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2021-08-11Make radius & height in CapsuleShape2D independentTomasz Chabora
2021-08-11Merge pull request #47378 from aaronfranke/use-input-enumsRémi Verschelde
Use key enum instead of plain integers for input code
2021-08-11Merge pull request #41956 from Calinou/rename-engine-iterations-per-secondRémi Verschelde
Rename `iterations_per_second` to `physics_ticks_per_second`
2021-08-11Merge pull request #51490 from nekomatata/clean-character-bodyRémi Verschelde
Remove infinite inertia and ray shapes from CharacterBody
2021-08-11Merge pull request #51178 from Geometror/layout-options-textline-textparagraphRémi Verschelde
Various text layout improvements (TextLine, TextParagraph, Label, TextServer)
2021-08-11Merge pull request #51442 from Geometror/styleboxflat-fake-aa-floatRémi Verschelde
StyleBox fake AA improvements (make anti aliasing size a float property)
2021-08-11Rename `iterations_per_second` to `physics_ticks_per_second`Hugo Locurcio
This makes it clearer that this property is only about physics FPS, not rendering FPS. The `physics_fps` project setting was also renamed to `physics_ticks_per_second` for consistency.
2021-08-11Various text layout improvements (TextLine, TextParagraph, Label, TextServer)Hendrik Brucker
2021-08-10StyleBox fake AA improvements (aa_size float property)Hendrik Brucker
2021-08-10Use Key enum instead of plain integersAaron Franke
2021-08-10Merge pull request #49343 from theoway/node_auto_arrangement_graph_editK. S. Ernest (iFire) Lee
Node Auto Arrangement in GraphEdit/VisualScript/VisualShader
2021-08-11Automatic arrangement of nodes in VisualScript/VisualShaders editorsUmang Kalra
This PR and commit adds the functionality to arrange nodes in VisualScript/VisualShader editor. The layout generated by this feature is compact, with minimum crossings between connections & uniform horizontal & vertical gaps between the nodes. This work has been sponsored by GSoC '21. Full list of additions/changes: • Added arrange_nodes() method in GraphEdit module. • This method computes new positions for all the selected nodes by forming blocks and compressing them. The nodes are moved to these new positions. • Adding this method to GraphEdit makes it available for use in VisualScript/VisualShaders editors and its other subclasses. • Button with an icon has been added to call arrange_nodes() in GraphEdit. • This button is inherited by VisualScript/VisualShaders editors to invoke the method. • Undo/redo is functional with this method. • By using signals in arrange_nodes(), position changes are registered in undo/redo stack of the subclass that is using the method. • Metadata of the method has been updated in ClassDB • Method description has been added to class reference of GraphEdit
2021-08-10Remove infinite inertia and ray shapes from CharacterBodyPouleyKetchoupp
Infinite inertia: Not needed anymore, since it's now possible to set one-directional collision layers in order for characters to ignore rigid bodies, while rigid bodies still collide with characters. Ray shapes: They were introduced as a work around to allow constant speed on slopes, which is now possible with the new property in CharacterBody instead.
2021-08-10Merge pull request #51027 from fabriceci/improve-move-and-slideRémi Verschelde
Add properties to CharacterBody for more move_and_slide options
2021-08-10Merge pull request #49417 from Bhu1-V/gsoc-cmd-pltRémi Verschelde
Command Palette For Godot
2021-08-10Merge pull request #51474 from aaronfranke/organize-viewportRémi Verschelde
Organize methods in Viewport and explicitly name 3D methods with 3D
2021-08-10Merge pull request #51017 from vnen/extension-fixesRémi Verschelde
2021-08-10Organize methods in Viewport and explicitly name 3D methods with 3DAaron Franke
2021-08-10Add properties to CharacterBody for more move_and_slide optionsfabriceci
2021-08-10Merge pull request #51457 from nekomatata/moving-platforms-3dRémi Verschelde
Fix 3D moving platform logic
2021-08-10Merge pull request #50682 from aaronfranke/basis-looking-atRémi Verschelde
Move code for looking_at to Basis
2021-08-09Fix 3D moving platform logicPouleyKetchoupp
Same thing that was already done in 2D, applies moving platform motion by using a call to move_and_collide that excludes the platform itself, instead of making it part of the body motion. Helps with handling walls and slopes correctly when the character walks on the moving platform. Also made some minor adjustments to the 2D version and documentation. Co-authored-by: fabriceci <fabricecipolla@gmail.com>
2021-08-09Merge pull request #51446 from nekomatata/fix-moving-platform-rotationRémi Verschelde
Fix applied rotation from moving platforms in move_and_slide
2021-08-09Fix applied rotation from moving platforms in move_and_slidePouleyKetchoupp
When synchronizing CharacterBody motion with moving the platform using direct body state, only the linear velocity was taken into account. This change exposes velocity at local point in direct body state and uses it in move_and_slide to get the proper velocity that includes rotations.
2021-08-09[Net] Basic extensible MultiplayerAPI spawn/despawn.Fabio Alessandrelli
`PackedScene`s can be configured to be spawnable via a new `MultiplayerAPI.spawnable_config` method. They can be configured either to be spawned automatically when coming from the server or to always require verification. Another method, `MultiplayerAPI.send_spawn` lets you request a spawn on the remote peers. When a peer receive a spawn request: - If it comes from the server and the scene is configured as `SPAWN_MODE_SERVER`: - Spawn the scene (instantiate it, add it to tree). - Emit signal `network_spawn`. - Else: - Emit signal `network_spawn_request`. In a similar way, `despawn`s are handled automatically in `SPAWN_MODE_SERVER`. In `SPAWN_MODE_SERVER`, when a new client connects it will also receive, from the server all the spawned (and not yet despawned) instances.
2021-08-09[Core] Expose ResourceLoader.get_resource_uid.Fabio Alessandrelli
2021-08-09Added EditorCommandPaletteBhuvan Vemula
2021-08-08[Text Server] Improve object (image/table) inline alignment.bruvzg
2021-08-08Merge pull request #51395 from angad-k/pseudolocalization-squashedRémi Verschelde
Add pseudolocalization to Godot. (GSoC'21)
2021-08-08add pseudolocalization to GodotAngad Kambli
2021-08-08Fix Unicode URL link tags to render correctly.follower
Change incorrect `[/code]` closing tags to `[/url]` tags. The `url` tags for the links to the Unicode code points information use `[/code]` rather than `[/url]` to close them. This results in the links being rendered incorrectly in the IDE--the entire rest of the documentation for each method gets turned into a giant underlined link. This issue was introduced in https://github.com/godotengine/godot/commit/a2271ba3bdaa5fab0f6518a2445b839d36e283eb.
2021-08-07Invert how `global_rate_scale` value works, and rename it to ↵Michael Alexsander
`playback_speed_scale`
2021-08-06Improve the inspector plugin documentation and remove a confusing statementYuri Sizov
2021-08-06Merge pull request #49924 from BastiaanOlij/mobile_render_subpassRémi Verschelde
Use subpasses to do 3D rendering and resolve in mobile renderer
2021-08-06Bind missing constants from PropertyHint and PropertyUsageGeorge Marques
2021-08-06Use subpasses to do 3D rendering and resolve in mobile rendererBastiaan Olij
2021-08-06Merge pull request #51234 from akien-mga/tests-file-get_csv_lineRémi Verschelde
Tests: Improve coverage for `File::get_csv_line()`
2021-08-05Improve extension systemGeorge Marques
- Fix library loading and initialization. - Add extra methods/parameters in the interface needed by extenstions. - Add Variant destructors and functions for extracting values and creating Variants from values.
2021-08-05Fix a few default parameters in bindingsGeorge Marques
They have the wrong type and cause issues with extensions.
2021-08-05Merge pull request #51215 from akien-mga/shortcut-rename-property-to-eventRémi Verschelde
Shortcut: Rename `shortcut` property to `event`
2021-08-05Shortcut: Rename `shortcut` property to `event`Rémi Verschelde
Having a property which has the same name as its class leads to confusing situations (e.g. `BaseButton` has a `shortcut` property of type `Shortcut` which has a `shortcut` property of type `InputEvent`). Also renames `is_event` to `matches_event`, and `is_valid` to `has_valid_event` to better reflect what the methods check.
2021-08-04Add theme item descriptions to the online documentationYuri Sizov
2021-08-04Tests: Improve coverage for `File::get_csv_line()`Rémi Verschelde
Adds a few more complex edge cases which are supported. Also adds some documentation, simplifies the code a bit and forbids using double quotes as a delimiter.
2021-08-04Merge pull request #51005 from Faless/mp/4.x_channelsRémi Verschelde
[Net] Implement RPC channels in MultiplayerAPI.
2021-08-03Merge pull request #50893 from KoBeWi/how_to_config_fileRémi Verschelde
Improve ConfigFile example
2021-08-03Improve ConfigFile examplekobewi
2021-08-03Merge pull request #51033 from merumelu/makerst-tutorial-linksRémi Verschelde
makerst: use link titles for external tutorials
2021-08-03Grammar fix.Kevin Sanders
2021-08-02Merge pull request #51039 from nekomatata/layer-grid-32Rémi Verschelde
Refactor layer property editor grid
2021-08-02Merge pull request #51144 from Chaosus/vs_versionYuri Roubinsky
Makes dictionary instead of string for visual shader version