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2021-06-07Style: Cleanup uses of double spaces between wordsRémi Verschelde
Or after punctuation. Tried to leave third-party stuff alone, unless it has been heavily modified for Godot.
2021-06-07Merge pull request #49337 from Chaosus/vs_texture_funcRémi Verschelde
Adds `UVFunc` for panning/scaling on UV's to VisualShader's.
2021-06-07Merge pull request #49349 from SirQuartz/patch-5Rémi Verschelde
Amend the quit() method description in `SceneTree` to include an exception for iOS
2021-06-07Adds `UVFunc` for panning/scaling on UV's to VisualShader's.Yuri Roubinsky
2021-06-06Merge pull request #49325 from reduz/rename-gi-classesRémi Verschelde
Rename GI Classes
2021-06-05Edit "quit()" method description in `SceneTree`Nick Huelin
Updated the `SceneTree.quit()` method to include a note that on iOS this method won't work as apps are expected to be closed via the Home button, not programmatically. Update Popup.xml
2021-06-05New and improved IK system for Skeleton2DTwistedTwigleg
This PR and commit adds a new IK system for 2D with the Skeleton2D node that adds several new IK solvers, a way to control bones in a Skeleton2D node similar to that in Skeleton3D. It also adds additional changes and functionality. This work was sponsored by GSoC 2020 and TwistedTwigleg. Full list of changes: * Adds a SkeletonModifier2D resource * This resource is the base where all IK code is written and executed * Has a function for clamping angles, since it is so commonly used * Modifiers are unique when duplicated so it works with instancing * Adds a SkeletonModifierStack2D resource * This resource manages a series of SkeletonModification2Ds * This is what the Skeleton2D directly interfaces with to make IK possible * Adds SkeletonModifier2D resources for LookAt, CCDIK, FABRIK, Jiggle, and TwoBoneIK * Each modification is in its own file * There is also a SkeletonModifier2D resource that acts as a stack for using multiple stacks together * Adds a PhysicalBone2D node * Works similar to the PhysicalBone3D node, but uses a RigidBody2D node * Changes to Skeleton2D listed below: * Skeleton2D now holds a single SkeletonModificationStack2D for IK * Skeleton2D now has a local_pose_override, which overrides the Bone2D position similar to how the overrides work in Skeleton3D * Changes to Bone2D listed below: * The default_length property has been changed to length. Length is the length of the bone to its child bone node * New bone_angle property, which is the angle the bone has to its first child bone node * Bone2D caches its transform when not modified by IK for IK interpolation purposes * Bone2D draws its own editor gizmo, though this is stated to change in the future * Changes to CanvasItemEditor listed below: * Bone2D gizmo drawing code removed * The 2D IK code is removed. Now Bone2D is the only bone system for 2D * Transform2D now has a looking_at function for rotating to face a position * Two new node notifications: NOTIFICATION_EDITOR_PRE_SAVE and NOTIFICATION_EDITOR_POST_SAVE * These notifications only are called in the editor right before and after saving a scene * Needed for not saving the IK position when executing IK in the editor * Documentation for all the changes listed above.
2021-06-05Rename GI Classesreduz
* GIProbe is now VoxelGI * BakedLightmap is now LightmapGI As godot adds more ways to provide GI (as an example, SDFGI in 4.0), the different techniques (which have different pros/cons) need to be properly named to avoid confusion.
2021-06-05Merge pull request #45364 from madmiraal/rename-quatRémi Verschelde
Rename Quat to Quaternion
2021-06-05Deleted YSort, moved its functionality directly into Node2D.andriyDev
YSort now has a compatibility alias to Node2D. Updated TileMap to use the existing Node2D y_sort_enabled property instead of its own property. Updated Node2D doc to include the new y_sort_enabled member. Updated TileMap doc to remove its mention of cell_y_sort. Deleted YSort doc.
2021-06-04Linear velocity cleanupPouleyKetchoupp
CharacterBody has a linear_velocity property to replace the argument in move_and_slide. StaticBody handles reporting linear/angular velocity correctly when kinematic motion is used (in 3D, used in vehicle and navigation).
2021-06-04Safe margin cleanupPouleyKetchoupp
Safe margin property on CharacterBody only, used as argument in move_and_collide. Removed kinematic_safe_margin in 3D physics server, not really useful and now harmonized with 2D.
2021-06-04Support for kinematic_motion in StaticBodyPouleyKetchoupp
Does the same thing as simulate motion from RigidBody in Kinematic mode, and CharacterBody (previously KinematicBody). Added support for constant linear/angular velocity with kinematic_motion in StaticBody, which moves the body in physics. Updated documentation for StaticBody and CharacterBody to describe their functionalities more accurately.
2021-06-04More explanatory names for RigidBody modesPouleyKetchoupp
MODE_DYNAMIC instead of MODE_RIGID MODE_DYNAMIC_LOCKED instead of MODE_CHARACTER No more special case for sleeping behavior for MODE_DYNAMIC_LOCKED (MODE_CHARACTER was forcing the body not to sleep, which is redundant with can_sleep and wasn't done in Bullet).
2021-06-04Properties for move_and_slide and remove move_and_slide_with_snapPouleyKetchoupp
- snap property to replace move_and_slide_with_snap() - floor_max_angle, stop_on_slope, infinite_inertia, max_slides, up_direction properties to replace arguments from move_and_slide() - up direction now defaults to Vector3.UP and Vector2.UP
2021-06-04KinematicBody split between new CharacterBody and PhysicsBodyPouleyKetchoupp
PhysicsBody now has methods move_and_collide/test_move and needed properties for these methods: safe margin, locked axes (3D only). Moved collision_exceptions from StaticBody to PhysicsBody for 3D (same as 2D, and conforms to documentation). RigidBody doesn't have test_motion method anymore, it's now redundant with PhysicsBody.test_move.
2021-06-04Rename Quat to QuaternionMarcel Admiraal
2021-06-04Merge pull request #48920 from aaronfranke/acceptRémi Verschelde
2021-06-04Merge pull request #49297 from aaronfranke/anim-type-tr3dRémi Verschelde
Rename Animation TYPE_TRANSFORM to TYPE_TRANSFORM3D
2021-06-04doc: Sync classref after merge of #47336Rémi Verschelde
2021-06-04Rename Node3D's property translation to positionMarcel Admiraal
2021-06-03Rename Animation TYPE_TRANSFORM to TYPE_TRANSFORM3DAaron Franke
2021-06-03Use a more specific type for AcceptDialog register_text_enterAaron Franke
2021-06-03Merge pull request #38430 from aaronfranke/transform3dRémi Verschelde
2021-06-03Merge pull request #43450 from aaronfranke/mouse-mode-bitwiseRémi Verschelde
Add MOUSE_MODE_CONFINED_HIDDEN to MouseMode enum
2021-06-03Merge pull request #49283 from KoBeWi/a&bRémi Verschelde
Improve sort_custom() description
2021-06-03Merge pull request #45624 from aaronfranke/clampRémi Verschelde
Allow clamping vectors and colors in addition to floats and ints
2021-06-03Allow clamping vectors and colorsAaron Franke
2021-06-03Rename Vector2 clamped to limit_length and add limit_length to Vector3Aaron Franke
2021-06-03Add MOUSE_MODE_CONFINED_HIDDENAaron Franke
Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro>
2021-06-03Improve sort_custom() descriptionkobewi
2021-06-03Replace get_settings_dir with get_config_dir when fetching configuration pathsYuri Sizov
2021-06-03Merge pull request #38224 from Calinou/increase-audiostreamplayer3d-unit-sizeRémi Verschelde
Increase the default AudioStreamPlayer3D unit size to 10
2021-06-03Merge pull request #48889 from Calinou/file-rename-endian-swapRémi Verschelde
Rename File's `endian_swap` to `big_endian`
2021-06-03Proofread add_*_plugin/remove_*_plugin descriptions in EditorPluginYuri Sizov
2021-06-03Update documentation for Transform3DAaron Franke
2021-06-03Merge pull request #47922 from RoniPerson/patch-3Rémi Verschelde
Added documentation to some `add_*_plugin` methods
2021-06-02Use bold fonts in editorreduz
* Labels are now bold * Categories in trees are bold * Main editor buttons are bold * Fixed section folding arrows in inspector
2021-06-01Merge pull request #49026 from sarchar/multiple-dns-resolvesRémi Verschelde
2021-06-01Merge pull request #45393 from Paulb23/code_edit_autocompleteRémi Verschelde
2021-06-01Update String/Comment, autocomplete and hints docsPaulb23
2021-06-01Merge pull request #49024 from groud/restore_tilemap_show_debugRémi Verschelde
Restore TileMap's debug collision shapes and add navigation.
2021-06-01Merge pull request #48770 from ↵Rémi Verschelde
LightningAA/scrollcontainer-ensure-item-visible-4.0 ScrollContainer: Expose `_ensure_focused_visible` to the scripting API and rename it to `ensure_control_visible`
2021-06-01Support multiple address resolution in DNS requestsChuck
Add two new functions to the IP class that returns all addresses/aliases associated with a given address. This is a cherry-pick merge from 010a3433df43a94fee95474360ffa6662c7441b9 which was merged in 2.1, and has been updated to build with the latest code. This merge adds two new methods IP.resolve_hostname_addresses and IP.get_resolve_item_addresses that returns a List of all addresses returned from the DNS request.
2021-05-31ScrollContainer: Expose `_ensure_focused_visible` to the APILightning_A
Was renamed to `ensure_control_visible`
2021-05-31Merge pull request #49173 from KoBeWi/navigational_oblivionRémi Verschelde
Tweak arguments of list_dir_begin() (skips navigational and hidden files by default)
2021-05-31Merge pull request #49213 from Calinou/doc-resource-duplicate-copy-export-onlyRémi Verschelde
Document `Resource.duplicate()` only copying exported variables' values
2021-05-31Merge pull request #49157 from Chaosus/vs_billboardRémi Verschelde
Added Billboard Node to Visual Shaders
2021-05-31Tweak arguments of list_dir_begin()kobewi
2021-05-31Implement shader cachingreduz
* Shader compilation is now cached. Subsequent loads take less than a millisecond. * Improved game, editor and project manager startup time. * Editor uses .godot/shader_cache to store shaders. * Game uses user://shader_cache * Project manager uses $config_dir/shader_cache * Options to tweak shader caching in project settings. * Editor path configuration moved from EditorSettings to new class, EditorPaths, so it can be available early on (before shaders are compiled). * Reworked ShaderCompilerRD to ensure deterministic shader code creation (else shader may change and cache will be invalidated). * Added shader compression with SMOLV: https://github.com/aras-p/smol-v