Age | Commit message (Collapse) | Author |
|
|
|
|
|
Fix `hide_slider` vs `no_slider` inconsistency in editor property code
|
|
World3D.direct_space_state add multithreaded warning
|
|
Describe the left mouse button constant as the primary button
|
|
[Docs] Synchronize and update Window and Display Server documentation.
|
|
Implementing override functionality for XR
|
|
Undo #51969, generate_mipmaps runs on caller thread.
|
|
Remove reference in OS to date and time functions
|
|
Support chaining AtlasTextures inside other AtlasTextures
|
|
Add rotation smoothing to Camera2D
|
|
|
|
|
|
|
|
|
|
Jantho1990/bugfix/update-control-focus-signal-documentation-master
Control docs: update messaging for focus to be less keyboard-specific
|
|
|
|
Since they moved to Time
|
|
Camera2D has follow smoothing to interpolate towards a target position, but no rotation smoothing to align with the target rotation.
This adds rotation smoothing directly into the Camera2D API by having two new properties:
- `rotation_smoothing_enabled`
- `rotation_smoothing_speed`
|
|
Connects AtlasTexture to its `atlas`'s "changed" signal, allowing it to detect property changes to `atlas` and update accordingly, when the project is running and in the editor, as well.
|
|
Rename remaining "Spatial" in Plugins to "Node3D"
|
|
Update several ProjectSettings docs
|
|
Improve AtlasTexture's Documentation
|
|
For EditorNode3DGizmo:
- `get_spatial_node` -> `get_node_3d`
- `set_spatial_node` -> `set_node_3d`
For EditorPlugin:
- `add_spatial_gizmo_plugin` -> `add_node_3d_gizmo_plugin`
- `remove_spatial_gizmo_plugin` -> `remove_node_3d_gizmo_plugin`
Also renames some internal methods for consistency (`forward_3d_draw_over_viewport` & `forward_3d_force_draw_over_viewport` ...). Basically, Spatial has been completely eradicated.
|
|
Update doc/classes/Control.xml
Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
Update doc/classes/Control.xml
Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
|
|
Add debug_color property to CollisionShape2D
|
|
Rename `Engine.target_fps` and associated project setting to `max_fps`
|
|
akien-mga/core-unix-remove-NO_FCNTL-and-NO_STATVFS
Unix: Remove now unnecessary I/O defines, cleanup
|
|
This makes the setting easier to find, as research has found there are
numerous use cases to limiting FPS. This also improves documentation
related to the Engine property and project setting.
The project setting also works in projects exported in release mode,
so its location in the `debug/` section was misleading.
|
|
|
|
|
|
Replacing deprecated File calls from the FileAccess class documentation
|
|
Improve MenuButton and OptionButton
|
|
Remove `NO_THREADS` fallback code, Godot 4 requires thread support
|
|
|
|
Co-Authored-By: bruvzg <7645683+bruvzg@users.noreply.github.com>
|
|
- `LIBC_FILEIO_ENABLED` wasn't defined anywhere, even in _other platforms_.
- `NO_NETWORK` is also never defined. It probably isn't enough anyway to
disable network APIs in the current codebase.
- `UNIX_SOCKET_UNAVAILABLE` is never defined in this code but used by some
other platforms, clarify that.
- `NO_STATVFS` can be removed as Android supports it since API level 19,
which is our current min SDK level. It's also only used for
`DirAccessUnix::get_space_left()` which is anyway overridden by
`DirAccessJAndroid::get_space_left()` so it shouldn't make a difference.
* Fixed documentation for `DirAccess.get_space_left()`.
- `NO_FCNTL` is likely also a remnant of early Android days, in current NDK
r23 it seems to be available. Also cleaned up unused `fcntl.h` includes.
- `NO_ALLOCA` is never defined, and we use alloca in many places now.
|
|
* MenuButton + OptionButton: Add method `show_popup()` which performs required popup setup before showing (prefer use of this over `get_popup()->popup()`, otherwise GH #66308 occurs)
* MenuButton: Ensure that the menu can be opened with a shortcut, if one is set for the button. (GH #66403). Ensure that popupmenu item shortcuts are checked first before the MenuButton shortcut.
|
|
This also removes `OS::can_use_threads` from the public API since it's always
true.
|
|
C#: Update Basis Euler angle code to match core
|
|
refactor(AStarGrid2D): Return `Vector2i` in `get_id_path`
|
|
Reduces repetition, rearranges sentences to improve structure, attempts to be more impersonal ("clips" -> "is_clipped") and consistent with other more common classes.
Also remove outdated snippet from the description ("cannot be tiled in nodes such as TextureRect" is no longer true in master).
|
|
ci: add Python static analysis check via mypy
|
|
Using codespell 2.3-dev from current git.
And fix typo in `methods.py` for `vsproj=yes` option (still won't work
though).
|
|
|
|
Signed-off-by: MisterMX <mbxd12@web.de>
|
|
|
|
Change "Do not use it for files in res:// as it will not work in
exported project." to "[...] projects."
|
|
Fail `look_at()` if not inside tree
|
|
Update NavigationAgent to use query_path
|