Age | Commit message (Collapse) | Author |
|
Add navigation tutorial links inside class doc
|
|
Bind methods related to physics query exclusions
|
|
docs: Improve `InputEventAction` reference
|
|
Add SceneTree.unload_current_scene()
|
|
Adds navigation tutorial links inside the class doc to the related and more detailed godot-docs pages.
|
|
Document all VisualShader nodes
|
|
Fix Callable call error reporting.
|
|
Change set_drag_forwarding() to use callables.
|
|
This makes it consistent with 3D.
|
|
|
|
Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
|
|
* 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
|
|
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.
|
|
* 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.
|
|
Add Node::get_window() method.
|
|
Fix doc for position of captured mouse
|
|
Explain that Array.duplicate will not deep-copy Object.
|
|
Expose Tree::deselect_all to GDScript
|
|
The position is not at the center of the screen but of the window.
|
|
|
|
Ability to change a resource UID from API
|
|
[Web] Expose API to force file system sync.
|
|
* 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).
|
|
* 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>
|
|
|
|
Also includes #71080.
Co-authored-by: Psychpsyo <60073468+Psychpsyo@users.noreply.github.com>
|
|
Properly report Callable bound arguments
|
|
Use BitField<> in core type masks
|
|
Fixes #63213
Adds a function: Callable::get_amount_of_arguments_bound() to query this in callables. Exposed to the engine API.
|
|
Use BitField<> hint for Mesh.ArrayFormat and Control.SizeFlags
|
|
[4.x] Rework const on NavigationServer methods
|
|
Expose TabBar::clear_tabs to GDScript
|
|
Implement collision impulse in Godot Physics 3D
|
|
* 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.
|
|
This was missing in the conversion of bitflags to BitField<>.
|
|
|
|
|
|
|
|
`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.
|
|
Add support for the custom initial screen for the main window, fix primary screen detection.
|
|
Add reparent methods to Node
|
|
Allow binding Callable arguments from an array
|
|
Warn against erasing array elements while iterating.
|
|
screen detection.
|
|
CodeEdit: Fix typo 'get_code_comletion_prefixes' -> 'get_code_completion_prefixes'
|
|
Unbind Variant methods that change immutable types.
|
|
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])
```
|
|
|
|
Fixes #62706.
Code is commented instead of removed to clarify why they should not be re-added.
|
|
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.
|