Age | Commit message (Collapse) | Author |
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Rename `String::is_rel_path` to `String::is_relative_path`
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This commit completely removes the RPC_MODE_MASTER ("master" keyword),
and renames the RPC_MODE_PUPPET to RPC_MODE_AUTHORITY ("auth" keyword).
This commit also renames the "Node.[get|set]_network_master" methods to
"Node.[get|set]_network_authority".
This commit also renames the RPC_MODE_REMOTE constant to RPC_MODE_ANY.
RPC_MODE_MASTER in Godot 3.x meant that a given RPC would be callable by
any puppet peer on the master, while RPC_MODE_PUPPET meant that it would
be callable by the master on any puppet.
Beside proving to be very confusing to the user (referring to where it
could be called instead of who can call it) the RPC_MODE_MASTER is quite
useless. It is almost the same as RPC_MODE_REMOTE (anyone can call) with
the exception that the network master cannot. While this could be useful
to check in some case, in such a function you would anyway need to check
in code who is the caller via get_rpc_sender_id(), so adding the check
there for those rare cases does not warrants a dedicated mode.
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[Net] MultiplayerReplicator state sync.
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Add support for internal nodes
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Correct null and boolean values being capitalised by the str command
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Make FontData importable resource. Add multi-channel SDF font rendering.
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Refactor RayShape and rename to SeparationRayShape
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Document how to use IK in skeleton2D.
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Adds multi-channel SDF font texture generation and rendering support.
Adds per-font oversampling support.
Adds FontData import plugins (for dynamic fonts, BMFonts and monospaced image fonts), font texture cache pre-generation and loading.
Adds BMFont binary format and outline support.
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Add an `Array.pop_at()` method to pop an element at an arbitrary index
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Adding GDExtension support to XRInterface
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Negative indices are supported to pop an element relative from the end.
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Fix misspelled "overriden"
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Optionally render 3D content at scaled resolution
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Implement Extension Loader
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Implement error return documentation
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Add ability to register singletons from Engine API
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Document `Image.generate_mipmaps()` always running on the main thread
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In recent GDVIRTUAL PR and SkeletonModification3DJiggle doc.
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Fix VisualScriptEditor after namespaces
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* Exposed functions in Engine to register and unregister singletons.
* Added the concept of user singletons, which can be removed (the system ones can't).
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Add an `use_hdr` property to GradientTexture to allow storing HDR colors
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Makes it clearer that it's used for special cases when picking a
collision shape.
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Also added some precision to the documentation.
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Make separation ray shapes work properly in move_and_slide, wihtout the
specific code in CharacterBody like before.
Now most of the logic is handled inside the physics server. The only
thing that's needed is to use ray shapes only for recovery and ignore
them when performing the motion itself (unless we're snapping or slips
on slope is on).
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Partial revert from previously removing ray shapes completely, added
back as a shape type but without the specific character controller code.
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Adds ability to add error return documetation to the binder and class reference.
Usage example:
```C++
void MyClass::_bind_method() {
[..]
BIND_METHOD_ERR_RETURN_DOC("load", ERR_FILE_CANT_OPEN, ERR_FILE_UNRECOGNIZED);
}
```
One function of ConfigFile was changed as example.
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Expose `String.simplify_path`
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Update documentation for is_absolute_path and is_rel_path
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Implement methods in EditorSceneImporterMesh, and add documentation.
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Make Node editable_instance methods available to GDScript
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Expose RID creation utilities.
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* Exposed as utility functions.
* Not very useful for script, but vital for creating servers using native extensions.
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Created an area-specific wind force that interacts with soft bodies
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* Allows calling into native extensions directly with a pointer
* Makes it easier to implement some APIs more efficiently
* Appears with a "*" in the documentation for the argument.
* Implementing the pointer handling is entirely up to the implementation, although the extension API provides some hint.
* AudioStream has been implemented as an example, allowing to create NativeExtension based AudioStreams.
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