Age | Commit message (Collapse) | Author |
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Indent bullet points in enum descriptions
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When converting doc xml files to rst, add an indenation level to bullet points in the text description of enum values.
Also add check to avoid out of bounds error in rstize_text.
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Adds a new, cleaned up, HashMap implementation.
* Uses Robin Hood Hashing (https://en.wikipedia.org/wiki/Hash_table#Robin_Hood_hashing).
* Keeps elements in a double linked list for simpler, ordered, iteration.
* Allows keeping iterators for later use in removal (Unlike Map<>, it does not do much
for performance vs keeping the key, but helps replace old code).
* Uses a more modern C++ iterator API, deprecates the old one.
* Supports custom allocator (in case there is a wish to use a paged one).
This class aims to unify all the associative template usage and replace it by this one:
* Map<> (whereas key order does not matter, which is 99% of cases)
* HashMap<>
* OrderedHashMap<>
* OAHashMap<>
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Make `{call,set,notify}_group()` immediate by default
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Add search methods for packed arrays
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* count()
* find()
* rfind()
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Allow AStar2D/AStar3D zero point weight.
Limit was set to 1 which seemed like an arbitrary value as lower values down to zero can be useful for common gameplay navigation elements like teleports.
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References to "idle time" are progressively being replaced by
"process time" throughout the engine to avoid confusion.
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This results in less surprising behavior out of the box.
Internal usages were modified to keep the existing behavior
identical there.
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(cherry picked from commit 021f92a1befcecbf6762df253af63432418a93e6)
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Add more `[code]` (Transform3D)
Co-authored-by: kleonc <9283098+kleonc@users.noreply.github.com>
Add more `[code]` (Transform2D)
Co-authored-by: kleonc <9283098+kleonc@users.noreply.github.com>
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This feature makes it possible to workaround problems such as:
- long baking time due to heavy synchronization when parsing geometry
from mesh instances
- crash when freeing `NavigationMeshInstance` while baking
- errors when actively baking node tree is being detached from the
scene tree
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* Changed to use the same stages as extensions.
* Makes the initialization more coherent, helping solve problems due to lack of stages.
* Makes it easier to port between module and extension.
* removed the DRIVER initialization level (no longer needed).
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Clarify InputMap.action_get_events() in the editor
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Adds the is_process_running function to the native OS class and exposes it to script.
This is implemented on Windows and Unix platforms. A stub is provided for other platforms that do not support this function.
Documentation is updated to reflect new API function.
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Implemented by request of @neikeq to advance in the GDExtension version of Mono.
* If a Resource type is missing upon load, it will be remembered together with its data (Unless manually overriden).
* If a Node type is missing upon load, it will be also be remembered together with its data (unless deleted).
This feature makes working with GDExtension much easier, as it ensures that missing types no longer cause data loss.
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Decrease default sizes of some primitive and CSG meshes for consistency
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Add `get_video_adapter_api_version()` to RenderingServer
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Improvements to AnimationNodeStateMachine
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This method can be used to get the graphics API version currently in
use (such as Vulkan). It can be used by projects for troubleshooting
or statistical purposes.
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- Open the menu to add new animation nodes by dragging the transitions to
empty areas and automatically connecting them.
- Adds box selection to the state machine.
- Add feature to group/ungroup selected nodes in a "sub" state machine.
- Add start/end node by default. In addition, add new color to these
nodes to differentiate then.
- Add tooltip for transitions to show the connection "from -> to".
- Add new "type" of transition line when multiple transitions are
grouped.
- Add popup to connect nodes in sub state machine.
- Add dialog to select which nodes can be deleted when they are grouped.
- Add classes:
AnimationNodeStartState
AnimationNodeEndState
EditorAnimationMultiTransitionEdit
- Implements disabled transition
API Changes:
- Now it's posible to add transitions between state machines,
`AnimationNodeStateMachine::add_transition` will works with relative path,
this means you can use it like this `add_transition("Idle", "Walk", tr)`
or `add_transition("Idle", "StateMachine/Shoot)`.
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