Age | Commit message (Collapse) | Author |
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This PR implements:
* A new hint: PROPERTY_HINT_NODE_TYPE for variant type OBJECT, which can take specific node types as hint string.
* The editor will show it as a node path, but will set it as a pointer to a node from the current scene if you select a path.
* When scene is saved, the node path is saved, then restored as a pointer.
NOTE: This is a proof of concept and this approach will most likely not work. The reason if that, if the node referenced is deleted, then when trying to edit this the node will become invalid.
Potential workarounds: Since this uses the Variant API, it should obtain the pointer from the Variant object ID. Yet, this would either only really work in GDScript or it would need to be implemented with workarounds in every language.
Alternative ways to make this work: Nodes could export an additional property with a node path (like for which_node, it could be which_node_path).
Another alternative: Path editing could happen as a hidden metadata (ignoring the pointer).
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Document most of the Window's members
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Document the MovieWriter class and associated project settings
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Cleanup audio effect class reference pages
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Add a description to ORMMaterial3D and StandardMaterial3D
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Previously, only ShaderMaterial overrides could be added.
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Implement a Movie Maker mode
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* Allows running the game in "movie writer" mode.
* It ensures entirely stable framerate, so your run can be saved stable and with proper sound (which is impossible if your CPU/GPU can't sustain doing this in real-time).
* If disabling vsync, it can save movies faster than the game is run, but if you want to control the interaction it can get difficult.
* Implements a simple, default MJPEG writer.
This new features has two main use cases, which have high demand:
* Saving game videos in high quality and ensuring the frame rate is *completely* stable, always.
* Using Godot as a tool to make movies and animations (which is ideal if you want interaction, or creating them procedurally. No other software is as good for this).
**Note**: This feature **IS NOT** for capturing real-time footage. Use something like OBS, SimpleScreenRecorder or FRAPS to achieve that, as they do a much better job at intercepting the compositor than Godot can probably do using Vulkan or OpenGL natively. If your game runs near real-time when capturing, you can still use this feature but it will play no sound (sound will be saved directly).
Usage:
$ godot --write-movie movie.avi [scene_file.tscn]
Missing:
* Options for configuring video writing via GLOBAL_DEF
* UI Menu for launching with this mode from the editor.
* Add to list of command line options.
* Add a feature tag to override configurations when movie writing (fantastic for saving videos with highest quality settings).
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The name was confusing as this signal is emitted around the same time as
`tree_exiting` and `NOTIFICATION_EXIT_TREE`, i.e. while the child node is
still in tree.
Fixes #59210.
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(cherry picked from commit 5478afdb1e16ab3eda7b316dee28f14890085026)
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Adds helper functions to work with the navigation layer bitmask.
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Add NavigationAgent desired path distance
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Disable VRAM compression by default for small textures in Detect 3D
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Expose panning strength parameters
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Clarify `all` and `any` documentation for empty arrays
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(cherry picked from commit e047c50068955c3ffa1dddcdd85222dd87564724)
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OSX supports everything by default,
Linux is also capable of supporting every function key,
Windows as I know support only up to F24
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Remove engine version from visual shader
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TextServer.
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AStar2D bidirectional
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Calinou/crash-handler-message-tweak-exported-project
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`SurfaceTool.set_custom_format` Fixes and documentation.
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- Renames setter from set_item_h_offset()
- Adds getter
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Streamline Navigation layer function names.
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Fix mistake making `set_custom_format` impossible to use.
Automatically forward custom flags in `SurfaceTool.commit`.
Add documentation in `SurfaceTool` and `Mesh` for custom channels.
Deprecate `SurfaceTool.generate_lod` and expose `ImporterMesh.generate_lods`.
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Add NavigationAgent2D/3D set_navigation_map() function
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Add NavigationAgent set_navigation_map() and get_navigation_map() function.
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