Age | Commit message (Collapse) | Author |
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Remove the unnecessary sync() and the restrictions it imposes on 3D Physics.
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Allow getting Input "axis" and "vector" values by specifying multiple actions
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Docs: Port code examples to C# (M, N, O, P, Q, R)
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Make Path3D handles visible and consistent with 2D.
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Resolves godotengine/godot-proposals#1246.
It is difficult to tell the difference between the handles for adjusting
curves and the points themselves when looking at a Path gizmo.
This re-uses the icons used for Path2D.
Unlike Path2D, this does not use a different icon for smooth vs sharp
points, as using a potentially different material for each point would
prevent batching the points in add_handles (and adding them out-of-order
messes up other logic based on handle indices).
This includes a public API change to allow specifying a texture for a
handle material. This allows spatial gizmo plugins to customize the way
a handle is rendered, if desired, but does not break existing behavior
(as providing no texture uses the default).
The path handle icons were resized as well. 16x16 is the standard icon
size. These icons were 10x10 rather than 16x16, and appeared rather
small in the editor.
To resize, I:
- Opened the original in Inkscape
- Resized the document to 16x16
- Opened the transform dialog
- Scaled by 160% proportionally
- Used Align/Distribute to center on the page
- Saved the document
- Cleaned with `svgcleaner --multipass`
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Docs: MeshDataTool: showcase tool in code example
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Expose LineEdit scroll offset to scripts
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For get_vector, use raw values and handle deadzones appropriately
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doc: Add template to document Variant operators, fixups to #43419
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KoBeWi/add_an_array_to_another_array_but_with_a_method
Add append_array() method to Array class
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Follow up to #43356
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Add docs for editor viewport drawing methods
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Change DocData comparators for MethodDoc and ArgumentDoc to get a better
ordering of constructors.
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Includes:
* MarginContainer
* NavigationPolygon
* Node
* NodePath
* OS
* PackedByteArray
* PackedScene
* PacketPeerUDP
* PCKPacker
* Performance
* PhysicsShapeQueryParameters2D
* PhysicsShapeQueryParameters3D
* PrimitiveMesh
* ProjectSettings
Co-authored-by: Aaron Franke <arnfranke@yahoo.com>
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Port code examples to C# (D and E)
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Increase the default HTTPClient download chunk size to 64 KiB
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Add `Image.load_bmp_from_buffer()` for run-time BMP image loading
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This improves download speeds at the cost of increased memory usage.
This change also effects HTTPRequest automatically.
See #32807 and #33862.
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Improve the documentation related to fullscreen and borderless settings
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Document the supported TLS versions in HTTPRequest
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Remove `Color.contrasted()` as its behavior is barely useful
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It's non-deterministic so it's better to show a fixed value like 0 instead of
having it potentially change whenever `randomize()` is called.
Fixes #43317.
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Includes various changes triggered by the refactoring of method bindings.
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I don't know enough about grammar to say why the "ing" suffix is
correct, but I'm reasonably sure it is :)
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Returning the most contrasting color isn't a trivial task, as there
are often many possible choices. It's usually best left for the user
to implement using a script.
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The return type for `_make_custom_tooltip` is clarified as Control, and users
should make sure to return a visible node for proper size calculations.
Moreover in the current master branch, a PopupPanel will be added as parent
to the provided tooltip to make it a sub-window.
Clarifies documentation for `Control._make_custom_tooltip`, and shows how to
use the (until now undocumented) "TooltipPanel" and "TooltipLabel" theme types
to style tooltips.
Fixes #39677.
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Alpha Hash and Alpha2Coverage Implementation
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MainLoop: Remove deprecated methods
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This closes https://github.com/godotengine/godot-docs/issues/4333.
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Includes:
* Decal
* Dictionary
* Directory
* DisplayServer
* DTLSServer
* DynamicFont
* EditorImportPlugin
* EditorPlugin
* EditorScenePostImport
* EditorScript
* EditorSettings
* EditorTranslationParserPlugin
* Engine
* Expression
Co-authored-by: Aaron Franke <arnfranke@yahoo.com>
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Document how to interrupt `PacketPeerUDP.wait()`
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See https://github.com/godotengine/godot/issues/1725.
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Add `border_width` to `ReferenceRect`
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