Age | Commit message (Collapse) | Author |
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(cherry picked from commit 06d02928b76c7af82f12de482a509bf82dcc2892)
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(cherry picked from commit fc92ee6bf4b546893b9bf2960a436d56251b0994)
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(cherry picked from commit bd2e3770070821bcc6b3b81d8a0d2ff394a98622)
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(cherry picked from commit bd257092daedde5d35a8dd5c1436eb4b01d25dde)
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(cherry picked from commit b226f7e587c4b5093d7bf27a4b0ac687a2d1cd2e)
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- Mention that GPUParticlesAttractorVectorField3D can be used as an
alternative to turbulence in 3D.
(cherry picked from commit f10759489dbbe852144abc9f7746cb676102adc5)
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A common bug with using acos and asin is that input outside -1 to 1 range will result in Nan output. This can occur due to floating point error in the input.
The standard solution is to provide safe_acos function with clamped input. For Godot it may make more sense to make the standard functions safe.
(cherry picked from commit 50c5ed4876250f785be54b8f6124e7663afa38dc)
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The associated `ViewportTexture`s will update the `viewport_path`
in time when the `Viewport`'s nodepath is changed (caused by renaming
the node names or moving in the SceneTree dock).
If the target `Viewport` is changed by resetting the `viewport_path`,
the `ViewportTexture`s will be re-setup and emit `changed` signal in
time.
(cherry picked from commit af58f1e8547c8b6a2e6b83b7de9c3ac9bc05d881)
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(cherry picked from commit 1b9802fa8cb45e876cd90d6a174b95b270a7f934)
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(cherry picked from commit 4d13be3c5eab71b04f6d7a0ed9d7e8679b377494)
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(cherry picked from commit 83626ab90db2dee1152d3e147e44aac658b92067)
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(cherry picked from commit febc674f4818dd1185b2e43e899115f70f55b4f5)
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This brings the overall class reference completion percentage from 87% to 92%.
(cherry picked from commit 5056c427d32218e85ad79d51788fa7583d48e293)
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(cherry picked from commit 732ad382a64e983c002a640f0220135835bab354)
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(cherry picked from commit 6db12c5e50017940df7921e37c9a85eb376881ed)
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(cherry picked from commit 740b0713a2a641ee16997aba9fdb88e0b964d02b)
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(cherry picked from commit 9d77caaf95e44eac674c345efe7c0175e4547652)
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(cherry picked from commit c8e06fe83857ddcda20796fc8ad028f576722904)
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(cherry picked from commit 8106d33d0f13825b4459898ca20282ba5b543897)
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(cherry picked from commit ab60d3b65ce990a44fe595ec0860c0ae9ce9358d)
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(cherry picked from commit 33b9be27d39503897933726d1c5560e4ec271222)
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(cherry picked from commit 09aa1bbdb3c9dc4891a192854636a4e33ccd46bc)
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ClearSurfaces() instead of non-existent surface_remove() and SurfaceRemove()
(cherry picked from commit 3b615ed789e71da686a2d61e2eaae7c86d7dff48)
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(cherry picked from commit 4eabad6c265c0c068b5ab2c26e911ac99cd03c3b)
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(cherry picked from commit 7b30d7da51e40a69b464e501dbc02fcaa99deb5b)
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(cherry picked from commit 16a1465380df708edebffc53c77011cd771f6b91)
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(cherry picked from commit f21d13600e41817646789a2b45221d8f5c2b2564)
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(cherry picked from commit 92730fb07dbeb7e3640d0bed60c9b9033bc30577)
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(cherry picked from commit 68117d2fc7b68c544e16f8968b13d40b145c5bf4)
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(cherry picked from commit 766807506c4f40bca1fafd16ac467a33694f6269)
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(cherry picked from commit 4431cdd154b8fa0494148980646903e824c0bdb1)
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This is a fix of the antialiasing logic of FlatStyleBox.
It is now possible to have smooth rounded corners while keeping
the edges sharp on the pixels.
The antialiasing gradient positioning is ajusted so that the "hard"
border corresponds to the middle of that gradient instead of one end.
Checked against rendering of rounded rectangles in a vector graphics
software.
(cherry picked from commit 2ef20045b1282369585c3395ff9f9ae418394817)
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(cherry picked from commit 0332fd5e8f71c1292bfa75ac2288bb4355f77567)
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(cherry picked from commit 5c0e3b26a603eb6458d1e23bc77d49c05cdc0449)
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- List all supported colors.
- Mention URL tag support limitations.
- Fix and tweak code example to do what it says.
- Remove outdated notice about lack of Windows support (but mention
that only Windows 10 and later support ANSI code conversion).
(cherry picked from commit ec277d804e381b3bc5d44b88050e522c727ed505)
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(cherry picked from commit 5ba98e59f076729876001de30ebd980434cd4fc7)
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* is_equal_approx
* normalize
* length_squared
* posmod
* posmodv
(cherry picked from commit 6cd8e706fae5dacc908efd1a823e3447e01bfa56)
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(cherry picked from commit 5c387cbdb3653bbe44a9fdde5ff8ca559f4b12b1)
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fixes https://github.com/godotengine/godot/issues/74452
(cherry picked from commit 5a775ac08cfe02dc8015768bdf69e9e59d85030f)
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Description mentioned `mode` instead of `source`
(cherry picked from commit 6312fe2fae92718560b06c114803b18008a50839)
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Check for compressing ASTC checked if the function for BPTC was present
(cherry picked from commit cf64e2fa479ce548713c589d9c3252e5ac36a6d3)
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(cherry picked from commit d904516e553426dae1fa40566e3fe67f6213e769)
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A small typo with the definitions of `focus_neighbor_right` and `focus_neighbor_top`. Both use "bottom" rather than the correct side for each.
(cherry picked from commit c25d015d0658696b1a2da99a838e6cfcce155efd)
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remaining docs
The method `to_utf8` doesn't exist in Godot 4, but is still mentioned in
the documentation in some places. Replace it with the new name
`to_utf8_buffer`. Same for ascii. Same for C#.
(cherry picked from commit 57dca93718f34573713de2fd09315f42bcd26fff)
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(cherry picked from commit 96ab31a7117c110da025a39390bdecf36892e7fa)
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This replaces two [code][/code] blocks with clickable refs to [enum Access] and [member file_mode] respectively.
(cherry picked from commit a5778da55bbf777abe1490edbc82bb05c9718377)
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This also updates the list of compression modes available for textures.
(cherry picked from commit 0d24016db0d6cb92e0e681039a72280ce7ce6ece)
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Exposes the path postprocessing and pathfinding algorithm options of the NavigationAgent internal NavigationPathQueryParameters object.
(cherry picked from commit 6e324bb341c795905085e25e7f7c153d89949fa9)
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(cherry picked from commit f53d3382af3ce04c924e6f92bb4c81ba349cfd8f)
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(cherry picked from commit 3a06e6af76a45ecda4d2247f78046f3e08260919)
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