Age | Commit message (Collapse) | Author |
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Make `DisplayServer` docs tell users to change some window values in the `Window` node
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Complete FontFile ref and update example
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I complete the ref items according to [TextServer ref](https://docs.godotengine.org/en/latest/classes/class_textserver.html) and update example with new properties path
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Co-authored-by: K. S. Ernest (iFire) Lee <ernest.lee@chibifire.com>
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Support reimport appending
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GDScript: Better handling of `@rpc` annotation and autocompletion
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Fix propagation order for 2D physics picking events
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GDScript: Add warnings that are set to error by default (take 2)
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Expose and document ProjectSettings.get_global_class_list()
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This patch adds a viewport-configuration-option for sorting
physics-picking events by the Z-Index and the scene tree position
of the collision objects.
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Update Variant documentation for C#
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Avoid shading CanvasGroup nodes twice
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Document visibility AABB caveats with decals, reflection probes and lights
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Improve docs for rpc annotations
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This is required in rendering methods that don't use clustering
to check which meshes should be affected by decals, reflection probes
and lights.
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Sync C# Array with Core
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Expose RenderingServer.canvas_light_blend_mode
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Add XR Environment Blend Mode Support
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This appears to have been missed in the refactor
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Calinou/primitivemesh-uv2-padding-add-property-hint
Add a property hint for PrimitiveMesh's `uv2_padding`
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Mention `String.match()` is also called "glob"/"globbing"
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- Adds a list of default levels for all warning so they can be set
individually.
- Add warnings set by default to error for:
- Using `get_node()` without `@onready`.
- Using `@onready` together with `@export`.
- Inferring a static type with a Variant value.
- Overriding a native engine method.
- Adjust how annotations to ignore warnings are treated so they also
apply to method parameters.
- Clean up a bit how ignored warnings are set. There were two sets but
only one was actually being used.
- Set all warnings to the `WARN` level for tests, so they they can be
properly tested.
- Fix enum types in native methods signatures being set to `int`.
- Fix native enums being treated as Dictionary by mistake.
- Make name of native enum types use the class they are defined in, not
the direct super class of the script. This ensures they are always
equal even when coming from different sources.
- Fix error for signature mismatch that was only showing the first
default argument as having a default. Now it shows for all.
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Negative values are not valid and will always cause lightmap bleeding
to occur.
This also improves the documentation for the `uv2_padding` property
in the class reference.
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This is mostly for Ctrl + F purposes, in case someone is looking
how to perform globbing on a string.
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Fix bad variable name in TileMap documentation
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* Add API: `EditorFileSystem::reimport_append(path)`, thread safe, what can be used from importers when they generate new files within the import process.
* Added a `remap.gen_param` custom value to .import files, which can be used by importers to store data needed to generate this file again or not.
This API is added to allow the GLTF2 importer to properly extract png files as textures.
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This reverts commit a166833bfa23a21a7bff196a85a20b014e7c1396.
This caused multiple regressions.
Needs to be redone with more testing before merge.
Fixes #72501.
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Finally do the childs -> children rename too.
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GDScript: Add warnings that are set to error by default
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Remove some unused signals
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Use enum instead of int in virtual methods return type
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Fill out more sections in RenderingServer and RenderingDevice
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Add unbinds to `scn`
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Replace Extents with Size in VoxelGI, ReflectionProbe, FogVolume, Decal and GPUParticles*3D
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Sauermann/fix-double-physics-input-events-for-layers
Fix physics events being interpreted twice for nodes in canvas layer
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Prohibit inconsistent size state for SubViewport
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Fix C# examples in documentation for 4.0
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Remove `@GDScript.str` (duplicate of `@GlobalScope.str`)
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