Age | Commit message (Collapse) | Author |
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Fixes #30736.
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Still a lot of work to do.
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For us, it practically only changes the fact that `A<A<int>>` is now
used instead of the C++03 compatible `A<A<int> >`.
Note: clang-format 10+ changed the `Standard` arguments to fully
specified `c++11`, `c++14`, etc. versions, but we can't use `c++17`
now if we want to preserve compatibility with clang-format 8 and 9.
`Cpp11` is still supported as deprecated alias for `Latest`.
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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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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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-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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It is implemented using editor-only metadata, in a way similar to
edit locking or Position2D gizmo extents.
This closes #2082.
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Improve the scene tree signals/groups tooltip
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The tooltip now displays the number of connections and groups
that are assigned to the hovered node.
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Allows you to attach a script by dragging the name in the script list of the script editor to the node in the scene tree.
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Implements #6067 (aaronfranke's idea)
Fixes #26980
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Resolves issue: 29541
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Small fixes to unrechable code, possibly overflows, using NULL pointers
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Using codespell 1.15.0.
Method:
```
$ cat > ../godot-word-whitelist.txt << EOF
ang
curvelinear
doubleclick
leapyear
lod
merchantibility
nd
numer
ois
ony
que
seeked
synching
te
uint
unselect
webp
EOF
$ codespell -w -q 3 -I ../godot-word-whitelist.txt --skip="./thirdparty,*.po"
$ git diff // undo unwanted changes
```
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Add grouping to 3D editor
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Fixes #28029.
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-Removed dest path field
-Added a "Source" signal
-Added an "Advanced" button to hide complexity
-Fix bug on Tree to make sure "ensure visible" works on hidden trees
-Fix bug on TextEdit to ensure signals created with script not open sill focus the right line
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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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fixes 25226
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Happy new year to the wonderful Godot community!
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Ability to pick child nodes of scenes instances marked with "Editable…
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children" to the "Add animation track/Pick node to be animated" dialog.
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If the user tried to change a Node name to an empty string in the Scene
Tree Editor an error would be returned to console, now a warning dialog
is shown with a clear message
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before this PR toggling visibility of not selected nodes would toggle
the visibility of the whole selection.
This PR changes this behaviour, so if visibility is toggled on a node
that it is not selected, the visibility toggle will happen only on this
node.
No changes to the behaviour of when one of the selected nodes has
visibility toggled: they still toggle all together
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This allows more consistency in the manner we include core headers,
where previously there would be a mix of absolute, relative and
include path-dependent includes.
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