Age | Commit message (Collapse) | Author |
|
Tests: Improve coverage for `File::get_csv_line()`
|
|
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
|
|
|
|
* Fixed subgizmo editing on scaled nodes.
* Added more clarifications on the coordinate space of subgizmos.
* Given input priority to the transform gizmo over subgizmo selection.
|
|
Implement Binary Shader Compilation
|
|
* Added an extra stage before compiling shader, which is generating a binary blob.
* On Vulkan, this allows caching the SPIRV reflection information, which is expensive to parse.
* On other (future) RenderingDevices, it allows caching converted binary data, such as DXIL or MSL.
This PR makes the shader cache include the reflection information, hence editor startup times are significantly improved.
I tested this well and it appears to work, and I added a lot of consistency checks, but because it includes writing and reading binary information, rare bugs may pop up, so be aware.
There was not much of a choice for storing the reflection information, given shaders can be a lot, take a lot of space and take time to parse.
|
|
|
|
Fix various typos
|
|
Fixes #50833.
|
|
Found via `codespell -q 3 -S ./thirdparty,*.po,./DONORS.md -L ackward,ang,ans,ba,beng,cas,childs,childrens,dof,doubleclick,fave,findn,hist,inout,leapyear,lod,nd,numer,ois,ony,paket,seeked,sinc,switchs,te,uint`
|
|
|
|
Change in PackedByteArray decode api and docs
|
|
Documentation for new PackedByteArray::to_***_array methods
Documentation for to_byte_array method for PackedInt32/Int64/Float32/Float64Array
|
|
Implement Resource UIDs
|
|
* Most resource types now have unique identifiers.
* Applies to text, binary and imported resources.
* File formats reference both by text and UID (when available). UID always has priority.
* Resource UIDs are 64 bits for better compatibility with the engine.
* Can be represented and used textually, example `uuid://dapwmgsmnl28u`.
* A special binary cache file is used and exported, containing the mappings.
Example of how it looks:
```GDScript
[gd_scene load_steps=2 format=3 uid="uid://dw86wq31afig2"]
[ext_resource type="PackedScene" uid="uid://bt36ojelx8q6c" path="res://subscene.scn" id="1_t56hs"]
```
GDScript, shaders and other special resource files can't currently provide UIDs, but this should be doable with special keywords on the files.
This will be reserved for future PRs.
|
|
Node3D gizmo improvements
|
|
* Clean-up of node_3d_editor_plugin.{h,cpp}: removed unused code, fixed some bugs.
* Moved node_3d_editor_gizmos.{h,cpp} to editor/plugins.
* Added support for multiple gizmos per node. This means custom gizmos will no longer override the built-in ones and that multiple gizmos can be used in more complex nodes.
* Added support for handle IDs. When adding handles to a gizmo, an ID can be specified for each one, making it easier to work with gizmos that have a variable number of handles.
* Added support for subgizmos, selectable elements that can be transformed without needing a node of their own. By overriding _subgizmo_intersect_frustum() and/or _subgizmo_intersect_ray() gizmos can define which subgizmos should be selected on a region or click selection. Subgizmo transformations are applied using get/set/commit virtual methods, similar to how handles work.
|
|
Expose an ImportOrder enum in ResourceImporter
|
|
Move `alert` function from `DisplayServer` to `OS`.
|
|
|
|
This pull request fixes an assortment of typos and improves conciseness in `Animation`, `Area2D`, `Array`, `ArrayMesh`, `Control`, `Directory`, `EditorPlugin`, `Engine`, and `OS`.
|
|
This avoids using magic numbers in code.
|
|
The various get_meta, set_meta, has_meta, get_meta_list, remove_meta
functions now uses StringName, allowing further optimizations via the
SNAME macro when used from C++ (this PR does not change the various
usage though).
|