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2021-10-04Merge pull request #53378 from clayjohn/hide_render_priorityRémi Verschelde
Hide render_priority except when using SpatialMaterials
2021-10-04Hide render_priority except when using SpatialMaterialsclayjohn
2021-10-04Merge pull request #53354 from reduz/remove-clipped-cameraRémi Verschelde
2021-10-04Merge pull request #53341 from pycbouh/gui-editor-scale-encapsulationRémi Verschelde
2021-10-04Remove ClippedCamera3Dreduz
* Usage was always confusing for users * The ability to generate a pyramid shape was moved to Camera3D * SpringArm3D now casts using the camera pyramid shape if no shape is supplied.
2021-10-04Add the base scale factor to the Theme resourceYuri Sizov
2021-10-03GLTF for game templates.K. S. Ernest (iFire) Lee
Convert GLTF Document to use ImporterMeshInstance3D. Add a GLTFDocument extension list and an extension for converting the importer mesh instance 3d to mesh instance 3d. Use GLTF module when the editor tools are disabled. Modified the render server to be less restrictive on matching blend arrays and have more logging. Misc bugs with multimesh. Always index the meshes.
2021-10-01Merge pull request #53306 from Calinou/doc-basematerial3d-normal-tangentsRémi Verschelde
2021-10-01Merge pull request #53290 from Faless/mp/4.x_opts_namesFabio Alessandrelli
[Net] Rename RPC constants and annotation arguments.
2021-10-01Document that tangents are required for normal mapping in BaseMaterial3DHugo Locurcio
2021-10-01[Net] Rename RPC constants and annotation arguments.Fabio Alessandrelli
any -> any_peer sync -> call_local ordered -> unreliable_ordered Multiplayer.RPC_MODE_ANY -> RPC_MODE_ANY_PEER Multiplayer.TRANSFER_MODE_ORDERED -> TRANSFER_MODE_UNRELIABLE_ORDERED
2021-10-01Document SurfaceTool must generate tangents for proper normal displayHugo Locurcio
2021-10-01Implement TextServer GDExtension interface, remove TextServer GDNative ↵bruvzg
interface.
2021-10-01Merge pull request #52684 from Frixuu/masterRémi Verschelde
2021-10-01Allow shortcuts to have any number of bindings. Updated UI as required.Eric M
2021-10-01Merge pull request #52850 from mashumafi/vector-bsearchRémi Verschelde
2021-10-01Merge pull request #53277 from YeldhamDev/tabs_renamingRémi Verschelde
2021-09-30Implement bsearch for Vector and Packed*Arraymashumafi
2021-09-30Rename some elements of `Tabs`Michael Alexsander
2021-09-30Merge pull request #53266 from nekomatata/remove-shape-metadataCamille Mohr-Daurat
Remove shape metadata from 2D physics server
2021-09-30Merge pull request #53076 from zacryol/dict-typo-fixMax Hilbrunner
Fix typo with example variable name in Dictionary docs
2021-09-30Remove shape metadata from 2D physics serverPouleyKetchoupp
Shape metadata was only used to get tile information when colliding with tilemaps. It's not needed anymore since there's an API in tilemap using body ids instead.
2021-09-30Merge pull request #53197 from nekomatata/fix-motion-direction-in-slopeCamille Mohr-Daurat
Fix motion direction in slope for CharacterBody3D
2021-09-30Merge pull request #53149 from fabriceci/port-move-and-slide-3D-new-changesCamille Mohr-Daurat
Add latest API changes added in the 3D version of move_and_slide to the 2D version
2021-09-30Merge pull request #53254 from Calinou/node-rename-filenameRémi Verschelde
Rename Node's `filename` property to `scene_file_path` for clarity
2021-09-30Rename Node's `filename` property to `scene_file_path` for clarityHugo Locurcio
2021-09-30Add latest changes added in the 3D versionfabriceci
2021-09-30Fix motion direction in slope for CharacterBody3DPouleyKetchoupp
- More accurate sliding in slopes to keep input direction correct - More accurate constant speed calculation - Renamed linear_velocity to motion_velocity for clarity - General code cleaning and simplifications
2021-09-30Merge pull request #52874 from Calinou/doc-ease-smoothstepRémi Verschelde
2021-09-30Clarify what the `Node.filename` property containsHugo Locurcio
2021-09-29Merge pull request #53228 from timothyqiu/dict-eraseRémi Verschelde
2021-09-29Merge pull request #52724 from groud/improve_tilemap_physicsRémi Verschelde
2021-09-29Merge pull request #53178 from Calinou/doc-sin-cos-degreesRémi Verschelde
Document how to use degrees with `sin()` and `cos()`
2021-09-30Fix doc for Dictionary.eraseHaoyu Qiu
2021-09-29Document how to use degrees with `sin()` and `cos()`Hugo Locurcio
This was already present in the `tan()` method description. This also adds `var` keywords to code samples to make them valid GDScript.
2021-09-29Improve TileMap physics for moving platforms and conveyor belts like movementsGilles Roudière
2021-09-29Merge pull request #53217 from Faless/ext/fix_pointer_infoRémi Verschelde
2021-09-29Fix const pointers types in docs and extension API.Fabio Alessandrelli
The GDVIRTUAL_NATIVE_PTR did not declare the correct GDNativeConstPtr template, resulting in "void*" being used as it's type info in both the documentation and the extension API dump.
2021-09-29Implement override of get_message and get_plural_messageO01eg
2021-09-29Merge pull request #53000 from Chaosus/lineedit_expose_selection_methodsRémi Verschelde
2021-09-28Merge pull request #52754 from nekomatata/dynamic-body-modesCamille Mohr-Daurat
Clarify RigidDynamicBody modes
2021-09-28Set stop on slope on by default on CharacterBody.fabriceci
2021-09-28Merge pull request #53174 from fabriceci/apply-delta-move-and-collideCamille Mohr-Daurat
Physic API change: apply the delta in move and collide like move and slide
2021-09-28Sync to physics true by default for AnimatableBodyfabriceci
2021-09-28Apply delta in move and collidefabriceci
2021-09-28Merge pull request #52481 from Faless/net/4.x_native_peersFabio Alessandrelli
[Net] Extension system for network peers, webrtc.
2021-09-28Merge pull request #53040 from pycbouh/docs-color-picker-and-buttonRémi Verschelde
2021-09-28Merge pull request #52953 from nekomatata/fix-collision-recovery-depthRémi Verschelde
2021-09-28Merge pull request #53053 from LATRio/callable_in_thread_startRémi Verschelde
2021-09-27Improved logic for CharacterBody collision recovery depthPouleyKetchoupp
Allows 2D character controller to work without applying gravity when touching the ground (also more safely in 3D), and collision detection is more flexible with different safe margin values. Character body motion changes in 2D and 3D: -Recovery only for depth > min contact depth to help with collision detection consistency (rest info could be lost if recovery was too much) -Adaptive min contact depth (based on margin) instead of space parameter Extra CharacterBody changes: -2D: apply changes made in 3D for stop on slope and floor snap that help fixing some jittering cases -3D: fix minor inconsistencies in stop on slope and floor snap logic