Age | Commit message (Collapse) | Author |
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Added property descriptions to and clarified description of SkeletonProfile
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Bring back TileMap::get_cells_by_id
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Updated SkeletonProfile's main and property descriptions
-Description now has note about read only quality
-"bone_size" and "group_size" property descriptions have been added and clarified.
-Property descriptions refer to BoneMap page instead of [code]bone_map[/code] from [Retargeting 3d skeletons](https://docs.godotengine.org/en/latest/tutorials/assets_pipeline/retargeting_3d_skeletons.html#bone-map).
-all property descriptions now do not have any Notes to split them
-TokageItLab clarifies property descriptions to highlight their use
Co-Authored-By: Silc 'Tokage' Renew <tokage.it.lab@gmail.com>
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add RichTextLabel::push_font_size description
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OS: Add `unset_environment`, better validate input
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Improve `SpriteFrames` docs
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Is it worth adding descriptions for the ItemType enum values (ITEM_FRAME , ITEM_TEXT etc.) or are they self explanatory enough?
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Instead of returning an undocumented boolean error code, we do the
validation checks that should ensure a successful result.
Based on:
- https://linux.die.net/man/3/setenv
- https://learn.microsoft.com/en-us/windows/win32/api/winbase/nf-winbase-setenvironmentvariable
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Move global script class cache to separate file
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Add `WINDOW_FLAG_MOUSE_PASSTHROUGH` flag and enabled it for tooltips.
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`window_set_mouse_passthrough` to `Window`.
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Retry loading addons after filesystem scan
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Improve ResourcePreloader description
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Added a brief description to SkeletonProfileHumanoid
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Class reference: snake_case .tscn & .gd filenames, _on_* callbacks
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Add EditorUndoRedoManager singleton
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C#: Sync `Plane` with Core
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C#: Add missing `Transform{2D,3D}` and `Basis` constructors
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Rename `center` method to `get_center` in Plane.
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Fix confusion about TreeItem.add_button ambiguity between id and index
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- Add `Plane(Vector3)` constructor.
- Rename `IntersectRay` to `IntersectsRay`.
- Rename `IntersectSegment` to `IntersectsSegment`.
- Replace `Center` property with `GetCenter` method.
- Add and fix documentation about the _normal_ parameter
to Core and C# documentation.
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- Remove `Transform3D(Quaternion, Vector3)` constructor from C#.
- Add `Transform3D(Projection)` constructor to C#.
- Add documentation to the `Transform3D(Projection)` constructor in Core.
- Add `Transform3D` constructor with only real_t params to C# that mirrors `Transform2D`.
- Expose `Basis` constructor with only real_t params in C#.
- Add `Transform2D(real_t, Vector2, real_t, Vector2)` constructor to C#.
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This is for:
https://github.com/godotengine/godot-docs/issues/6245
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Clarify the difference between uniforms and per-instance uniforms in docs
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Remove SkeletonModificationStack3D, and Skeleton3D api cleanup
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Button shortcuts no longer "press" the Button.
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Add `IsFinite` to C# Variants
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Add `IsZeroApprox` to C# vectors
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* Button shortcuts were treated as generic input events on buttons. This means that to activate a button shortcut you had to press and release.
* This logic is removed and now shortcuts always activate on press.
* This makes the editor feel more responsive and solves problems related to this behavior.
Fixes #45033 and possibly others.
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* Overrides no longer happen for set/get.
* They must be checked with a new function: `ProjectSettings::get_setting_with_override()`.
* GLOBAL_DEF/GLOBAL_GET updated to use this
This change solves many problems:
* General confusion about getting the actual or overriden setting.
* Feature tags available after settings are loaded were being ignored, they are now considered.
* Hacks required for the Project Settings editor to work.
Fixes #64100. Fixes #64014. Fixes #61908.
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Remove normal_map from MeshInstance2D and MultiMeshInstance2D
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Avoid color flash on window creation and resizing
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Removes all 3D modification resources. SkeletonIK3D is a node and still supported.
Remove deprecated Skeleton3D functionality for 4.0, so we can add it back in 4.x.
Remove local_pose_override feature from Skeleton3D and BoneAttachment3D.
Expose Skeleton3D::get_version() so IK scripts/extensions can cache bones.
Note: This change only affects 3D. SkeletonModification2D will work as before.
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Add expand modes to TextureRect
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