Age | Commit message (Collapse) | Author |
|
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.)
|
|
- 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.
|
|
objects and made them default.
|
|
Typed `PoolTypeArray` types are now renamed `PackedTypeArray` and are
sugar for `Vector<Type>`.
|
|
|
|
32 bits.
|
|
-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
|
|
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.
|
|
|
|
|
|
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
|
|
|
|
|
|
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).
|
|
Fixes #25316.
|
|
Happy new year to the wonderful Godot community!
|
|
|
|
- Hide numeric value of enum constants in the inspector (EditorPropertyEnum)
- EditorPropertyEnum, CustomPropertyEditor: Calculate values of enum constants correctly when only some of these constants have explicit values.
|
|
core/math/
Removed obsoleted core/helper/value_evaluator.h and moved math_fieldwise to core/math/
|
|
|
|
Replaced by EditorInspector.
|
|
|
|
|
|
This commit makes operator[] on Vector const and adds a write proxy to it. From
now on writes to Vectors need to happen through the .write proxy. So for
instance:
Vector<int> vec;
vec.push_back(10);
std::cout << vec[0] << std::endl;
vec.write[0] = 20;
Failing to use the .write proxy will cause a compilation error.
In addition COWable datatypes can now embed a CowData pointer to their data.
This means that String, CharString, and VMap no longer use or derive from
Vector.
_ALWAYS_INLINE_ and _FORCE_INLINE_ are now equivalent for debug and non-debug
builds. This is a lot faster for Vector in the editor and while running tests.
The reason why this difference used to exist is because force-inlined methods
used to give a bad debugging experience. After extensive testing with modern
compilers this is no longer the case.
|
|
|
|
|
|
-Changed UI resizing code, gained huge amount of speed.
-Reorganized timer sync to clean up behavior (sorry forgot commit this before)
-
|
|
Allow exporting arrays of resources in GDScript
|
|
|
|
|
|
The inspector will show the custom resources added via plugin
|
|
Also, add deep (=false) parameter to Array.duplicate and Dictionary.duplicate
Fixes #13971
|
|
|
|
Re-enabled type icons
|
|
Fixes #15961
|
|
Fixes #15745
|
|
|
|
Using `misc/scripts/fix_headers.py` on all Godot files.
Some missing header guards were added, and the header inclusion order
was fixed in the Bullet module.
|
|
Fix #15300
|
|
Happy new year to the wonderful Godot community!
|
|
Show Options Dialog for NodePath and File in clicked button position.
|
|
|
|
Auto select newly created nodes.
|
|
|
|
|
|
carlosfvieira/6382-Properties_in_the_inspector_lacking_tooltips
Proposed change to close issue "#6382 - Properties in the inspector lacking tooltips"
|
|
|
|
from inherited classes have tooltips accordingly
|
|
|
|
|