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2022-08-10Merge pull request #64208 from timothyqiu/packed-clearRémi Verschelde
2022-08-10Merge pull request #64192 from danboo/danboo-mention-audiolistener2dRémi Verschelde
2022-08-10Merge pull request #64160 from Calinou/tweak-label3d-defaultsRémi Verschelde
2022-08-10Expose clear method for packed arraysHaoyu Qiu
2022-08-09Add note about using AudioListener2DDan Boorstein
There was no mention of the effect of AudioListener2D in this documentation, making it unclear if there was a relationship. The new text is copied and modified from the AudioStreamPlayer3D documentation. Use 'an' as article before 'AudioListener3D'
2022-08-10add get_depth() to KinematicCollision3D as same of 2DSilc Renew
2022-08-10Merge pull request #64108 from antonWetzel/csharp-updateRémi Verschelde
2022-08-09Merge pull request #64134 from asmaloney/doc-paramsRémi Verschelde
[doc] Use "param" instead of "code" to refer to parameters
2022-08-09Tweak Label3D defaults for better readabilityHugo Locurcio
- Increase font size and decrease pixel size. - The font is rendered at the same physical size, but is more detailed, which is visible when the camera is up close. - Add an outline to improve readability on mixed-color backgrounds. - The outline is fairly thick to ensure it doesn't get too grainy at a distance (without requiring MSDF or mipmaps on the default project font).
2022-08-09[doc] Use "param" instead of "code" to refer to parametersAndy Maloney
Co-authored-by: Yuri Sizov <11782833+YuriSizov@users.noreply.github.com>
2022-08-08Added to Sprite3D DocumentationMarlin Watts-Woods
2022-08-09vector4 distance_squared_to and update csharpantonWetzel
2022-08-08Improve InstancePlaceholder documentationHugo Locurcio
2022-08-08Merge pull request #64008 from YuriSizov/doctool-add-param-reference-syntaxRémi Verschelde
2022-08-08Rename the argument tag to param in XML documentationYuri Sizov
2022-08-08Add support for [param foo] syntax in valid documentation contextsYuri Sizov
2022-08-08Print expected `os.arch` tuple for current platform in GDExtension errorHugo Locurcio
This also adds `Engine.get_architecture_name()` to get the name of the CPU architecture the Godot binary was built for.
2022-08-08Merge pull request #64076 from raulsntos/doc-fixesRémi Verschelde
Add `@GDScript.type_exists` documentation, Fix typo in weakref documentation
2022-08-08Add checks for empty/unnamed arguments to make_rst.pyYuri Sizov
2022-08-08Merge pull request #62861 from samdze/image-size-vector2iRémi Verschelde
Make Image.get_size() return a Vector2i instead of a Vector2
2022-08-08Merge pull request #64014 from RedMser/keep-screen-on-singledefRémi Verschelde
2022-08-08Merge pull request #63925 from YeldhamDev/window_fixesRémi Verschelde
2022-08-08Merge pull request #62571 from Calinou/gpuparticlescollisionsdf3d-add-bake-maskRémi Verschelde
2022-08-08doc: Clarify `MultiMesh.set_instance_color` re: white albedo colorCristiano Simao
If the user does not set the albedo color to pure white, then the multiplication with a value different from 1 will produce modulated colors. Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro>
2022-08-07Fix typo in weakref documentationRaul Santos
2022-08-07Merge pull request #62454 from Geometror/reflect-refract-vec2-vec4Rémi Verschelde
Allow for vec2/vec4 to be used in reflect and refract
2022-08-07Allow vec2 and vec4 for reflect and refractHendrik Brucker
2022-08-07Merge pull request #64027 from Geometror/add-vector4-testsRémi Verschelde
2022-08-07Vector4/Vector4i: Add missing methods, tests and fix change of sign operatorHendrik Brucker
2022-08-07Add a shadow opacity property to Light3DHugo Locurcio
This can be used to make shadows translucent for a specific light. The light distance fade system also uses this to smoothly fade the shadow when the light fade transition distance is greater than 0.
2022-08-07Fix broken rST reference in HTTPClient documentationHugo Locurcio
References in reStructuredText cannot be located within bold/italic text. This caused the online class reference to have the `:ref:` text written as-is.
2022-08-06Merge pull request #63361 from KoBeWi/floorf_lolRémi Verschelde
2022-08-06Only define `keep_screen_on` project setting onceRedMser
2022-08-06Restore old lerp() behavior and add lerpf()kobewi
2022-08-06Merge pull request #60843 from hoontee/CSG3Rémi Verschelde
Add `TorusMesh`
2022-08-06Merge pull request #63977 from TomBCodes/masterRémi Verschelde
2022-08-06Document editor settings in the class referenceHugo Locurcio
2022-08-06Merge pull request #63698 from PrecisionRender/plane-operator-asteriskRémi Verschelde
Add operator `*` to `Plane`
2022-08-06Merge pull request #63958 from hakro/fix-control-animation-keysRémi Verschelde
Remove rect_ prefix from control properties when keyframing
2022-08-05updated the String class with info about the 'allow_empty' optional argumentTom
2022-08-05Remove rect_ prefix from control properties when keyframingHakim
2022-08-05Merge pull request #63951 from reduz/framebuffer-cacheClay John
Add a Framebuffer cache
2022-08-05Merge pull request #63923 from asmaloney/doc-annotation-return-typeRémi Verschelde
2022-08-05Add a Framebuffer cacheJuan Linietsky
Adds a FramebufferCache singletion that operates the same way as UniformSetCache. Allows creating framebuffers on the fly (and keep them cached if re-requested) such as: ```C++ RID fb = FramebufferCache::get_singleton()->get_cache(texture1,texture2); ```
2022-08-05Improve `range_lerp()` and related methods documentationHugo Locurcio
2022-08-05Fix some bugs with `Window`sMichael Alexsander
2022-08-05i18n: Sync classref translations with WeblateRémi Verschelde
(cherry picked from commit b671ea88fb71c93213a08adcb568935cca0dae45)
2022-08-05Merge pull request #59844 from Calinou/rename-shader-param-methodsRémi Verschelde
2022-08-04[make_rst] Remove (fake) return types on annotationsAndy Maloney
Based on discussion in #63561, Yuri mentioned that the return types are not necessary here, so remove the fake "void" return types on annotations.
2022-08-04Rename shader parameter uniform setter/getter methods for consistencyHugo Locurcio
`shader_uniform` is now consistenly used across both per-shader and per-instance shader uniform methods. This makes methods easier to find in the class reference when looking for them.