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2021-08-31Merge pull request #49471 from nekomatata/body-state-sync-callbackJuan Linietsky
Clean physics direct body state usage in 2D and 3D physics
2021-08-31Merge pull request #51364 from bengtsts/masterCamille Mohr-Daurat
Expose soft body pin methods to GDScript
2021-08-31Change platform detection by allowing select layers by type (wall or floor)fabriceci
2021-08-30Merge pull request #52240 from Rubonnek/rename-rel-pathJuan Linietsky
Rename `String::is_rel_path` to `String::is_relative_path`
2021-08-30Documented soft body pinning methodsBengt Söderström
2021-08-29Rename String::is_rel_path to String::is_relative_pathWilson E. Alvarez
2021-08-30[Net] Rename RPC "puppet" to "auth" (authority). Drop "master".Fabio Alessandrelli
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.
2021-08-30Merge pull request #51788 from Faless/mp/4.x_replicator_syncFabio Alessandrelli
[Net] MultiplayerReplicator state sync.
2021-08-29Merge pull request #30391 from KoBeWi/hiding_childrenJuan Linietsky
Add support for internal nodes
2021-08-29Revert "Display a matrix for Node2D and don't display a duplicate origin"Juan Linietsky
2021-08-29Display a matrix for Node2D and don't display a duplicate originAaron Franke
2021-08-28Fix Array class docs after #47406Max Hilbrunner
2021-08-28Fix double named size parameterBastiaan Olij
2021-08-28Add support for internal nodeskobewi
2021-08-27Merge pull request #52090 from balloonpopper/bug52060Max Hilbrunner
Correct null and boolean values being capitalised by the str command
2021-08-27Require AudioStream::mix to return the number of frames successfully mixedEllen Poe
2021-08-27Merge pull request #51908 from bruvzg/msdf_fonts2K. S. Ernest (iFire) Lee
Make FontData importable resource. Add multi-channel SDF font rendering.
2021-08-27Merge pull request #51896 from nekomatata/restore-ray-shapeCamille Mohr-Daurat
Refactor RayShape and rename to SeparationRayShape
2021-08-27Merge pull request #52129 from AnilBK/skeleton2d-ik-docMax Hilbrunner
Document how to use IK in skeleton2D.
2021-08-27Makes FontData importable resource.bruvzg
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.
2021-08-27Merge pull request #37209 from Calinou/add-array-pop-methodGilles Roudière
Add an `Array.pop_at()` method to pop an element at an arbitrary index
2021-08-27Document how to use IK in skeleton2D.Anilforextra
2021-08-27Merge pull request #52003 from BastiaanOlij/xr_interface_extensionBastiaan Olij
Adding GDExtension support to XRInterface
2021-08-27Add an `Array.pop_at()` method to pop an element at an arbitrary indexHugo Locurcio
Negative indices are supported to pop an element relative from the end.
2021-08-26Merge pull request #52107 from timothyqiu/overridenJuan Linietsky
Fix misspelled "overriden"
2021-08-26Merge pull request #51870 from BastiaanOlij/half_resolution_3dJuan Linietsky
Optionally render 3D content at scaled resolution
2021-08-26Adding GDExtension support to XRInterfaceBastiaan Olij
2021-08-26Merge pull request #51928 from reduz/extension-loaderJuan Linietsky
Implement Extension Loader
2021-08-26Merge pull request #52077 from reduz/error-ret-docJuan Linietsky
Implement error return documentation
2021-08-26Optionally scale 3D render contentBastiaan Olij
2021-08-26Correct null and boolean values being capitalised by the str commandBalloonpopper
2021-08-25Merge pull request #52084 from reduz/engine-singleton-registerJuan Linietsky
Add ability to register singletons from Engine API
2021-08-25Merge pull request #51969 from Calinou/doc-image-generate-mipmaps-no-threadingK. S. Ernest (iFire) Lee
Document `Image.generate_mipmaps()` always running on the main thread
2021-08-26Fix misspelled "overriden"Haoyu Qiu
In recent GDVIRTUAL PR and SkeletonModification3DJiggle doc.
2021-08-25Clean physics direct body state usage in 2D and 3D physicsPouleyKetchoupp
Use a C++ callback instead of Callable for synchronizing physics nodes' state with physics servers. Remove usage of PhysicsDirectBodyState in physics nodes when not necessary. Store PhysicsDirectBodyState for bodies individually instead of a singleton to avoid issues when accessing direct body state for multiple bodies. PhysicsDirectBodyState is initialized only when needed, so it doesn't have to be created when using the physics server directly. Move PhysicsDirectBodyState2D and PhysicsDirectBodyState3D to separate cpp files.
2021-08-25Merge pull request #52023 from mhilbrunner/vs-fix-reloadedMax Hilbrunner
Fix VisualScriptEditor after namespaces
2021-08-25Add ability to register singletons from engine APIreduz
* Exposed functions in Engine to register and unregister singletons. * Added the concept of user singletons, which can be removed (the system ones can't).
2021-08-25Merge pull request #48374 from Calinou/gradienttexture-add-hdr-propertyHugo Locurcio
Add an `use_hdr` property to GradientTexture to allow storing HDR colors
2021-08-24Rename RayShape to SeparationRayShapePouleyKetchoupp
Makes it clearer that it's used for special cases when picking a collision shape.
2021-08-24Rename slips_on_slope to slide_on_slopePouleyKetchoupp
Also added some precision to the documentation.
2021-08-24Fix CharacterBody motion with RayShapePouleyKetchoupp
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).
2021-08-24Restore RayShape as a regular shape typePouleyKetchoupp
Partial revert from previously removing ray shapes completely, added back as a shape type but without the specific character controller code.
2021-08-24Implement error return documetationreduz
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.
2021-08-24Fix Visual Script editorMax Hilbrunner
2021-08-24Merge pull request #52041 from Rubonnek/expose-simplify-pathMax Hilbrunner
Expose `String.simplify_path`
2021-08-24Merge pull request #52044 from Rubonnek/update-string-abs-rel-docsMax Hilbrunner
Update documentation for is_absolute_path and is_rel_path
2021-08-24Merge pull request #51999 from lyuma/set_surface_materialJuan Linietsky
Implement methods in EditorSceneImporterMesh, and add documentation.
2021-08-24Merge pull request #52000 from lyuma/set_editable_instanceJuan Linietsky
Make Node editable_instance methods available to GDScript
2021-08-24Expose String.simplify_pathWilson E. Alvarez
2021-08-23Make Node editable_instance methods available to GDScriptLyuma