Age | Commit message (Collapse) | Author |
|
|
|
Fix 3D moving platform logic
|
|
Move code for looking_at to Basis
|
|
Same thing that was already done in 2D, applies moving platform motion
by using a call to move_and_collide that excludes the platform itself,
instead of making it part of the body motion.
Helps with handling walls and slopes correctly when the character walks
on the moving platform.
Also made some minor adjustments to the 2D version and documentation.
Co-authored-by: fabriceci <fabricecipolla@gmail.com>
|
|
Fix applied rotation from moving platforms in move_and_slide
|
|
When synchronizing CharacterBody motion with moving the platform using
direct body state, only the linear velocity was taken into account.
This change exposes velocity at local point in direct body state and
uses it in move_and_slide to get the proper velocity that includes
rotations.
|
|
`PackedScene`s can be configured to be spawnable via a new
`MultiplayerAPI.spawnable_config` method.
They can be configured either to be spawned automatically when coming
from the server or to always require verification.
Another method, `MultiplayerAPI.send_spawn` lets you request a spawn on
the remote peers.
When a peer receive a spawn request:
- If it comes from the server and the scene is configured as
`SPAWN_MODE_SERVER`:
- Spawn the scene (instantiate it, add it to tree).
- Emit signal `network_spawn`.
- Else:
- Emit signal `network_spawn_request`.
In a similar way, `despawn`s are handled automatically in
`SPAWN_MODE_SERVER`.
In `SPAWN_MODE_SERVER`, when a new client connects it will also receive,
from the server all the spawned (and not yet despawned) instances.
|
|
|
|
|
|
Add pseudolocalization to Godot. (GSoC'21)
|
|
|
|
Change incorrect `[/code]` closing tags to `[/url]` tags.
The `url` tags for the links to the Unicode code points information use `[/code]` rather than `[/url]` to close them.
This results in the links being rendered incorrectly in the IDE--the entire rest of the documentation for each method gets turned into a giant underlined link.
This issue was introduced in https://github.com/godotengine/godot/commit/a2271ba3bdaa5fab0f6518a2445b839d36e283eb.
|
|
`playback_speed_scale`
|
|
|
|
Use subpasses to do 3D rendering and resolve in mobile renderer
|
|
|
|
|
|
Tests: Improve coverage for `File::get_csv_line()`
|
|
- Fix library loading and initialization.
- Add extra methods/parameters in the interface needed by extenstions.
- Add Variant destructors and functions for extracting values and
creating Variants from values.
|
|
They have the wrong type and cause issues with extensions.
|
|
Shortcut: Rename `shortcut` property to `event`
|
|
Having a property which has the same name as its class leads to confusing
situations (e.g. `BaseButton` has a `shortcut` property of type `Shortcut`
which has a `shortcut` property of type `InputEvent`).
Also renames `is_event` to `matches_event`, and `is_valid` to `has_valid_event`
to better reflect what the methods check.
|
|
|
|
Adds a few more complex edge cases which are supported.
Also adds some documentation, simplifies the code a bit and forbids using
double quotes as a delimiter.
|
|
[Net] Implement RPC channels in MultiplayerAPI.
|
|
Improve ConfigFile example
|
|
|
|
|
|
Refactor layer property editor grid
|
|
Makes dictionary instead of string for visual shader version
|
|
|
|
Update doc/classes/VisualShader.xml
Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro>
|
|
node instead
|
|
|
|
|
|
|
|
|
|
|
|
|
|
One-directional collision layer check for rigid bodies and soft bodies
|
|
Replaced by "move_toward"
|
|
- Now able to display up to 32 layers in physics (still 20 for render)
- Adjustable grid size to fit available space in dock
- Expansion icon to display more layers vertically
- Layer numbers in cells to help with selection
|
|
|
|
For the time being we don't support writing a description for those, preferring
having all details in the method's description.
Using self-closing tags saves half the lines, and prevents contributors from
thinking that they should write the argument or return documentation there.
|
|
|
|
|
|
Used by ENetMultiplayerPeer and WebSocketServer to generate network IDs,
and exposed to the user for p2p networks (e.g. WebRTCMultiplayerPeer)
and custom MultiplayerPeer implementations.
|
|
Multiple cosmetic fixes for embedded windows
|
|
Document `Image.save_exr()` only being available in editor builds
|
|
|