Age | Commit message (Collapse) | Author |
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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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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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Replace HTTP URLs with HTTPS for sites with HTTPS versions
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Add note about batching to Line2D's anti-aliasing
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* `_gui_input`, `_input`, `_unhandled_input` and `_unhandled_key_input` are now regular C++ virutal functions.
* Everything else converted to GDVIRTUAL
* BIND_VMETHOD is gone, always use the new syntax from now on.
Creating `_gui_input` method and using the binder to register events will no longer work, simply override the virtual function now.
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EditorSceneImporterMesh, and add documentation.
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Particle params are expressed as min-max rather than value+range AND separate axes scaling
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Fix ItemList layout (+EditorFileDialog)
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This commit adds quite a chunk of modifications to particles
- particle (value + randomness) now use min and max instead
- passing a curveXYZtexture is now possible and will scale particles per-axis
- CPUParticle3D have an optional parameter to split the scale curve per-axis
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Reimplement ColorPicker presets
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* New syntax is type safe.
* New syntax allows for type safe virtuals in native extensions.
* New syntax permits extremely fast calling.
Note: Everything was replaced where possible except for `_gui_input` `_input` and `_unhandled_input`.
These will require API rework on a separate PR as they work different than the rest of the functions.
Added a new method flag METHOD_FLAG_OBJECT_CORE, used internally. Allows to not dump the core virtuals like `_notification` to the json API, since each language will implement those as it is best fits.
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delta) time"
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Refactor GraphEdit connections
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Add Node processing and physics processing cumulative (as opposed to delta) time
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The minimum window size can still be set to `Vector2(0, 0)` in a script
if needed.
This closes #37242.
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Remove duplicate bezier code and use Curve instead.
Add an overridable method for retrieving the points of a connection line, which
makes it posible to create custom connections lines.
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Fix `line_separation` working incorrectly in `RichTextLabel`
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* Extensions are now scanned and loaded on demand.
* Extensions found are cached into a file that is used to load them (which is also exported).
* Editor will ask to restart when an extension requires core functionality.
* Editor will attempt to load extensions always before importing or loading scenes. This ensures extensions can register the relevant types.
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OmniLight3D:
* Fixed lack of precision in cube map mode by scaling the projection's
znear.
* Fixed aliasing issues by making the paraboloids use two square regions instead of two half
squares.
* Fixed shadowmap atlas bleeding by adding padding.
* Fixed sihadow blur's inconsistent radius and unclamped sampling.
SpotLight3D:
* Fixed lack of precision by scaling the projection's znear.
* Fixed normal biasing.
Both:
* Tweaked biasing to make sure it works out of the box in most situations.
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