Age | Commit message (Collapse) | Author |
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Correct null and boolean values being capitalised by the str command
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Make FontData importable resource. Add multi-channel SDF font rendering.
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Refactor RayShape and rename to SeparationRayShape
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Document how to use IK in skeleton2D.
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Adds multi-channel SDF font texture generation and rendering support.
Adds per-font oversampling support.
Adds FontData import plugins (for dynamic fonts, BMFonts and monospaced image fonts), font texture cache pre-generation and loading.
Adds BMFont binary format and outline support.
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Add an `Array.pop_at()` method to pop an element at an arbitrary index
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Adding GDExtension support to XRInterface
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Negative indices are supported to pop an element relative from the end.
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Fix misspelled "overriden"
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Optionally render 3D content at scaled resolution
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Implement Extension Loader
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Implement error return documentation
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Add ability to register singletons from Engine API
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Document `Image.generate_mipmaps()` always running on the main thread
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In recent GDVIRTUAL PR and SkeletonModification3DJiggle doc.
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Fix VisualScriptEditor after namespaces
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* Exposed functions in Engine to register and unregister singletons.
* Added the concept of user singletons, which can be removed (the system ones can't).
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Add an `use_hdr` property to GradientTexture to allow storing HDR colors
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Makes it clearer that it's used for special cases when picking a
collision shape.
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Also added some precision to the documentation.
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Make separation ray shapes work properly in move_and_slide, wihtout the
specific code in CharacterBody like before.
Now most of the logic is handled inside the physics server. The only
thing that's needed is to use ray shapes only for recovery and ignore
them when performing the motion itself (unless we're snapping or slips
on slope is on).
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Partial revert from previously removing ray shapes completely, added
back as a shape type but without the specific character controller code.
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Adds ability to add error return documetation to the binder and class reference.
Usage example:
```C++
void MyClass::_bind_method() {
[..]
BIND_METHOD_ERR_RETURN_DOC("load", ERR_FILE_CANT_OPEN, ERR_FILE_UNRECOGNIZED);
}
```
One function of ConfigFile was changed as example.
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Expose `String.simplify_path`
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Update documentation for is_absolute_path and is_rel_path
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Implement methods in EditorSceneImporterMesh, and add documentation.
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Make Node editable_instance methods available to GDScript
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Expose RID creation utilities.
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* Exposed as utility functions.
* Not very useful for script, but vital for creating servers using native extensions.
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Created an area-specific wind force that interacts with soft bodies
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* Allows calling into native extensions directly with a pointer
* Makes it easier to implement some APIs more efficiently
* Appears with a "*" in the documentation for the argument.
* Implementing the pointer handling is entirely up to the implementation, although the extension API provides some hint.
* AudioStream has been implemented as an example, allowing to create NativeExtension based AudioStreams.
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Replace HTTP URLs with HTTPS for sites with HTTPS versions
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Add note about batching to Line2D's anti-aliasing
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* `_gui_input`, `_input`, `_unhandled_input` and `_unhandled_key_input` are now regular C++ virutal functions.
* Everything else converted to GDVIRTUAL
* BIND_VMETHOD is gone, always use the new syntax from now on.
Creating `_gui_input` method and using the binder to register events will no longer work, simply override the virtual function now.
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EditorSceneImporterMesh, and add documentation.
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Particle params are expressed as min-max rather than value+range AND separate axes scaling
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Fix ItemList layout (+EditorFileDialog)
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This commit adds quite a chunk of modifications to particles
- particle (value + randomness) now use min and max instead
- passing a curveXYZtexture is now possible and will scale particles per-axis
- CPUParticle3D have an optional parameter to split the scale curve per-axis
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