Age | Commit message (Collapse) | Author |
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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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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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When appending text (either via `set_text()` or by pasting from clipboard),
if the input would make the `LineEdit` exceed its configured `max_length`,
the input text is truncated to fit. The discard part is passed as a parameter
in the `text_change_rejected` signal.
Fixes #33321.
Fixes #41278.
Also cleaned up unimplemented `max_chars` property in `TextEdit`.
Co-authored-by: Tony-Goat <70238376+Tony-Goat@users.noreply.github.com>
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-Add a v-sync mode setting which allows to choose between DISABLED, ON, ADAPTIVE and MAILBOX
-Removed the V-Sync via Compositor option
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Having the TileSet:: prefix has some unintended consequences in the
bindings, in particular in the extension API dump.
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Add multiple descriptions to several classes
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This pull request adds several descriptions to multiple different classes.
This improves the completeness of the documentation and enhances usability by doing so.
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* Works again
* Transmittance also works again
* Removed the curve patamter, exp() function is good enough.
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Fixes some problems introduced by #49917
* Tree used minimum size as a stretch ratio, so it forced a minimum size of 1.
* Minimum size redone, stretch ratio moved to a separate setting
* Fitting to contents was enforced, this is more intuitive, but in many situations this is undesired.
* Added a clip content option for situations where fit to contents does not apply.
* Icon would scroll with the item, making it invislbe if the item is too long.
* Made icon always appear to the right (or left if RTL is enabled) of the visible item space.
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- Added options to trim the text in case it overruns
- Added more autowrap modes
- Improved line breaking, which ignores trailing spaces
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Implement Curve3Texture
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* This was required by users in some scenarios, such as animating individual axes over time with a single texture.
* Examples: Shaders, Particles, etc.
* CurveTexture now defaults to RGB, can be changed to Red if needed, this allows to freely exchange them.
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* Fixed and redone the process to obtain render information from a viewport
* Some stats, such as material changes are too difficult to guess on Vulkan, were removed.
* Separated visible and shadow stats, which causes confusion.
* Texture, buffer and general video memory can be queried now.
* Fixed the performance metrics too.
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Expose body_test_motion in 3D physics server
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Results are exposed through PhysicsTestMotionResult3D, the same way it's
done for 2D.
Also cleaned a few things in the 2D version.
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Expose `Window.get_contents_minimum_size()` to scripts
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The Optimized shadow depth range was removed in late 2020 in favor
of the Stable shadow depth range, but it still had a (broken) property
that allowed to enable it.
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