Age | Commit message (Collapse) | Author |
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Add shape_idx to CollisionObject2D mouse_entered signal
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Support for 3D sync to physics
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Same implementation as in 2D.
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Now static body is used for moving platforms through kinematic motion
property, so sync to physics needs to be in StaticBody2D instead of
CharacterBody2D.
Constant kinematic motion is also supported in combination with sync to
physics for smoother movements.
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Fixing by applying the movement in two steps, first the platform
movement, and then the body movement. Plus, add the platform movement
when we are on_wall.
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Add set_pressed_no_signal method to BaseButton
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Fix color properties of particle nodes/material
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Improve `Control`'s theme item methods documentation
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Add a method to set the number of physics solver iterations in 3D
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Neither name is a perfect match but `Curve3Texture` looked too similar to
`CurveTexture` and `Curve3D`, which made things confusing when picking a
texture type or browsing the API reference.
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This also fixes a C# documentation example that had one of its
strings incorrectly converted.
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Improvements to Label's layout options
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Options to clean/simplify convex hull generated from mesh
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Use `multiplayer` or `get_multiplayer()` instead of `get_tree()`.
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* Added support to our local copy of SpirV Reflect (which does not support it).
* Pass them on render or compute pipeline creation.
* Not implemented in our shaders yet.
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This is only for GodotPhysics, and adds a 3D counterpart to the 2D
method that was recently added.
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This pull request adds a missing method description to `PopupMenu`.
This completes the documentation for `PopupMenu` and enhances usability by doing so.
Update doc/classes/PopupMenu.xml
Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
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Clean: remove duplicate and interior vertices (uses Bullet algorithm)
Simplify: modify the geometry for further simplification (uses VHACD
algorithm)
In the editor, single convex hull now uses the clean option.
Added a new editor entry to create a simplified convex hull, can be
useful for creating convex hull from highly tessellated triangle meshes.
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Add AcceptDialog::remove_button method
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Support for anisotropy in VoxelGI was removed during its development
due to the high cost. This was a leftover from anisotropy support.
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When appending text (either via `set_text()` or by pasting from clipboard),
if the input would make the `LineEdit` exceed its configured `max_length`,
the input text is truncated to fit. The discard part is passed as a parameter
in the `text_change_rejected` signal.
Fixes #33321.
Fixes #41278.
Also cleaned up unimplemented `max_chars` property in `TextEdit`.
Co-authored-by: Tony-Goat <70238376+Tony-Goat@users.noreply.github.com>
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-Add a v-sync mode setting which allows to choose between DISABLED, ON, ADAPTIVE and MAILBOX
-Removed the V-Sync via Compositor option
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Having the TileSet:: prefix has some unintended consequences in the
bindings, in particular in the extension API dump.
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Add multiple descriptions to several classes
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This pull request adds several descriptions to multiple different classes.
This improves the completeness of the documentation and enhances usability by doing so.
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* Works again
* Transmittance also works again
* Removed the curve patamter, exp() function is good enough.
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Fixes some problems introduced by #49917
* Tree used minimum size as a stretch ratio, so it forced a minimum size of 1.
* Minimum size redone, stretch ratio moved to a separate setting
* Fitting to contents was enforced, this is more intuitive, but in many situations this is undesired.
* Added a clip content option for situations where fit to contents does not apply.
* Icon would scroll with the item, making it invislbe if the item is too long.
* Made icon always appear to the right (or left if RTL is enabled) of the visible item space.
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- Added options to trim the text in case it overruns
- Added more autowrap modes
- Improved line breaking, which ignores trailing spaces
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Implement Curve3Texture
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* This was required by users in some scenarios, such as animating individual axes over time with a single texture.
* Examples: Shaders, Particles, etc.
* CurveTexture now defaults to RGB, can be changed to Red if needed, this allows to freely exchange them.
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* Fixed and redone the process to obtain render information from a viewport
* Some stats, such as material changes are too difficult to guess on Vulkan, were removed.
* Separated visible and shadow stats, which causes confusion.
* Texture, buffer and general video memory can be queried now.
* Fixed the performance metrics too.
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Expose body_test_motion in 3D physics server
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Results are exposed through PhysicsTestMotionResult3D, the same way it's
done for 2D.
Also cleaned a few things in the 2D version.
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Expose `Window.get_contents_minimum_size()` to scripts
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Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro>
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