Age | Commit message (Collapse) | Author |
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Includes:
* File
* Geometry2D
* HashingContext
* HTTPClient
* HTTPRequest
* Image
* Input
* int
* ItemList
* JSONParseResult
* KinematicBody2D
* LineEdit
Co-authored-by: Aaron Franke <arnfranke@yahoo.com>
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Fix binding of default value in EditorSpatialGizmoPlugin::get_material()
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It was commented for some reason I can't remember.
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Document C# garbage collection caveats in Reference and Resource
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Use Vector2i instead of Vector2 for Image get_pixelv and set_pixelv
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See #24232.
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Co-authored-by: Andrii Doroshenko <xrayez@gmail.com>
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See #43689.
Also 'fixed' some spelling for behavior in publicly visible strings.
(Sorry en_GB, en_CA, en_AU, and more... Silicon Valley won the tech spelling
war.)
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Update joy button and stick names, enums and documentation
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Made serialization of Command toggleable when saving InputEvents.
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Made serialization of Command optional. If command is serialized, Control (On Win/Linux) or Meta (on Mac) are not.
Example use case: You are on Windows and you set a shortcut to be Control + E. This would serialize as Command=true and Control=true. If you then run this project on Mac, you would need to press Command AND Control to activate the shortcut - which is not what is intended. Now, you can set store_command to true, and it will only serialize to Command = true (no Control serialized). On Windows, this means Control. On Mac, it means only command.
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Copied relevant documentation from the original `@GDScript` built-ins,
which will likely be removed in a future commit.
Various fixups to `variant_utility.cpp` while working on this.
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Clarify Curve3D.get_point_{in,out} position in doc.
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I verified this experimentally. I added a point at roughly (1,0,0), and
dragged a handle back to the origin. The result was:
```
get_point_position: (0.991079, 0, -0.000069)
get_point_in: (0.993409, 0, 0)
get_point_out: (-0.993409, 0, 0)
```
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Correct the doc about Tree.get_edited
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Clarify packet peer `max_buffer_po2` in ProjectSettings documentation
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This closes https://github.com/godotengine/godot-docs/issues/4364.
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Rename the `type` parameter to `node_type` in Theme and Control
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Improve the Dictionary class documentation
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Remove the unnecessary sync() and the restrictions it imposes on 3D Physics.
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Allow getting Input "axis" and "vector" values by specifying multiple actions
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Docs: Port code examples to C# (M, N, O, P, Q, R)
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- Mention Lua-style syntax.
- Make the code samples self-contained.
- Mention caveat with `const` (also in Array).
- Clarify the description of `size()`.
This closes https://github.com/godotengine/godot-docs/issues/4272.
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Make Path3D handles visible and consistent with 2D.
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Resolves godotengine/godot-proposals#1246.
It is difficult to tell the difference between the handles for adjusting
curves and the points themselves when looking at a Path gizmo.
This re-uses the icons used for Path2D.
Unlike Path2D, this does not use a different icon for smooth vs sharp
points, as using a potentially different material for each point would
prevent batching the points in add_handles (and adding them out-of-order
messes up other logic based on handle indices).
This includes a public API change to allow specifying a texture for a
handle material. This allows spatial gizmo plugins to customize the way
a handle is rendered, if desired, but does not break existing behavior
(as providing no texture uses the default).
The path handle icons were resized as well. 16x16 is the standard icon
size. These icons were 10x10 rather than 16x16, and appeared rather
small in the editor.
To resize, I:
- Opened the original in Inkscape
- Resized the document to 16x16
- Opened the transform dialog
- Scaled by 160% proportionally
- Used Align/Distribute to center on the page
- Saved the document
- Cleaned with `svgcleaner --multipass`
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Docs: MeshDataTool: showcase tool in code example
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Expose LineEdit scroll offset to scripts
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For get_vector, use raw values and handle deadzones appropriately
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doc: Add template to document Variant operators, fixups to #43419
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KoBeWi/add_an_array_to_another_array_but_with_a_method
Add append_array() method to Array class
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Follow up to #43356
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Add docs for editor viewport drawing methods
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Change DocData comparators for MethodDoc and ArgumentDoc to get a better
ordering of constructors.
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Includes:
* MarginContainer
* NavigationPolygon
* Node
* NodePath
* OS
* PackedByteArray
* PackedScene
* PacketPeerUDP
* PCKPacker
* Performance
* PhysicsShapeQueryParameters2D
* PhysicsShapeQueryParameters3D
* PrimitiveMesh
* ProjectSettings
Co-authored-by: Aaron Franke <arnfranke@yahoo.com>
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Port code examples to C# (D and E)
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