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2022-06-29Exposes methods for adding and removing ResourceFormatLoaders and -Savers in ↵leogeier
the ClassDB
2022-06-29Merge pull request #62084 from smix8/path_debug_options_4.xRémi Verschelde
Add Path2D/3D debug options
2022-06-29i18n: Sync classref translations with WeblateRémi Verschelde
(cherry picked from commit c93ccb5d1da8f4a01646b6f29a5ad0e87381b027)
2022-06-28Merge pull request #60675 from voylin/Add-BBCode-support-for-printing-outputRémi Verschelde
Adding print_rich() for printing with BBCode
2022-06-28Merge pull request #61196 from V-Sekai/animtree-advance-expressionsRémi Verschelde
2022-06-28Add AnimationTree Advance ExpressionsSaracenOne
Allows specifying an expression as a condition for state machine transitions. This gives much greater flexibility for creating complex state machines. By directly interfacing with the script code, it is possible to create complex animation advance condition for switching between states. Ensure assigning AnimationTreeStateMachineTransition base expression node in editor is relative to current AnimationTree node. Allow setting an expression base node on the AnimationTree itself. Co-Authored-By: reduz <reduzio@gmail.com>
2022-06-29Adding print_rich for printing with BBCodeVoylin
2022-06-28Fix typos and improve clarity in Tween docssnailrhymer
2022-06-28Merge pull request #62468 from V-Sekai/core-const-expressionsRémi Verschelde
Add a const call mode to Object, Variant and Script.
2022-06-27Merge pull request #62449 from Chaosus/wrap_funcRémi Verschelde
Add generalized version of `wrap` function
2022-06-27Add a const call mode to Object, Variant and Script.K. S. Ernest (iFire) Lee
For this to work safely (user not call queue_free or something in the expression), a const call mode was added to Object and Variant (and optionally Script). This mode ensures only const functions can be called, making it safe to use from the editor. Co-Authored-By: reduz <reduzio@gmail.com>
2022-06-27Refactor bezier interpolation functionsHendrik Brucker
2022-06-27Add generalized version of `wrap` functionYuri Rubinsky
2022-06-27Merge pull request #62390 from Calinou/movie-writer-tweak-settingsRémi Verschelde
2022-06-27Merge pull request #62185 from reduz/export-node-pointer-pathRémi Verschelde
Add ability to export Node pointers as NodePaths
2022-06-26Merge pull request #62221 from ConteZero/drag_and_drop_optionRémi Verschelde
Add an option to drag'n'drop selected text in ``TextEdit``
2022-06-26Add an option to drag'n'drop selected text in TextEditConteZero
2022-06-26Clarify NavigationAgent radius propertysmix8
Documents Navigation radius property, especially that it affects avoidance only.
2022-06-25Add property hints to MovieWriter settingsHugo Locurcio
- Rename audio mix rate setting as the suffix is now part of the property hint. This is also more consistent with existing mix rate project settings. - Improve the MovieWriter class reference. - Tweak warning message about audio possibly going out of sync.
2022-06-25Add ability to export Node pointers as NodePathsreduz
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).
2022-06-25Merge pull request #62372 from MarcusElg/nosliderrenameRémi Verschelde
Rename @export_range's noslider option to no_slider
2022-06-24Make code example in HTTPRequest classref workingHaoyu Qiu
Co-authored-by: Raul Santos <raulsntos@gmail.com>
2022-06-24Merge pull request #62375 from smix8/doc_navmesh_bake_obstruct_limit_4xRémi Verschelde
2022-06-24Merge pull request #59918 from ↵Rémi Verschelde
piiertho/enhancement/rename-controll-minimum_size-to-custom_minimum_size
2022-06-24Document limits of using meshes to obstruct navigation mesh bakingsmix8
Recast (the library used for baking) has no concept of a geometry "inside" and this is intentional. ReCast will add navigation mesh to areas as soon as the area inside a source geometry mesh is large enough to fit a navigation mesh polygon with current baking parameters.
2022-06-24Rename export_range's noslider option to no_sliderMarcus Elg
2022-06-24Merge pull request #62300 from smix8/navigation_map_force_update_4.xRémi Verschelde
2022-06-24Merge pull request #62353 from smix8/navigation_region_owns_point_4.xRémi Verschelde
Add NavigationServer region_owns_point() helper function
2022-06-23Restore the openexr grayscale property.K. S. Ernest (iFire) Lee
2022-06-23Add NavigationServer.region_owns_point() helper functionsmix8
Adds a helper function to check if a world space position is currently owned by a navigation region.
2022-06-23enhancement: rename exposed property Control::minimum_size to ↵Pierre-Thomas Meisels
Control::custom_minimum_size
2022-06-23Add NavigationServer map_force_update() functionsmix8
Adds map_force_update() function to NavigationServer. This function immediately flushes the Navigationserver command queue and recalculates all navigationmeshes and region connections for a specific map.
2022-06-23Merge pull request #62312 from smix8/navigation_get_maps_4.xRémi Verschelde
2022-06-23Merge pull request #62348 from smix8/navigation_baking_aabb_4.xRémi Verschelde
2022-06-23Merge pull request #61931 from KoBeWi/how_to_windowRémi Verschelde
Document most of the Window's members
2022-06-23Merge pull request #62326 from KoBeWi/userbindRémi Verschelde
2022-06-23Implement NavigationMesh bake areasmix8
Adds two new properties to NavigationMesh resources to restrict the navmesh baking to an area enclosed by an AABB with volume.
2022-06-23Remove userdata from Thread.start()kobewi
2022-06-23Merge pull request #62306 from Calinou/doc-moviewriterRémi Verschelde
Document the MovieWriter class and associated project settings
2022-06-23Document the MovieWriter class and associated project settingsHugo Locurcio
2022-06-22Merge pull request #62234 from skyace65/AudioEffectsRémi Verschelde
Cleanup audio effect class reference pages
2022-06-22Document most of the Window's memberskobewi
2022-06-22Merge pull request #62053 from skyace65/MaterialDescriptionMax Hilbrunner
Add a description to ORMMaterial3D and StandardMaterial3D
2022-06-22Merge pull request #58544 from Calinou/tileset-source-allow-canvasitemmaterialRémi Verschelde
2022-06-22Add Navigation function to get all navigation mapssmix8
Added new function that returns all created navigation map RIDs from the NavigationServer. The function returns both 2D and 3D created navigation maps as technically there is no distinction between them.
2022-06-22makerst: Fix file name not appearing in error messageHugo Locurcio
2022-06-21Allow using CanvasItemMaterial in the TileSet editorHugo Locurcio
Previously, only ShaderMaterial overrides could be added.
2022-06-21Add support for saving WebP imagesAaron Franke
2022-06-21Merge pull request #62122 from reduz/implement-movie-writerRémi Verschelde
Implement a Movie Maker mode
2022-06-21Implement Running Godot as Movie Writerreduz
* 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).