo Locurcio
2020-03-23Merge pull request #33508 from nekomatata/object-has-signalRémi Verschelde
Added has_signal method for Object
2020-03-23Added has_signal method for ObjectPouleyKetchoupp
2020-03-22Merge pull request #37179 from clayjohn/VULKAN-sky-shaderRémi Verschelde
Implement Sky Shaders
2020-03-21Working sky shader implementationclayjohn
2020-03-20i18n: Generate translation template for class referenceRémi Verschelde
2020-03-19Merge pull request #37133 from theoway/DocEditRémi Verschelde
Doc edit at InputEventMouseMotion
2020-03-19Merge pull request #37039 from Chaosus/astar2d_costRémi Verschelde
Implements estimate/compute_cost for AStar2D
2020-03-18Merge pull request #37113 from KoBeWi/to_enable_or_not_to_enableRémi Verschelde
Fix visibility enabler flag toggling
2020-03-19Doc edit at InputEventMouseMotionUmang Kalra
Doc edit
2020-03-18doc: Sync classref with current sourceRémi Verschelde
Fix wrong binding after #37111.
2020-03-17Fix visibility enabler flag togglingTomasz Chabora
2020-03-17Merge pull request #37111 from RandomShaper/imvu/unexpose_include_driveRémi Verschelde
Remove meaningless parameter from bindings
2020-03-17Remove meaningless parameter from bindingsPedro J. Estébanez
2020-03-17Style: Set clang-format Standard to Cpp11Rémi Verschelde
For us, it practically only changes the fact that `A<A<int>>` is now used instead of the C++03 compatible `A<A<int> >`. Note: clang-format 10+ changed the `Standard` arguments to fully specified `c++11`, `c++14`, etc. versions, but we can't use `c++17` now if we want to preserve compatibility with clang-format 8 and 9. `Cpp11` is still supported as deprecated alias for `Latest`.
2020-03-16Merge pull request #36491 from AndreaCatania/edit_node_anim_state_macRémi Verschelde
Added new method to edit an already added node to anim state machine
2020-03-16Added new method to replace an already added node to the animation state machineAndrea Catania
2020-03-14Implements estimate/compute_cost for AStar2DYuri Roubinsky
2020-03-13doc: Sync classref with current sourceRémi Verschelde
2020-03-13Add LOTS of missing docsTomasz Chabora
2020-03-12Improve the `Input.set_use_accumulated_input()` documentationHugo Locurcio
2020-03-11Fix various typosluz.paz
Found via `codespell`
2020-03-09Merge pull request #36751 from Faless/debugger/threads_and_profilersRémi Verschelde
ScriptDebugger refactor, threading, profilers.
2020-03-09Merge pull request #36286 from Calinou/doc-sprite3d-performance-caveatsRémi Verschelde
Document known performance issues with Sprite3D
2020-03-09DocData: Fix serialization of Variant default valuesRémi Verschelde
Co-authored-by: Bojidar Marinov <bojidar.marinov.bg@gmail.com>
2020-03-09doc: Sync classref with current sourceRémi Verschelde
2020-03-09Document known performance issues with Sprite3DHugo Locurcio
See https://github.com/godotengine/godot/issues/20855.
2020-03-08Refactor ScriptDebugger.Fabio Alessandrelli
EngineDebugger is the new interface to access the debugger. It tries to be as agnostic as possible on the data that various subsystems can expose. It allows 2 types of interactions: - Profilers: A subsystem can register a profiler, assigning it a unique name. That name can be used to activate the profiler or add data to it. The registered profiler can be composed of up to 3 functions: - Toggle: called when the profiler is activated/deactivated. - Add: called whenever data is added to the debugger (via `EngineDebugger::profiler_add_frame_data`) - Tick: called every frame (during idle), receives frame times. - Captures: (Only relevant in remote debugger for now) A subsystem can register a capture, assigning it a unique name. When receiving a message, the remote debugger will check if it starts with `[prefix]:` and call the associated capture with name `prefix`. Port MultiplayerAPI, Servers, Scripts, Visual, Performance to the new profiler system. Port SceneDebugger and RemoteDebugger to the new capture system. The LocalDebugger also uses the new profiler system for scripts profiling.
2020-03-07ARVRController.is_button_pressed requires to return a booleanBastiaan Olij
2020-03-06Edited the KinematicBody and KinematicBody2D docsUmang Kalra
Changes made as requested. Explained the reason why move_and_slide should be sued in _physics_process Final Changes Edited the docs as per the changes requested. Edits in docs Made some changes
2020-03-06Removed boolean return type from majority of method in TweenYuri Roubinsky
2020-03-05Re-architecture of the Godot Android plugin.fhuya
2020-03-05Merge pull request #36752 from RandomShaper/rework_semaphoreRémi Verschelde
Drop old semaphore implementation
2020-03-05Merge pull request #36810 from akien-mga/configfile-better-errorsRémi Verschelde
ConfigFile: Improve error messages
2020-03-05ConfigFile: Improve error messages and complete docsRémi Verschelde
2020-03-04Document EditorPlugin get_plugin_icon and get_plugin_nameAaron Franke
The return value's type hint is now accurate.
2020-03-04Turn Rect2's 'intersects_touch()' into an extra argument of 'intersects()'Michael Alexsander
2020-03-04Merge pull request #36069 from RandomShaper/imvu/improve_drives_uxRémi Verschelde
Improve UX of drive letters
2020-03-04Merge pull request #36646 from pyacier/doc-concavepolygonshapeRémi Verschelde
add a precision about the intended use of the ConcavePolygonShape
2020-03-04Merge pull request #36596 from BastiaanOlij/add_get_tracker_idRémi Verschelde
Exposing get_tracker_id for ARVRPositionalTracker to GDScript
2020-03-04Exposing get_tracker_id for ARVRPositionalTracker to GDScriptBastiaan Olij
2020-03-04Merge pull request #36750 from aaronfranke/excl-phys-bodyRémi Verschelde
Document that SpringArm exclusions only work with PhysicsBody objects
2020-03-04Merge pull request #36509 from dalexeev/doc_node_fpsRémi Verschelde
Minor fix in Node class documentation
2020-03-03Drop old semaphore implementationPedro J. Estébanez
- Removed platform-specific implementations. - Now all semaphores are in-object, unless they need to be conditionally created. - Similarly to `Mutex`, provided a dummy implementation for when `NO_THREADS` is defined. - Similarly to `Mutex`, methods are made `const` for easy use in such contexts. - Language bindings updated: `wait()` and `post()` are now `void`. - Language bindings updated: `try_wait()` added. Bonus: - Rewritten the `#ifdef` in `mutex.h` to meet the code style.
2020-03-03Improve UX of drive lettersPedro J. Estébanez
Namely, move the drive dropdown to just the left of the path text box and don't include the former in the latter. This improves the UX on Windows. In the UNIX case, since its concept of drives is (ab)used to provide shortcuts to useful paths, its dropdown is kept at the original location.
2020-03-03Document that SpringArm exclusions only work with PhysicsBody objectsAaron Franke
2020-03-02add a precision about the intended use of the ConcavePolygonShapePierre Caye