summaryrefslogtreecommitdiff
path: root/doc
AgeCommit message (Collapse)Author
2023-01-11Merge pull request #71203 from smix8/nav_tutorial_class_doc_links_4.xYuri Sizov
Add navigation tutorial links inside class doc
2023-01-11Merge pull request #70707 from mihe/bind-physics-excludeRémi Verschelde
Bind methods related to physics query exclusions
2023-01-11Merge pull request #71060 from ItsAleph/docs/improve-ieaRémi Verschelde
docs: Improve `InputEventAction` reference
2023-01-11Merge pull request #71105 from reduz/unload-current-sceneRémi Verschelde
Add SceneTree.unload_current_scene()
2023-01-11Add navigation tutorial links inside class docsmix8
Adds navigation tutorial links inside the class doc to the related and more detailed godot-docs pages.
2023-01-11Merge pull request #69724 from KoBeWi/VS100Rémi Verschelde
Document all VisualShader nodes
2023-01-11Merge pull request #71157 from reduz/fix-callable-get-bound-argumentsRémi Verschelde
Fix Callable call error reporting.
2023-01-11Merge pull request #71127 from reduz/drag-forward-to-callablesRémi Verschelde
Change set_drag_forwarding() to use callables.
2023-01-10Add get_contact_impulse method to PhysicsDirectBodyState2DRicardo Buring
This makes it consistent with 3D.
2023-01-10Document all VisualShader nodeskobewi
2023-01-10docs: Improve `InputEventAction` referenceweerdy15
Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
2023-01-10Change set_drag_forwarding() to use callables.Juan Linietsky
* This solution is much cleaner than the one in 3.x thanks to the use of callables. * Works without issues in any language (no need to worry about camel or snake case). * Editor code uses a compatibility function (too much work to redo). Fixes #59899
2023-01-10Add SceneTree.unload_current_scene()Juan Linietsky
Provides an obvious way to unload the currently loaded scene (which is nowhere to be found in the docs). The SceneTree.change_scene_to() method must now always provide a valid PackedScene. Fixes #63565.
2023-01-10Fix Callable call error reporting.Juan Linietsky
* Fix potential crash when using bind in `Variant::get_callable_error_text()` * Properly compute bound arguments so they can be properly shown. * Add a function to obtain the actual bound arguments.
2023-01-10Merge pull request #71147 from bruvzg/get_winRémi Verschelde
Add Node::get_window() method.
2023-01-10Merge pull request #71022 from Sauermann/fix-captured-position-docRémi Verschelde
Fix doc for position of captured mouse
2023-01-10Merge pull request #70745 from rcorre/array_dup_docRémi Verschelde
Explain that Array.duplicate will not deep-copy Object.
2023-01-10Merge pull request #71056 from marzecdawid/add-tree-deselect-all-to-gdscriptRémi Verschelde
Expose Tree::deselect_all to GDScript
2023-01-10Fix doc for position of captured mouseMarkus Sauermann
The position is not at the center of the screen but of the window.
2023-01-10Add Node::get_window() method.bruvzg
2023-01-09Merge pull request #69616 from reduz/change-uuidRémi Verschelde
Ability to change a resource UID from API
2023-01-09Merge pull request #70626 from Faless/web/4.x_expose_force_fs_syncFabio Alessandrelli
[Web] Expose API to force file system sync.
2023-01-09Ability to change a resource UID from APIJuan Linietsky
* Works for text, binary and imported resources * Allows better clean up of duplicate files. TODO (future PRs): * Use this API for assigning new UIDs to copied files. * Use this API for UID conflict on FS scanning (if more than one file has the same UID, the newer one(s) should get assigned a different UID).
2023-01-09Removed unused property hints and `Object::get_translatable_strings()`Juan Linietsky
* Remove unused `EditorPropertyMember` and related hints, previouly used by VisualScript. Such logic should be implemented in the VS module itself. * As the above broke compatibility with the VS module, clean up the other hacks that were still in core in support of VisualScript. * `PROPERTY_USAGE_INTERNATIONALIZED` was only used in Object's `get_translatable_strings()`, which is a legacy function not used anywhere. So both are removed. * Reordered some usage flags after the above removal to minimize the diff. * General clean up. Fixes #30203. Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
2023-01-09Fix unpressable buttonsDanil Alexeev
2023-01-09Fix typos with codespellRémi Verschelde
Also includes #71080. Co-authored-by: Psychpsyo <60073468+Psychpsyo@users.noreply.github.com>
2023-01-09Merge pull request #70996 from reduz/properly-report-callable-bound-argumentsRémi Verschelde
Properly report Callable bound arguments
2023-01-09Merge pull request #71045 from reduz/use-bitfield-in-core-typesRémi Verschelde
Use BitField<> in core type masks
2023-01-08Properly report Callable bound argumentsJuan Linietsky
Fixes #63213 Adds a function: Callable::get_amount_of_arguments_bound() to query this in callables. Exposed to the engine API.
2023-01-08Merge pull request #71037 from reduz/array-format-bitfieldRémi Verschelde
Use BitField<> hint for Mesh.ArrayFormat and Control.SizeFlags
2023-01-08Merge pull request #70463 from DarkKilauea/nav-server-constRémi Verschelde
[4.x] Rework const on NavigationServer methods
2023-01-08Merge pull request #71064 from DarkMessiah/expose_clear_tabsRémi Verschelde
Expose TabBar::clear_tabs to GDScript
2023-01-08Merge pull request #70281 from CherrySodaPop/get-impulse-3dRémi Verschelde
Implement collision impulse in Godot Physics 3D
2023-01-08Use BitField<> in core type masksJuan Linietsky
* All core types masks are now correctly marked as bitfields. * The enum hacks in MouseButtonMask and many other types are gone. This ensures that binders to other languages non C++ can actually implement type safe bitmasks. * Most bitmask operations replaced by functions in BitField<> * Key is still a problem because its enum and mask at the same time. While it kind of works in C++, this most likely can't be implemented safely in other languages and will have to be changed at some point. Mostly left as-is. * Documentation and API dump updated to reflect bitfields in core types.
2023-01-08Use BitField<> hint for ArrayFormatJuan Linietsky
This was missing in the conversion of bitflags to BitField<>.
2023-01-08Expose TabBar::clear_tabs to GDScriptStanislav Labzyuk
2023-01-08Expose Tree::deselect_all to GDScriptDawid Marzec
2023-01-07Implement collision impulse in Godot Physics 3DLily Garcia
2023-01-07Rework const on NavigationServer methodsJosh Jones
`const` is used on all methods, even when they cause modification of the server. This reworks the methods of the server to only use `const` on method that don't change the state of the server.
2023-01-07Merge pull request #70939 from bruvzg/win_screen_2Rémi Verschelde
Add support for the custom initial screen for the main window, fix primary screen detection.
2023-01-07Merge pull request #36301 from KoBeWi/daddy_nodeRémi Verschelde
Add reparent methods to Node
2023-01-07Merge pull request #71000 from reduz/callable-bind-from-arrayRémi Verschelde
Allow binding Callable arguments from an array
2023-01-07Merge pull request #70993 from rcorre/array-erase-docRémi Verschelde
Warn against erasing array elements while iterating.
2023-01-07Add support for the custom initial screen for the main window, fix primary ↵bruvzg
screen detection.
2023-01-06Merge pull request #71005 from dazKind/masterRémi Verschelde
CodeEdit: Fix typo 'get_code_comletion_prefixes' -> 'get_code_completion_prefixes'
2023-01-06Merge pull request #70995 from reduz/do-not-bind-variant-immutableRémi Verschelde
Unbind Variant methods that change immutable types.
2023-01-06Allow binding Callable arguments from an arrayJuan Linietsky
Restores 3.x functionality that was removed in the Signal/Callable refactor of 4.0. Fixes #64668. Implements https://github.com/godotengine/godot-proposals/issues/6034 Usage: ```GDScript callable.bindv([arg1,arg2,arg3]) ```
2023-01-06fix typo 'comleption' -> 'completion'Michael Bickel
2023-01-06Unbind Variant methods that change immutable types.Juan Linietsky
Fixes #62706. Code is commented instead of removed to clarify why they should not be re-added.
2023-01-06Warn against erasing array elements while iterating.Ryan Roden-Corrent
Erasing array elements while iterating does not appear to be safe. For example, the following prints nothing: ``` var a := [0,1,2,3,4,5,6] for i in a: if i % 2 == 0: a.erase(i) else: print(i) ``` While this is often true for array implementations, it still seems worth documenting explicitly. I copied the wording from Dictionary.xml.