Age | Commit message (Collapse) | Author |
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Add documentation for minimap_draw and minimap_width
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Update TextEdit select and select_all method descriptions
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Add documentation for selecting_enabled
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Add documentation for center_viewport_to_cursor method
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Add POT generation feature in Editor
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Refactor physics force and impulse code to use (force, position) order
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Clarify `Geometry.offset_polygon_2d` regarding vertices translation
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Provide `draw_set_transform` defaults for rotation and scale
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Added flip_h and flip_v properties in TextureButton
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The method is used to either inflate or deflate a polygon.
For translating/transforming a polygon, use `Transform2D.xform`.
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- Makes all boolean setters/getters consistent.
- Fixes bug where `glow_hdr_bleed_scale` was not used.
- Split CameraEffects to their own source file.
- Reorder all Environment method and properties declarations,
definitions and bindings to be consistent with each other
and with the order of property bindings.
- Bind missing enum values added with SDFGI.
- Remove unused SDFGI enhance_ssr boolean.
- Sync doc changes after SDFGI merge and other misc changes.
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Expose shape property for shape query parameters classes
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Monitor
Custom monitors can be added/removed/checked using `Performance.add_custom_monitor`/`Performance.remove_custom_monitor`/`Performance.has_custom_monitor`
The value can be viewed in the `Monitor` tab of Debugger.
Text before `/` is used to categorize the custom monitor.
`EditorPerformanceProfiler` class is created to separate logic from `ScriptEditorDebugger`
User can click on the graph of monitors to read the value at that point.
Graph includes intermediate base lines.
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- Document the `EditorInterface.distraction_free_mode` property.
This closes https://github.com/godotengine/godot-proposals/issues/951.
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Co-authored-by: PouleyKetchoupp <pouleyketchoup@gmail.com>
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Change the word order of '...the where...' into '...where the...'.
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Should close https://github.com/godotengine/godot-docs/issues/2432
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Crypto enhancements, AESContext, RSA public key, signature, verification.
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See #39731.
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Move Haiku platform port to external repository
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The Haiku port now resides at:
https://github.com/godotengine/godot-haiku-platform
While we're happy to support as many Free and Open Source platforms as we can,
we need to put the main focus on the platforms that we can reasonably maintain,
and for Haiku we have been lacking maintainers ever since the port was first
merged in 2015.
The Haiku code has not been compiling and much less working at least since the
release of Godot 3.0, and while some attempts have been made at fixing things,
it's still not functional today in the `3.2` branch (and much less in `master`,
understandably).
Having it in an external repository should hopefully enable Haiku contributors
to fix issues in their own time, and possibly tag versions compatible with
past Godot releases once they are ready.
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ToolButton has no redeeming differences with Button;
it's just a Button with the Flat property enabled by default.
Removing it avoids some confusion when creating GUIs.
Existing ToolButtons will be converted to Buttons, but the Flat
property won't be enabled automatically.
This closes https://github.com/godotengine/godot-proposals/issues/1081.
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Mono: Always define options in main.cpp to keep them in docs
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Option in RichTextLabel for height to fit content
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Otherwise generating docs with non-Mono builds removes them,
which is not so convenient for the documentation work.
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This fully documents all Mono-specific classes.
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Removes the useless `@C#`, `@NativeScript` and `@VisualScript` entries.
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Expose disable_render_loop property to GDScript
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Bind Shape2D draw method
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Skeleton and Skeleton inspector low-level changes
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Unify OS.get_system_time_* and OS.get_unix_time
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Changes listed below:
* Added helper functions to Skeleton3D for converting transforms from bone space to global space, and vice versa.
* Updated the Skeleton3D class reference.
* Changed the icon used for bones in the Skeleton3D inspector to use BoneAttachement3D's icon.
* Changed the Skeleton3D inspector to use EditorPropertyTransform and EditorPropertyVector3 when possible.
* Placed the Transform/Matrix for each bone in a sub-section, so it is visually similar to the Node3D inspector.
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Add description for "absorbent" and "rough"
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