Age | Commit message (Collapse) | Author |
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Add a method to retrieve active material from MeshInstance
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Register SubViewport class
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* Updated docs for Thread.start() to specify that the method argument
must accept one parameter.
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Fixed errors in makerst pre-commit hook
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doc: Update classref with node renames
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A few extra renames for classes which were missed in last week's PRs.
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Configured for a max line length of 120 characters.
psf/black is very opinionated and purposely doesn't leave much room for
configuration. The output is mostly OK so that should be fine for us,
but some things worth noting:
- Manually wrapped strings will be reflowed, so by using a line length
of 120 for the sake of preserving readability for our long command
calls, it also means that some manually wrapped strings are back on
the same line and should be manually merged again.
- Code generators using string concatenation extensively look awful,
since black puts each operand on a single line. We need to refactor
these generators to use more pythonic string formatting, for which
many options are available (`%`, `format` or f-strings).
- CI checks and a pre-commit hook will be added to ensure that future
buildsystem changes are well-formatted.
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Document the EditorFeatureProfile class
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We now require SCons 3.0+ (first version with Python 3 support),
and we set min required Python 3 version to 3.5 (3.4 and earlier are
EOL).
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Added has_signal method for Object
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Implement Sky Shaders
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Change extract script `path` argument to support specifying multiple
paths, like `makerst.py`. This prevents parsing invalid XML files while
scanning the whole repository.
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Add script to generate translation catalog for the class reference
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Doc edit at InputEventMouseMotion
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Implements estimate/compute_cost for AStar2D
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Fixes #37109.
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Fix visibility enabler flag toggling
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Doc edit
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Fix wrong binding after #37111.
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Remove meaningless parameter from bindings
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For us, it practically only changes the fact that `A<A<int>>` is now
used instead of the C++03 compatible `A<A<int> >`.
Note: clang-format 10+ changed the `Standard` arguments to fully
specified `c++11`, `c++14`, etc. versions, but we can't use `c++17`
now if we want to preserve compatibility with clang-format 8 and 9.
`Cpp11` is still supported as deprecated alias for `Latest`.
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Added new method to edit an already added node to anim state machine
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Found via `codespell`
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ScriptDebugger refactor, threading, profilers.
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Document known performance issues with Sprite3D
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Co-authored-by: Bojidar Marinov <bojidar.marinov.bg@gmail.com>
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See https://github.com/godotengine/godot/issues/20855.
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EngineDebugger is the new interface to access the debugger.
It tries to be as agnostic as possible on the data that various
subsystems can expose.
It allows 2 types of interactions:
- Profilers:
A subsystem can register a profiler, assigning it a unique name.
That name can be used to activate the profiler or add data to it.
The registered profiler can be composed of up to 3 functions:
- Toggle: called when the profiler is activated/deactivated.
- Add: called whenever data is added to the debugger
(via `EngineDebugger::profiler_add_frame_data`)
- Tick: called every frame (during idle), receives frame times.
- Captures: (Only relevant in remote debugger for now)
A subsystem can register a capture, assigning it a unique name.
When receiving a message, the remote debugger will check if it starts
with `[prefix]:` and call the associated capture with name `prefix`.
Port MultiplayerAPI, Servers, Scripts, Visual, Performance to the new
profiler system.
Port SceneDebugger and RemoteDebugger to the new capture system.
The LocalDebugger also uses the new profiler system for scripts
profiling.
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Changes made as requested.
Explained the reason why move_and_slide should be sued in _physics_process
Final Changes
Edited the docs as per the changes requested.
Edits in docs
Made some changes
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Drop old semaphore implementation
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