Age | Commit message (Collapse) | Author |
|
Add description to `Viewport`
|
|
Add "Physics intro" docs link for State classes
|
|
Docs: Remove references to (removed) RSETs
|
|
Document that node groups don't have a guaranteed order
|
|
|
|
Multiplayer networking renames/simplification
|
|
Add new docs warning from HTTPRequest to HTTPClient
|
|
Clarified how Camera2D's current property works with Viewports.
|
|
Removes _networking_ prefix from some methods and members, now that multiplayer has been largely moved out of Node and SceneTree and is seperated into its own set of classes.
|
|
Add optional polyphonic playback to built-in audio player nodes
|
|
Make platform feature tag names lowercase
|
|
|
|
Another improvement on the HTTPRequest documentation
|
|
|
|
[Net] Move multiplayer classes to own subfolder. Split RPC from MultiplayerAPI.
|
|
Specify description of `Array.slice`s end parameter
|
|
Implement properties arrays in the Inspector.
|
|
|
|
Move multiplayer classes to "core/multiplayer" subdir.
Move the RPCConfig and enums (TransferMode, RPCMode) to a separate
file (multiplayer.h), and bind them to the global namespace.
Move the RPC handling code to its own class (RPCManager).
Renames "get_rpc_sender_id" to "get_remote_sender_id".
|
|
Bind TabContainer::get_tab_idx_at_point() to ClassDB
|
|
|
|
Add source rectangle to blit
|
|
Add missing parameter names to _commit_views GDVIRTUAL_BIND
|
|
Changes:
-Added support for custom inertia and center of mass in 3D
-Added support for custom center of mass in 2D
-Calculated center of mass from shapes in 2D (same as in 3D)
-Fixed mass properties calculation with disabled shapes in 2D/3D
-Removed first_integration which is not used in 2D and doesn't seem to
make a lot of sense (prevents omit_force_integration to work during the
first frame)
-Support for custom inertia on different axes for RigidBody3D
|
|
Harmonize default value for collision mask in ray/shape queries
|
|
Add AnimatableBody inherited from StaticBody for moving platforms
|
|
|
|
|
|
|
|
Add offset for TextureProgress progress texture
|
|
|
|
|
|
Fix docs after GDVIRTUAL pull request
|
|
|
|
Remove cartesian2polar and polar2cartesian
|
|
Add Vector2.from_angle() method
|
|
Instead of having a physics node named Static that can be either Static
or Kinematic, AnimatableBody is added again as a separate node:
-Inherited from StaticBody to make its usage clearer
-Still separated from CharacterBody to make its usage more focused
Properly implemented constant velocity for kinematic bodies in godot
physics servers (induced velocity without actually moving).
Also updated description for the different physics nodes to make their
usage clearer.
|
|
Feature tag names are still case-sensitive, but this makes built-in
feature tags more consistent.
- `Windows` -> `windows`
- `OSX` -> `osx`
- `LinuxBSD` -> `linuxbsd`
- `Android` -> `android`
- `iOS` -> `ios`
- `HTML5` -> `html5`
- `JavaScript` -> `javascript`
- `UWP` -> `uwp`
|
|
Clean physics direct body state usage in 2D and 3D physics
|
|
Expose soft body pin methods to GDScript
|
|
|
|
|
|
Rename `String::is_rel_path` to `String::is_relative_path`
|
|
The default mask for queries was 0, 0x7FFFFFFF or 0xFFFFFFFF depending
on the cases.
Now always using 0xFFFFFFFF (in the form of UINT32_MAX to make it clear)
in order to use all layers by default.
|
|
|
|
|
|
|
|
This commit completely removes the RPC_MODE_MASTER ("master" keyword),
and renames the RPC_MODE_PUPPET to RPC_MODE_AUTHORITY ("auth" keyword).
This commit also renames the "Node.[get|set]_network_master" methods to
"Node.[get|set]_network_authority".
This commit also renames the RPC_MODE_REMOTE constant to RPC_MODE_ANY.
RPC_MODE_MASTER in Godot 3.x meant that a given RPC would be callable by
any puppet peer on the master, while RPC_MODE_PUPPET meant that it would
be callable by the master on any puppet.
Beside proving to be very confusing to the user (referring to where it
could be called instead of who can call it) the RPC_MODE_MASTER is quite
useless. It is almost the same as RPC_MODE_REMOTE (anyone can call) with
the exception that the network master cannot. While this could be useful
to check in some case, in such a function you would anyway need to check
in code who is the caller via get_rpc_sender_id(), so adding the check
there for those rare cases does not warrants a dedicated mode.
|
|
[Net] MultiplayerReplicator state sync.
|
|
Add support for internal nodes
|