Age | Commit message (Collapse) | Author |
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It's tedious work...
Some can't be ported as they depend on private or protected methods
of different classes, which is not supported by callable_mp (even if
it's a class inherited by the current one).
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Remove now unnecessary bindings of signal callbacks in the public API.
There might be some false positives that need rebinding if they were
meant to be public.
No regular expressions were harmed in the making of this commit.
(Nah, just kidding.)
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- Renames PackedIntArray to PackedInt32Array.
- Renames PackedFloatArray to PackedFloat32Array.
- Adds PackedInt64Array and PackedFloat64Array.
- Renames Variant::REAL to Variant::FLOAT for consistency.
Packed arrays are for storing large amount of data and creating stuff like
meshes, buffers. textures, etc. Forcing them to be 64 is a huge waste of
memory. That said, many users requested the ability to have 64 bits packed
arrays for their games, so this is just an optional added type.
For Variant, the float datatype is always 64 bits, and exposed as `float`.
We still have `real_t` which is the datatype that can change from 32 to 64
bits depending on a compile flag (not entirely working right now, but that's
the idea). It affects math related datatypes and code only.
Neither Variant nor PackedArray make use of real_t, which is only intended
for math precision, so the term is removed from there to keep only float.
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Also changed all relevant properties defined manually to StringName.
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objects and made them default.
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Typed `PoolTypeArray` types are now renamed `PackedTypeArray` and are
sugar for `Vector<Type>`.
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32 bits.
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Removes antialiased flag for draw_* methods.
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-Texture renamed to Texture2D
-TextureLayered as base now inherits 2Darray, cubemap and cubemap array
-Removed all references to flags in textures (they will go in the shader)
-Texture3D gone for now (will come back later done properly)
-Create base rasterizer for RenderDevice, RasterizerRD
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Happy new year to the wonderful Godot community!
We're starting a new decade with a well-established, non-profit, free
and open source game engine, and tons of further improvements in the
pipeline from hundreds of contributors.
Godot will keep getting better, and we're looking forward to all the
games that the community will keep developing and releasing with it.
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Add a tooltip to Color properties in the editor inspector
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This makes it possible to view a color's raw R/G/B/A values
without clicking the ColorPickerButton.
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Results in nicer numbers for float properties like 20.0 instead of
20.000001
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Format
Remove string conversion
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Added some obvious errors explanations
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This makes their visual feedback more consistent with other controls.
This also makes easing lines slightly more subtle by decreasing
their opacity by 10%.
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There is a new setting for Default ColorPicker color mode in Editor Settings->Interface->Inspector. Initially this setting will be RGB. Editor ColorPicker will always start with mode defined in this settiing.
Fixes #30755 and #30754
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For code inside editor/ `#ifdef TOOLS_ENABLED`
is always true so those checks are redundant.
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Export path is the only path to be saved as a relative path
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Also reverts 90b2415343287f67586956c798d4b7a63544158f
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This caps its size on large displays. This in turn prevents lines from
becoming very long, which could hamper text readability.
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Also allow lifting the decimal step formatting with a hint range step
of 0. A new `range_step_decimals()` is added for this to avoid breaking
compatibility on the general purpose `step_decimals()` (which still
returns 0 for an input step of 0).
Supersedes #25470.
Partial fix for #18251.
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Changed some code reported by LGTM and Coverity
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If the target directory does not exist, it will be recursively created.
Export paths are now saved as a relative to the projects base directory
Renamed relative_to function to final_path_from_relative which takes a relative path and outputs the final path from a string that represents a directory.
Added relative_path_from_final which takes in a final path and outputs a relative path if possible. If not possible it outputs the relative path that represents the current directory.
If the target directory does not exist when exporting the project, then it is recursively created.
Removed final_path_from_relative function
Changed DirAccess into DirAccessRef for automatic object destruction
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Add option to input value in EditorPropertyEasing. Fixes #8449
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not select the property in the inspector
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Double-clicking on the EditorPropertyEasing widget (e.g. for the Light
Attenuation parameter) shows an EditorSpinSlider to set the value manually.
Fixes #8449.
Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
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Enable toggle behaviour for buttons that trigger popups
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This adds support for groups in the import system, which point to a single file.
Add property hint for saving files in file field
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It seems to stay compatible with formatting done by clang-format 6.0 and 7.0,
so contributors can keep using those versions for now (they will not undo those
changes).
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Include global class resources in Resource property inspector
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Add a getter for the EditorInspector
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Editor crashes on trying to load resources with no loaders.
Simple check on the resource loader prevents using a null
resource loader.
Fixes: #27385
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-Made relationship lines appear based on theme settings, not previous hack
-Fix drawing of relationship lines (was broken)
-Fix double initialization of theme settings
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