Age | Commit message (Collapse) | Author |
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- Add `Plane(Vector3)` constructor.
- Rename `IntersectRay` to `IntersectsRay`.
- Rename `IntersectSegment` to `IntersectsSegment`.
- Replace `Center` property with `GetCenter` method.
- Add and fix documentation about the _normal_ parameter
to Core and C# documentation.
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- Remove `Transform3D(Quaternion, Vector3)` constructor from C#.
- Add `Transform3D(Projection)` constructor to C#.
- Add documentation to the `Transform3D(Projection)` constructor in Core.
- Add `Transform3D` constructor with only real_t params to C# that mirrors `Transform2D`.
- Expose `Basis` constructor with only real_t params in C#.
- Add `Transform2D(real_t, Vector2, real_t, Vector2)` constructor to C#.
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This is for:
https://github.com/godotengine/godot-docs/issues/6245
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Previously, EditorResourceConversionPlugin nominally existed in scripting, but there was no way for a user to actually register one.
This PR adds methods to EditorPlugin for registering/unregistering EditorResourceConversionPlugins.
Additionally, it documents EditorResourceConversionPlugin with descriptions and a basic example.
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* It was not a resource, hence it was not working to load it as such.
* Changed so, when opened in editor, a parse error will not fail load and the text will be kept.
* This should allow proper editing from within the code editor, including syntax checking and saving files as-is in text.
Partially addresses #66820.
The code editor still needs to be changed for this to work.
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Clarify the difference between uniforms and per-instance uniforms in docs
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Remove SkeletonModificationStack3D, and Skeleton3D api cleanup
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Button shortcuts no longer "press" the Button.
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Add `IsFinite` to C# Variants
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Add `IsZeroApprox` to C# vectors
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* Button shortcuts were treated as generic input events on buttons. This means that to activate a button shortcut you had to press and release.
* This logic is removed and now shortcuts always activate on press.
* This makes the editor feel more responsive and solves problems related to this behavior.
Fixes #45033 and possibly others.
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(optional via fit_content property)
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* Overrides no longer happen for set/get.
* They must be checked with a new function: `ProjectSettings::get_setting_with_override()`.
* GLOBAL_DEF/GLOBAL_GET updated to use this
This change solves many problems:
* General confusion about getting the actual or overriden setting.
* Feature tags available after settings are loaded were being ignored, they are now considered.
* Hacks required for the Project Settings editor to work.
Fixes #64100. Fixes #64014. Fixes #61908.
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Remove normal_map from MeshInstance2D and MultiMeshInstance2D
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Avoid color flash on window creation and resizing
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Removes all 3D modification resources. SkeletonIK3D is a node and still supported.
Remove deprecated Skeleton3D functionality for 4.0, so we can add it back in 4.x.
Remove local_pose_override feature from Skeleton3D and BoneAttachment3D.
Expose Skeleton3D::get_version() so IK scripts/extensions can cache bones.
Note: This change only affects 3D. SkeletonModification2D will work as before.
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Add expand modes to TextureRect
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Document EditorExportPlatform
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Improve clarity surrounding Timer's time_left variable
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Split pause() from AnimationPlayer's stop()
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Add NavigationServer Performance Monitor
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Improve documentation for `OS.read_string_from_stdin()`
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Tweak NavigationAgent2D defaults
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This class exposes no functionality to scripting itself, but is used by EditorExportPlugins.
Internally, it is what does the actual exporting of projects.
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Tweaks default values for NavigationAgent2D to work better out of the box within a new 2D project using default resolution.
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This makes it clearer that calls to this method are blocking.
The unused method parameter was also removed.
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Add navigation tutorial links inside class doc
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Bind methods related to physics query exclusions
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docs: Improve `InputEventAction` reference
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Add SceneTree.unload_current_scene()
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Adds navigation tutorial links inside the class doc to the related and more detailed godot-docs pages.
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Document all VisualShader nodes
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Fix Callable call error reporting.
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Change set_drag_forwarding() to use callables.
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This makes it consistent with 3D.
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