Age | Commit message (Collapse) | Author |
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(cherry picked from commit 5ba98e59f076729876001de30ebd980434cd4fc7)
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* is_equal_approx
* normalize
* length_squared
* posmod
* posmodv
(cherry picked from commit 6cd8e706fae5dacc908efd1a823e3447e01bfa56)
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(cherry picked from commit 5c387cbdb3653bbe44a9fdde5ff8ca559f4b12b1)
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fixes https://github.com/godotengine/godot/issues/74452
(cherry picked from commit 5a775ac08cfe02dc8015768bdf69e9e59d85030f)
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Description mentioned `mode` instead of `source`
(cherry picked from commit 6312fe2fae92718560b06c114803b18008a50839)
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Check for compressing ASTC checked if the function for BPTC was present
(cherry picked from commit cf64e2fa479ce548713c589d9c3252e5ac36a6d3)
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(cherry picked from commit d904516e553426dae1fa40566e3fe67f6213e769)
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A small typo with the definitions of `focus_neighbor_right` and `focus_neighbor_top`. Both use "bottom" rather than the correct side for each.
(cherry picked from commit c25d015d0658696b1a2da99a838e6cfcce155efd)
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remaining docs
The method `to_utf8` doesn't exist in Godot 4, but is still mentioned in
the documentation in some places. Replace it with the new name
`to_utf8_buffer`. Same for ascii. Same for C#.
(cherry picked from commit 57dca93718f34573713de2fd09315f42bcd26fff)
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(cherry picked from commit 96ab31a7117c110da025a39390bdecf36892e7fa)
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This replaces two [code][/code] blocks with clickable refs to [enum Access] and [member file_mode] respectively.
(cherry picked from commit a5778da55bbf777abe1490edbc82bb05c9718377)
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This also updates the list of compression modes available for textures.
(cherry picked from commit 0d24016db0d6cb92e0e681039a72280ce7ce6ece)
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Exposes the path postprocessing and pathfinding algorithm options of the NavigationAgent internal NavigationPathQueryParameters object.
(cherry picked from commit 6e324bb341c795905085e25e7f7c153d89949fa9)
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(cherry picked from commit f53d3382af3ce04c924e6f92bb4c81ba349cfd8f)
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(cherry picked from commit 3a06e6af76a45ecda4d2247f78046f3e08260919)
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(cherry picked from commit eac65fd0a8e68512a9410e0e78a405b726d303d3)
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(cherry picked from commit 4fb9aa22948dadf3f18dd73f6c9fca2e41da53d0)
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(cherry picked from commit a65d99b541578c52beb177ff7290dd68940a3807)
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(cherry picked from commit c4e08a4e1ac736c27d8b803c233d673f3fabf10a)
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toggled by a project setting.
Fixes #73141
(cherry picked from commit cb8e91924399948888d80d20c6112df473897183)
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(cherry picked from commit bd30847e5916f4ca8a855774cb32a160e690e71d)
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Default actions are no longer internal since we want to document them.
They are still hidden from the Project Setting dialog because we hid the
whole `input/` group manually.
(cherry picked from commit 1e0b8d6240314f1904df560cdab840771ef3e002)
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of velocity.
(cherry picked from commit 1381e6da4f695323853b24cf8d3632604b629133)
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(cherry picked from commit 0f3197501e3420b7af212c47f184adf0781d7ec0)
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* Typo fixes.
* Navigation agent's `velocity_computed` signal is not emitted by
`set_velocity`, but at the end of that frame if `set_velocity` is
called.
* Simplify link in navigation agent's `avoidance_enabled` description.
* Unify `navigation_layers` description across `NavigationAgent{2,3}D`.
* Unify `is_normalized()` description across `Vector2`, `Vector3`, and
`Vector4`
(cherry picked from commit ff97c481d367a8c4e72b6548095ce33c98e4ef33)
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(cherry picked from commit c75870f79816ea9185aa3ceb3bcfb54fa0344a8a)
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(cherry picked from commit 3c4f0ca9c639e11b3a0673b27427538b244533b6)
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Fix PhysicsDirectSpaceState3D::_collide_shape return type.
Also PhysicsDirectSpaceState2D::_collide_shape.
(cherry picked from commit 61429a5f49f2509f631703886b8b3234701a0206)
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(cherry picked from commit 41242712410589315bfefa2b0630d96281b49006)
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(cherry picked from commit f29a7c040414aae6ff95d1810fbb041f4dc319b9)
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(cherry picked from commit 33a6c80abb6d0533d1676db61f5b8695449d6b4f)
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Fix type in the type-safe examples of snapped, lerp and sign function.
(cherry picked from commit 8901986d56189416c00f0c718c2f16600be34597)
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Removes some outdated/incorrect/duplicated info, adds correct info.
Also removes no longer applicable "editor-only helper" statements.
(cherry picked from commit e61a127042b183caa713a0eff852f26cdedbc2c0)
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(cherry picked from commit fd8f26f26e2f8875e4e305bc22f04f0deaf9a44c)
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(cherry picked from commit 82d7923c653b6328ba279bd4183b63b69e21edfc)
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(cherry picked from commit 174e0837e0826179a2e51e581aa895cb5cc90885)
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Mention that the results will be unreliable with initial vector near zero.
(cherry picked from commit cca01afd82bd6e7b3e852a66ca459f5d61022585)
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Allows the line_width for NavigationAgent2D path debug to go negativ for thin line rendering.
(cherry picked from commit f6a10c0565e32e0170bcce71635d8bad16077d1d)
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(cherry picked from commit 57d4272984fc0dd4c668503ead82a9dd01020bfd)
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The indentation was off and the code usage was incorrect for Godot 4.0 GDScript.
(cherry picked from commit 2b6e1550ffbbe8a5f0696f2ffbc657ed36e8faf2)
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(cherry picked from commit 2d6deb10b05517919eebfb2ce665ad998d2aae08)
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"event as" -> "events will be"
(cherry picked from commit 112977be262256b5cd3ac6713557dba74d905f44)
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(cherry picked from commit 81ac3c3e7157a290c02548e7ad6adf50fd6e5118)
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(cherry picked from commit ea5fd3d732a85029e8372425904971ad26153ff1)
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The current documentation uses the term "running" for two different things.
In the description of get_id() it claims "it will return empty string if the thread is not running", but it actually will return the thread id until wait_to_finish is called.
In the description of is_alive() it claims "it will return true if the thread is running", but in this case it means "the provided function hasn't finished running yet".
Updated the functions documentation slighly to make this clear.
(cherry picked from commit 2a4f38d54fbe8f6a35f5704fa9268e7f2d60b222)
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(cherry picked from commit df0de07494bae7576299bae781644ad8db7cc128)
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(cherry picked from commit 9785b23a0ab63b62f63af119552f1f9042812ea8)
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