Age | Commit message (Collapse) | Author |
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This pull request fixes an assortment of typos, improves conciseness, and enhances clarity.
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Document the RootMotionView class
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Fix grammar in MultiMesh documentation.
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Ring emitter for 4.0
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add viewport.get_camera_2d()
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- Move the "sync" property for RPCs to RPCConfig.
- Unify GDScript annotations into a single one:
- `@rpc(master)` # default
- `@rpc(puppet)`
- `@rpc(any)` # former `@remote`
- Implement three additional `@rpc` options:
- The second parameter is the "sync" option (which also calls the
function locally when RPCing). One of "sync", "nosync".
- The third parameter is the transfer mode (reliable, unreliable,
ordered).
- The third parameter is the channel (unused for now).
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Implement more rendering options as specialization constants
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* Shadow quality settings now specialization constant.
* Decal and light projector filters can be set.
* Changing those settings forces re-creation of the pipelines.
These changes should help improve performance related to shadow mapping, and allows improving performance by sacrificing decal and light projector quality.
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* LineEdit popups created on demand.
* TextEdit popups created on demand.
* SpinSlider popups created on demand.
* ResourcePicker popups created on demand.
Improves editor responsiveness.
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Add shape_idx to CollisionObject2D mouse_entered signal
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Support for 3D sync to physics
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Same implementation as in 2D.
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Now static body is used for moving platforms through kinematic motion
property, so sync to physics needs to be in StaticBody2D instead of
CharacterBody2D.
Constant kinematic motion is also supported in combination with sync to
physics for smoother movements.
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Fixing by applying the movement in two steps, first the platform
movement, and then the body movement. Plus, add the platform movement
when we are on_wall.
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Add set_pressed_no_signal method to BaseButton
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Fix color properties of particle nodes/material
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Improve `Control`'s theme item methods documentation
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Add a method to set the number of physics solver iterations in 3D
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Neither name is a perfect match but `Curve3Texture` looked too similar to
`CurveTexture` and `Curve3D`, which made things confusing when picking a
texture type or browsing the API reference.
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This also fixes a C# documentation example that had one of its
strings incorrectly converted.
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Improvements to Label's layout options
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Options to clean/simplify convex hull generated from mesh
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Use `multiplayer` or `get_multiplayer()` instead of `get_tree()`.
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Makerst: Remove redundant GDScript from code blocks
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* Added support to our local copy of SpirV Reflect (which does not support it).
* Pass them on render or compute pipeline creation.
* Not implemented in our shaders yet.
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and 3D CPU particles. The new emitter is called "ring"
and it can emit either in a ring or cylinder fashion.
This adds the following properties for the emitter:
1. emission_ring_axis: the axis along which the ring/cylinder
will be constructed
2. emission_ring_radius: outer radius of the ring/cylinder
3. emission_ring_inner_radius: inner radius of the cylinder.
when set to zero, particles will emit in the full volume.
4. emission_ring_height: height of the ring/cylinder emitter.
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This is only for GodotPhysics, and adds a 3D counterpart to the 2D
method that was recently added.
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This pull request adds a missing method description to `PopupMenu`.
This completes the documentation for `PopupMenu` and enhances usability by doing so.
Update doc/classes/PopupMenu.xml
Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
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Clean: remove duplicate and interior vertices (uses Bullet algorithm)
Simplify: modify the geometry for further simplification (uses VHACD
algorithm)
In the editor, single convex hull now uses the clean option.
Added a new editor entry to create a simplified convex hull, can be
useful for creating convex hull from highly tessellated triangle meshes.
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Add AcceptDialog::remove_button method
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Support for anisotropy in VoxelGI was removed during its development
due to the high cost. This was a leftover from anisotropy support.
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