summaryrefslogtreecommitdiff
path: root/doc
AgeCommit message (Collapse)Author
2022-05-13Remove unused `GPUParticlesCollisionHeightField3D.follow_camera_push_ratio` ↵Hugo Locurcio
property - Rename setter/getter methods for consistency. - Remove section in the inspector as there is now only 1 property within the section. - Add performance hints to property hints.
2022-05-12Merge pull request #60771 from snailrhymer/enum-indentation-doc-fixRémi Verschelde
Indent bullet points in enum descriptions
2022-05-12Merge pull request #60643 from clayjohn/GLES3-3DRémi Verschelde
2022-05-12Indent bullet points in enum descriptionsSnailRhymer
When converting doc xml files to rst, add an indenation level to bullet points in the text description of enum values. Also add check to avoid out of bounds error in rstize_text.
2022-05-12Basic 3D renderingclayjohn
2022-05-12Fix signal completion in GDScript editorYuri Rubinsky
2022-05-12Add a new HashMap implementationreduz
Adds a new, cleaned up, HashMap implementation. * Uses Robin Hood Hashing (https://en.wikipedia.org/wiki/Hash_table#Robin_Hood_hashing). * Keeps elements in a double linked list for simpler, ordered, iteration. * Allows keeping iterators for later use in removal (Unlike Map<>, it does not do much for performance vs keeping the key, but helps replace old code). * Uses a more modern C++ iterator API, deprecates the old one. * Supports custom allocator (in case there is a wish to use a paged one). This class aims to unify all the associative template usage and replace it by this one: * Map<> (whereas key order does not matter, which is 99% of cases) * HashMap<> * OrderedHashMap<> * OAHashMap<>
2022-05-11Implement exponential operator (**) to GDScript/ExpressionsYuri Roubinsky
2022-05-10Merge pull request #60922 from KoBeWi/JoinedStringArrayRémi Verschelde
2022-05-10Merge pull request #51591 from Calinou/call-group-default-immediateRémi Verschelde
Make `{call,set,notify}_group()` immediate by default
2022-05-10Merge pull request #46208 from floppyhammer/AddFillModeToProgressBarRémi Verschelde
2022-05-10Mention how to join PackedStringArraykobewi
2022-05-10Merge pull request #60855 from timothyqiu/packed-array-findRémi Verschelde
Add search methods for packed arrays
2022-05-10Add fill_mode to ProgressBarfloppyhammer
2022-05-09Merge pull request #60845 from Chaosus/vs_color_funcYuri Rubinsky
2022-05-09Mention that Area2D doesn't support one_way_collisionkobewi
2022-05-07Add search methods for packed arraysHaoyu Qiu
* count() * find() * rfind()
2022-05-07Push `HSV2RGB/RGB2HSV` to `ColorFunc` (from `VecFunc`) in visual shadersYuri Roubinsky
2022-05-06Merge pull request #59720 from Vitika9/itemlist-signalsRémi Verschelde
2022-05-06Changed signals of ItemListVitika9
2022-05-06Merge pull request #60811 from smix8/astar_zero_point_weight_4.xRémi Verschelde
2022-05-06Merge pull request #60802 from Calinou/profiler-idle-time-renameRémi Verschelde
2022-05-06Allow AStar2D/AStar3D zero point weightsmix8
Allow AStar2D/AStar3D zero point weight. Limit was set to 1 which seemed like an arbitrary value as lower values down to zero can be useful for common gameplay navigation elements like teleports.
2022-05-05Rename profiler "Idle Time" to "Process Time"Hugo Locurcio
References to "idle time" are progressively being replaced by "process time" throughout the engine to avoid confusion.
2022-05-06Fix `get_coords_level_tile_proxy` descriptionCasper Beyer
2022-05-05Merge pull request #60263 from SirQuartz/ChronosRémi Verschelde
2022-05-05Merge pull request #60304 from ellenhp/document_stereo_enhanceRémi Verschelde
2022-05-05Make `{call,set,notify}_group()` immediate by defaultHugo Locurcio
This results in less surprising behavior out of the box. Internal usages were modified to keep the existing behavior identical there.
2022-05-05Fix inconsistent naming in TimeNicholas Huelin
2022-05-05Partially document AudioEffectStereoEnhance.Ellen Poe
2022-05-05Merge pull request #60597 from reduz/missing-node-resource-placeholdersRémi Verschelde
2022-05-05i18n: Sync classref translations with WeblateRémi Verschelde
(cherry picked from commit 021f92a1befcecbf6762df253af63432418a93e6)
2022-05-05Core: Rename math 'phi' arguments to 'angle'Rémi Verschelde
2022-05-05Specify return value of Transform3D.scaled() and moreMicky
Add more `[code]` (Transform3D) Co-authored-by: kleonc <9283098+kleonc@users.noreply.github.com> Add more `[code]` (Transform2D) Co-authored-by: kleonc <9283098+kleonc@users.noreply.github.com>
2022-05-04Add ability to `bake_navigation_mesh` off thread.Pawel Lampe
This feature makes it possible to workaround problems such as: - long baking time due to heavy synchronization when parsing geometry from mesh instances - crash when freeing `NavigationMeshInstance` while baking - errors when actively baking node tree is being detached from the scene tree
2022-05-04Merge pull request #60740 from KoBeWi/postapo_frame_drawRémi Verschelde
2022-05-04Merge pull request #60723 from reduz/refactor-module-initializationRémi Verschelde
2022-05-04Refactor module initializationreduz
* Changed to use the same stages as extensions. * Makes the initialization more coherent, helping solve problems due to lack of stages. * Makes it easier to port between module and extension. * removed the DRIVER initialization level (no longer needed).
2022-05-04Merge pull request #60731 from KoBeWi/action_editorRémi Verschelde
Clarify InputMap.action_get_events() in the editor
2022-05-04Improve Viewport.get_texture() descriptionkobewi
2022-05-03Add OS::is_process_running function.mdavisprog
Adds the is_process_running function to the native OS class and exposes it to script. This is implemented on Windows and Unix platforms. A stub is provided for other platforms that do not support this function. Documentation is updated to reflect new API function.
2022-05-03Clarify InputMap.action_get_events() in the editorkobewi
2022-05-03Implement missing Node & Resource placeholdersreduz
Implemented by request of @neikeq to advance in the GDExtension version of Mono. * If a Resource type is missing upon load, it will be remembered together with its data (Unless manually overriden). * If a Node type is missing upon load, it will be also be remembered together with its data (unless deleted). This feature makes working with GDExtension much easier, as it ensures that missing types no longer cause data loss.
2022-05-03Merge pull request #60583 from reduz/placeholder-assetsRémi Verschelde
2022-05-03Merge pull request #59321 from Calinou/primitive-meshes-csg-tweak-default-sizesRémi Verschelde
Decrease default sizes of some primitive and CSG meshes for consistency
2022-05-03Merge pull request #51102 from Calinou/renderingserver-add-api-version-getterRémi Verschelde
Add `get_video_adapter_api_version()` to RenderingServer
2022-05-03Merge pull request #24402 from guilhermefelipecgs/state_machine_improvementRémi Verschelde
Improvements to AnimationNodeStateMachine
2022-05-03Merge pull request #60644 from PureAsbestos/masterRémi Verschelde
2022-05-03Add `get_video_adapter_api_version()` to RenderingServerHugo Locurcio
This method can be used to get the graphics API version currently in use (such as Vulkan). It can be used by projects for troubleshooting or statistical purposes.
2022-05-02Improvements of state machineGuilherme Felipe
- Open the menu to add new animation nodes by dragging the transitions to empty areas and automatically connecting them. - Adds box selection to the state machine. - Add feature to group/ungroup selected nodes in a "sub" state machine. - Add start/end node by default. In addition, add new color to these nodes to differentiate then. - Add tooltip for transitions to show the connection "from -> to". - Add new "type" of transition line when multiple transitions are grouped. - Add popup to connect nodes in sub state machine. - Add dialog to select which nodes can be deleted when they are grouped. - Add classes: AnimationNodeStartState AnimationNodeEndState EditorAnimationMultiTransitionEdit - Implements disabled transition API Changes: - Now it's posible to add transitions between state machines, `AnimationNodeStateMachine::add_transition` will works with relative path, this means you can use it like this `add_transition("Idle", "Walk", tr)` or `add_transition("Idle", "StateMachine/Shoot)`.