Age | Commit message (Collapse) | Author |
|
* 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.
|
|
|
|
|
|
`AnimatedSprite{2D,3D}` improvements
|
|
As many open source projects have started doing it, we're removing the
current year from the copyright notice, so that we don't need to bump
it every year.
It seems like only the first year of publication is technically
relevant for copyright notices, and even that seems to be something
that many companies stopped listing altogether (in a version controlled
codebase, the commits are a much better source of date of publication
than a hardcoded copyright statement).
We also now list Godot Engine contributors first as we're collectively
the current maintainers of the project, and we clarify that the
"exclusive" copyright of the co-founders covers the timespan before
opensourcing (their further contributions are included as part of Godot
Engine contributors).
Also fixed "cf." Frenchism - it's meant as "refer to / see".
|
|
* Add support for individual frame duration to `SpriteFrames`.
* Various minor improvements.
|
|
Ignore depth draw optimization when using depth draw alpha prepass
|
|
Remove duplicate Month and Weekday enums
|
|
This is necessary as the scene shader still uses alpha in this case so we can't discard fragments that weren't written to the depth buffer
|
|
[iOS] Add Apple Pencil pressure and tilt support.
|
|
Bind setter and getter for pin joint parameters in `PhysicsServer2D`
|
|
Allow to apply the angular velocity of a moving platform
|
|
GDScript: Error when assigning return value of void function
|
|
Remove the `VOID_ASSIGNMENT` warning since those cases will be errors
now.
|
|
|
|
|
|
Well, they were duplicately-exposed, but triplicately-defined.
|
|
|
|
|
|
Bind methods related to disabling collision between joint bodies
|
|
|
|
Clarify the description of ArrayMesh::regen_normal_maps
|
|
|
|
Added options for sorting transparent objects (port of PR #63040)
|
|
|