Age | Commit message (Collapse) | Author |
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Remove `@GDScript.str` (duplicate of `@GlobalScope.str`)
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Make restart in NodeStateMachine / NodeTransition optional
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Add NavigationAgent Path Debug Visualization
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Rename references to audio device, capture_device to output_device, input_device respectively
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Rework how current Camera2D is determined
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Adds path debug visuals for NavigationAgent2D, NavigationAgent3D and NavigationServer.
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Change instances of audio properties 'device' to 'output_device',
and instances of audio properties 'capture_device' to 'input_device',
as well as their subsequent getter & setter functions.
Update the docs to reflect these changes, as well as the
3-to-4 converter for GDScript and CSharp to make proper
conversions (only exception is 'device' since that name
is too vague and might replace non-AudioServer related
instances, such as user comments and variables).
This does not change internal references to references like
'Render Client' and 'Capture Client' in WASAPI; such is outside the
scope of this commit. This also does not change ALSA's references,
considering that it uses 'device' to mean input and output
interchangeably.
Other references are changed, however where applicable,
to be consistent with the new AudioServer methods and property
names.
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Consistent with NodeBlendSpace1D option NodeBlendSpace2D
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GDScript: Allow void functions to return calls to other void functions
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Add hint for identifiers renamed from 3.x to 4.0
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Updates VideoDecoder plugin API to GDExt.
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GDScript: Fix typed arrays
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[Sprite3D/Label3D] Expose alpha antialiasing properties.
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Replace Area gravity point distance scale with unit distance
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Added documentation note for `add_custom_type()`
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Remove viewport_set_disable_environment in favor of viewport_set_environment_mode
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Adds VideoStream and relevant resource loaders to migrate
external GDNative plugins to GDExtension.
Adds a VideoStreamLoader as a specialization of ResourceFormatLoader
as ClassDB::is_parent_class is inaccessible from GDExtension currently.
Using Object* instead of Ref<T> in order to avoid the refcount bug
(godotengine/godot-cpp#652)
Also another bug is in ResourceLoader in use on the extension side that
requires fixing.
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viewport_set_environment_mode
This allows us to set a default value inherited by child viewports and have child viewports set the value themselves which is needed for disabling the environment in the editor
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Refactor high quality texture import
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Co-authored-by: Skrapion <rick@firefang.com>
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Allow the Reset option of NodeTransition to be set for each Input
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docs: replace `File` with `FileAccess`
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* Only two texture import modes for low/high quality now:
* S3TC/BPTC
* ETC2/ASTC
* Makes sense given this is the general preferred and most compatible combination in most platforms.
* Removed lossy_quality from VRAM texture compression options. It was unused everywhere.
* Added a new "high_quality" option to texture import. When enabled, it uses BPTC/ASTC (BC7/ASTC4x4) instead of S3TC/ETC2 (DXT1-5/ETC2,ETCA).
* Changed MacOS export settings so required texture formats depend on the architecture selected.
This solves the following problems:
* Makes it simpler to import textures as high quality, without having to worry about the specific format used.
* As the editor can now run on platforms such as web, Mac OS with Apple Silicion and Android, it should no longer be assumed that S3TC/BPTC is available by default for it.
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GDScript: Fix `@export_enum` works only with `int`
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And include #72377.
Co-authored-by: Wiktor Kocielski <withaust@gmail.com>
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Move Array:set_typed to internal GDExtension structure and unexposed it.
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[NET] Refactor TLS configuration.
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Fix unsafe murmur3 hash use for the default material keys, expose alpha hash transparency mode for default materials and Label3D and Sprite3D.
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m4gr3d/increase_scroll_bar_size_for_touchscreen_main
Update the size of the scrollbar for the editor on touchscreen devices
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Update name of `template` feature tag in the class reference
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Use Callable for Navigation Agent callbacks
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Which was unused internally, and can be replaced by:
```
while tls.get_status() == tls.STATUS_HANDSHAKING:
tls.poll()
```
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Use a TLSOptions configuration object which is created via static
functions.
- "TLSOptions.client": uses the standard CA and common name verification.
- "TLSOptions.client_unsafe": uses optional CA verification (i.e. if specified)
- "TLSOptions.server": is the standard server configuration (chain + key)
This will allow us to expand the TLS configuration options to include
e.g. mutual authentication without bloating the classes that uses
StreamPeerTLS and PacketPeerDTLS as underlying peers.
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(e.g: scrollbar) for the editor on touchscreen devices
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