Age | Commit message (Collapse) | Author |
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Fix `InputMap.action_erase_event()` failing to erase events correctly.
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Consolidate JSON, JSONParseResults and JSONParser into JSON
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* Tweens were changed from Node to RefCounted. New API is inspired by DOTween.
* Tweens are created and managed by SceneTree, similar to SceneTreeTimer, which makes them ultra cheap to use a lot.
* Animating with Tweens is done by creating sequences of Tweeners. You create them from code and they autostart by default (fire-and-forget).
* There are 4 Tweeners that cover the former Tween functionality: PropertyTweener, IntervalTweener, CallbackTweener and MethodTweener.
* The methods were simplified a lot. Long argument lists are replaced with chained calls on Tweens and Tweeners.
* Tweeners by default execute in sequence, so it's easy to create complex chained animations.
* You can bind a Tween to a node. Tween will be removed automatically when the bound node is freed.
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Renames JSON.parse_string() to parse()
Renames JSON.decode_data() to stringify()
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This can be used by editor plugins and non-game applications to
store data in the correct directories according to the
XDG Base Directory specification.
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Allows line shapes to collide with objects falling from the top by
default, which makes more sense for the most common cases.
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Add Quaternion angle_to method
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Allow multiplying Transforms and Basis by numbers
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Expose collider RID in 2D/3D kinematic collision
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* Added a function to ignore subsequent commands if they don't fall within the slice.
* This will be used by the new TileMap to properly provide animated tiles.
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Rename VisibilityNotifier2D/3D to VisibleOnScreenNotifier2D/3D
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Make zoom limits and step adjustable in `GraphEdit`
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* Renames for 2D and 3D
* Class name was confusing, given both 2D and 3D have a "visible" property that is unrelated to actual on-screen visibility.
* New name makes it clear that this is about visibility on screen.
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Fixes for documentation search
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* This is the 3D counterpart to #49632
* Implemented a bit different as 3D works using instancing
After merged, both 2D and 3D classes will most likely be renamed in a separate PR to DisplayNotifier2D/3D.
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Move code folding into CodeEdit and hide line hiding API
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Updates rich_text_label so that the built-in documentation can be searched
Previously, it would only find the first result and would not select other results
Renames "_entered" functions to "_submitted"
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Method from `String`
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Fix typo in CodeEdit methods
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* Works from RenderinServer
* Accurately tells when on or off-scren, its no longer approximate.
* VisibilityEnabler also simplified to use the process mode instead.
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Complete documentation for the AudioEffectPitchShift class
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Improve AudioStreamGenerator and AudioEffectSpectrumAnalyzer documentation
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Clarify animation_changed signal
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Tweak the physics FPS property hint to only allow reasonable values
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Rename get_parent_spatial() to get_parent_node_3d()
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Renames get_parent_spatial() to get_parent_node3d() and changes its
implementation. Before it was not returning a correct pointer if the
node wasn't added to a SceneTree. Now it uses the same implementation as
CanvasItem, which will be correct even for nodes outside a SceneTree.
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This commit adds the following properties to GeometryInstance3D: `visibility_range_begin`,
`visibility_range_begin_margin`, `visibility_range_end`, `visibility_range_end_margin`.
Together they define a range in which the GeometryInstance3D will be visible from the camera,
taking hysteresis into account for state changes. A begin or end value of 0 will be ignored,
so the visibility range can be open-ended in both directions.
This commit also adds the `visibility_parent` property to 'Node3D'.
Which defines the visibility parents of the node and its subtree (until
another parent is defined).
Visual instances with a visibility parent will only be visible when the parent, and all of its
ancestors recursively, are hidden because they are closer to the camera than their respective
`visibility_range_begin` thresholds.
Combining visibility ranges and visibility parents users can set-up a quick HLOD system
that shows high detail meshes when close (i.e buildings, trees) and merged low detail meshes
for far away groups (i.e. cities, woods).
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Add stereoscopic rendering through multiview
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Consistently prefix bound virtual methods with _
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Add a Time singleton
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Bitmap opaque_to_polygons documentation
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Calinou/doc-projectsettings-vram-compression-change
Document applying VRAM compression setting changes retroactively
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