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2021-05-07Improve docs for filter map and reducekobewi
2021-05-07Merge pull request #45144 from dalexeev/color-constsRémi Verschelde
Rename color constants (alternative)
2021-05-07Merge pull request #35992 from Calinou/main-run-args-command-placeholderRémi Verschelde
Implement the `%command%` placeholder in the Main Run Args setting
2021-05-07Implement the `%command%` placeholder in the Main Run Args settingHugo Locurcio
This can be used to tell Godot to run an executable that will run Godot rather than running Godot directly. This is useful to make Godot start on the dedicated GPU when using a NVIDIA Optimus setup on Linux: `prime-run %command%` The `editor/run/main_run_args` setting declaration was moved to make it visible in the ProjectSettings documentation.
2021-05-06Merge pull request #48500 from groud/add_buttongroup_pressed_signalRémi Verschelde
Adds a pressed signal to ButtonGroup
2021-05-06Merge pull request #38645 from KoBeWi/FMRRémi Verschelde
Add filter, map and reduce to Array
2021-05-06Adds a pressed signal to ButtonGroupGilles Roudière
2021-05-06Rename `IP_Unix`, `IP_Address` and `TCP_Server` to remove underscoresHugo Locurcio
2021-05-05Improve the AudioStreamPlayer(2D/3D) class descriptionsHugo Locurcio
2021-05-05Add filter, map and reduce to ArrayTomasz Chabora
2021-05-05Merge pull request #48315 from nekomatata/expose-physics-debug-shapeRémi Verschelde
Expose get_debug_mesh in Shape3D to scripting API
2021-05-05Merge pull request #48280 from Calinou/doc-file-open-compressed-godot-onlyRémi Verschelde
Document that `File.open_compressed()` can only open files saved by Godot
2021-05-04Merge pull request #48442 from akien-mga/posmod-int64_tRémi Verschelde
Re-bind posmod, use int64_t instead of int
2021-05-04Merge pull request #48430 from reduz/add-rpc-to-callableRémi Verschelde
Add RPC support to Callable
2021-05-04Re-bind posmod, use int64_t instead of intRémi Verschelde
Fixes #48420, fixes #48421. The binding was missed when moving GDScript built-in to Global Scope it seems. Co-authored-by: kleonc <9283098+kleonc@users.noreply.github.com>
2021-05-04Merge pull request #47855 from aaronfranke/doubleclickRémi Verschelde
Rename `doubleclick` to `double_click`
2021-05-04Merge pull request #48008 from LightningAA/scrollcontainer-hide-scrollbars-4.0Rémi Verschelde
Add the ability to hide `ScrollContainer`'s scrollbars
2021-05-04Merge pull request #48274 from groud/undoredo_dependenciesRémi Verschelde
Allow to hook a callback into inspector's undo/redo
2021-05-04Rename `doubleclick` to `double_click`Aaron Franke
2021-05-04Provide a way to hook into Inspectors UndoRedo.Gilles Roudière
2021-05-03Add RPC to Callablereduz
-Up to each scripting language to implement this -If not supported for the function, it will just error when you try to call
2021-05-03doc: Sync classref with current sourceRémi Verschelde
2021-05-03Create mobile rendererBastiaan Olij
2021-05-01Merge pull request #48345 from madmiraal/fix-48242-docsRémi Verschelde
Fix documentation following implementation of particle trails
2021-05-01Fix documentation following implementation of particle trailsMarcel Admiraal
2021-05-01Merge pull request #48283 from BastiaanOlij/xr_viewportRémi Verschelde
Move XR flag from subviewport into viewport
2021-05-01Move XR flag from subviewport into viewportBastiaan Olij
2021-05-01Document that `File.open_compressed()` can only open files saved by GodotHugo Locurcio
2021-04-29Expose get_debug_mesh in Shape3D to scripting APIPouleyKetchoupp
Can be useful for custom drawing of physics shapes without having to add a collision object node to the tree.
2021-04-29Document that `SceneTree.call_group()` is deferredHugo Locurcio
2021-04-29Merge pull request #48272 from Calinou/doc-standardmaterial3d-rim-unshadedRémi Verschelde
Document that clearcoat/rim lighting is not visible on unshaded materials
2021-04-29doc: Sync classref with current sourceRémi Verschelde
And typo fix from https://github.com/godotengine/godot-docs/pull/4882.
2021-04-29Merge pull request #48269 from akien-mga/remove-largetextureRémi Verschelde
Remove obsolete LargeTexture, it's no longer useful since 3.x
2021-04-28Document that clearcoat/rim lighting is not visible on unshaded materialsHugo Locurcio
2021-04-28Add the ability to hide scrollcontainer's scrollbarsLightning_A
2021-04-28Merge pull request #46476 from DarknessCatt/masterRémi Verschelde
Add fill method to Arrays and PackedArrays
2021-04-28Remove obsolete LargeTexture, it's no longer useful since 3.xRémi Verschelde
It existed in early Godot releases to allow working around hardware limitations on max texture sizes (e.g. hardware limits of 1024x1024 pixels). Nowadays the max texture size supported natively by Godot is 16384x16384, and even low end mobile hardware should support at least 4096x4096. The LargeTexture implementation is basically just an array with offsets, sizes and textures and should be easy to replicate with a custom Texture resource if needed - solving most of its bugs on the way as the implementation removed here has various unimplemented or incomplete methods.
2021-04-27Merge pull request #48241 from akien-mga/tabs-panel-style-unusedRémi Verschelde
Tabs: Remove unused 'panel' stylebox from default theme
2021-04-27Merge pull request #48050 from JFonS/occlusion_cullingRémi Verschelde
2021-04-27Tabs: Remove unused 'panel' stylebox from default themeRémi Verschelde
Cf. https://github.com/godotengine/godot/issues/37875#issuecomment-625297308.
2021-04-27Merge pull request #47398 from Faless/feature/network-local-port-salvagedRémi Verschelde
2021-04-27Merge pull request #38349 from asheraryam/convex-decompose-masterRémi Verschelde
Create GDScript bindings for creating multiple-convex collision bodies [4.0]
2021-04-27Expose creating multiple-convex-collision static bodies to GDScriptasheraryam
2021-04-23Merge pull request #48106 from Calinou/doc-project-settings-feature-tagsRémi Verschelde
Link to Feature tags more explicitly in ProjectSettings documentation
2021-04-23Implement occlusion cullingjfons
Added an occlusion culling system with support for static occluder meshes. It can be enabled via `Project Settings > Rendering > Occlusion Culling > Use Occlusion Culling`. Occluders are defined via the new `Occluder3D` resource and instanced using the new `OccluderInstance3D` node. The occluders can also be automatically baked from a scene using the built-in editor plugin.
2021-04-23Merge pull request #48129 from kleonc/args-masterRémi Verschelde
Docs: Minor argument names fix
2021-04-23Merge pull request #47485 from rafallus/fix/rigidbody-crashRémi Verschelde
Fix crash on RigidBody _direct_state_changed
2021-04-23Docs: Minor argument names fixkleonc
2021-04-22Unexpose _direct_state_changed in PhysicsBodyrafallus
Removed _direct_state_changed bindings Affects 2D and 3D nodes Callbacks now use Callable Tests were changed accordingly
2021-04-22Call randomize() automaticallyTomasz Chabora