Age | Commit message (Collapse) | Author |
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Add properties to disable top/bottom cap generation in TubeTrailMesh
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Document MDSF font outlines may require `msdf_pixel_range` adjustments
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[4.x] Fix typo and ensure backwards compatibility for changed property names
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Changes to the name of the `navmesh` and `navpoly` properties on
`NavigationRegion` caused navigation data to be lost on load.
This PR creates uses `_set`/`_get` to handle compatibility with the
older names on load, preserving the data.
Also fixes a typo on `get_vertices_per_polygon` in `NavigationMesh`,
and renames the property to remove the `polygon_` prefix which doesn't
match the setter/getter.
Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
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This can be used to improve generation and rendering performance,
or for certain special effects such as particle trails.
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Restore 'rotation_degrees' properties.
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Scale MSDF font outline with the font size and MSDF source size to match dynamic font behavior.
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MuffinManKen/textserver-format_number-default-docs
Update documentation for TextServer.format_number() when language parameter is omitted
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Include the follow-viewport-transform into CanvasLayer transform calculations
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By popular demand, restoring the helper properties to rotate objects in degrees.
Affected are local and global rotations for:
* Node2D
* Node3D
* Control
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is omitted.
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The following-viewport-transform was missing from several calculations
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[4.x] Mark navigation classes and nodes as experimental
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Schema for navigation to name user facing API with "navigation" without abbreviation and e.g. NavigationServer internals with abbr "nav".
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dynamic font behavior.
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Add a `uri` property to `LinkButton`
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Remove Disable Touch debug project setting
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Calinou/viewport-transparent-background-rename-project-setting
Move transparent background project setting to a subsection
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The navigation team has some large changes planned for navigation in the 4.x timeframe, so marking these nodes as experimental to give users a heads up that the API may change in breaking ways.
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This project setting was only implemented and iOS and likely served
no purpose outside of debugging during development of engine features.
It was also located in a confusing location in the project settings
editor, as it was located below a root category (which appears in bold
and is normally not seen as clickable by users).
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This prevents the project setting from being located directly within
a root category, which is confusing from an UX perspective in the
project settings editor.
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Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
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Expose GeometryInstance3D.custom_aabb property
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Silence `Input.vibrate_handheld()` warning as it's already documented
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Fix `String::word_wrap()` for long words
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C#: Synchronize Color with Core
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Expressions and conditions now require auto mode to be set to auto.
Adds a toggle button to the state machine editor for whether new transitions
advance settings should default to auto mode or not.
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- Changes `TextServer.string_get_word_breaks()`
- Returns pairs of boundary start and end offsets
- Accepts `chars_per_line` to return line breaks
- Removes `String::word_wrap()`
Co-authored-by: bruvzg <7645683+bruvzg@users.noreply.github.com>
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- Add `Luminance` readonly property.
- Add `LinearToSrgb` and `SrgbToLinear` static methods.
- Add `FromOkHsl` static method.
- Add `FromRgbe9995` static method.
- Add `FromString` static method.
- Expose `FromHtml` static method.
- Expose `HtmlIsValid` static method.
- Add and update some Color documentation.
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The warning causes messages to be spammed if you are calling this
method in a game that runs on both desktop and mobile platforms,
unless you guard all calls to `Input.vibrate_handheld()` with
`OS.has_feature("mobile") or OS.has_feature("web")`.
Since the limitation is already documented (and is obvious enough
given the method's name), the warning message is redundant.
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Added gl_compatibility as an option to the project creation screen
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Add remote history to EditorUndoRedoManager
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Remove high quality glow as it is not any higher quality than regular glow
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Various fixes and documentation for CanvasGroup
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Last selected option is saved as default for next time
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Properly apply custom materials with CanvasGroups in the GLES3 backend
Properly blur backbuffer when using a partial rect in forward_plus and
gl_compatibility renderers
Properly set fit_margin when clear_margin is set
Fix shader error during backbuffer clear in mobile renderer
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(cherry picked from commit f5f0543aec4fe89405bf6365b3a2d4e36092c8ab)
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