Age | Commit message (Collapse) | Author |
|
|
|
Make platform feature tag names lowercase
|
|
Cosmetic: explicitly convert signed to unsigned value
|
|
Show help for built-in functions (@GlobalScope)
|
|
Implement properties arrays in the Inspector.
|
|
|
|
Add AnimatableBody inherited from StaticBody for moving platforms
|
|
|
|
|
|
Capitalize properties in the remote inspector
|
|
|
|
Implement more advanced features for DAP
|
|
Instead of having a physics node named Static that can be either Static
or Kinematic, AnimatableBody is added again as a separate node:
-Inherited from StaticBody to make its usage clearer
-Still separated from CharacterBody to make its usage more focused
Properly implemented constant velocity for kinematic bodies in godot
physics servers (induced velocity without actually moving).
Also updated description for the different physics nodes to make their
usage clearer.
|
|
Feature tag names are still case-sensitive, but this makes built-in
feature tags more consistent.
- `Windows` -> `windows`
- `OSX` -> `osx`
- `LinuxBSD` -> `linuxbsd`
- `Android` -> `android`
- `iOS` -> `ios`
- `HTML5` -> `html5`
- `JavaScript` -> `javascript`
- `UWP` -> `uwp`
|
|
This makes property casing consistent with the editor.
If property capitalization is disabled in the Editor Settings,
the remote inspector will also disable capitalization.
|
|
Respect client "supportsVariableType" capability
Implement "breakpointLocations" request
Implement "restart" request
Implement "evaluate" request
Fix error messages not being shown, and improved wrong path message
Removed thread option and behavior
Implemented detailed inspection of complex variables
Fix "const"ness of functions
Added a configurable timeout for requests
Implement Godot custom data request/event
Implement syncing of breakpoints
Added support for debugging native platforms
|
|
Rename `String::is_rel_path` to `String::is_relative_path`
|
|
Clear connection data from/to empty after used
|
|
|
|
workflow."
|
|
Improve collision generation usability in the new 3D scene import workflow.
|
|
EditorPropertyText, pass changing variable false.
|
|
|
|
When the `EditorPropertyText` change is triggered, it pass the `changing` as true, while there is an early return that blocks such event to be emitted when the Editor is updating.
This commit aligns the early return with the passes parameter.
|
|
|
|
|
|
|
|
With this PR it's possible to add a collision during the Mesh import, directly in editor.
To generate the shape is possible to chose between the following options:
- Decompose Convex: The Mesh is decomposed in one or many Convex Shapes (Using the VHACD library).
- Simple Convex: Is generated a convex shape that enclose the entire mesh.
- Trimesh: Generate a trimesh shape using the Mesh faces.
- Box: Add a primitive box shape, where you can tweak the `size`, `position`, `rotation`.
- Sphere: Add a primitive sphere shape, where you can tweak the `radius`, `position`, `rotation`.
- Cylinder: Add a primitive cylinder shape, where you can tweak the `height`, `radius`, `position`, `rotation`.
- Capsule: Add a primitive capsule shape, where you can tweak the `height`, `radius`, `position`, `rotation`.
It's also possible to chose the generated body, so you can create:
- Rigid Body.
- Static Body.
- Area.
|
|
Use sorted map for autoloads in ProjectSettings to preserve order.
|
|
Clamp EditorZoomWidget zoom
|
|
Make FontData importable resource. Add multi-channel SDF font rendering.
|
|
Refactor RayShape and rename to SeparationRayShape
|
|
|
|
Adds multi-channel SDF font texture generation and rendering support.
Adds per-font oversampling support.
Adds FontData import plugins (for dynamic fonts, BMFonts and monospaced image fonts), font texture cache pre-generation and loading.
Adds BMFont binary format and outline support.
|
|
NathanLovato/GDQuest/animation-bezier-editor-improvements
Replace close icon with button in the Bezier editor
|
|
|
|
|
|
Allow copying property path from inspector.
|
|
Implement Extension Loader
|
|
Implement error return documentation
|
|
|
|
Add comments at the top of each built-in shader to ease debugging
|
|
Makes it clearer that it's used for special cases when picking a
collision shape.
|
|
Partial revert from previously removing ray shapes completely, added
back as a shape type but without the specific character controller code.
|
|
Adds ability to add error return documetation to the binder and class reference.
Usage example:
```C++
void MyClass::_bind_method() {
[..]
BIND_METHOD_ERR_RETURN_DOC("load", ERR_FILE_CANT_OPEN, ERR_FILE_UNRECOGNIZED);
}
```
One function of ConfigFile was changed as example.
|
|
Implement methods in EditorSceneImporterMesh, and add documentation.
|
|
Implement NativeExtension pointer arguments
|
|
* Allows calling into native extensions directly with a pointer
* Makes it easier to implement some APIs more efficiently
* Appears with a "*" in the documentation for the argument.
* Implementing the pointer handling is entirely up to the implementation, although the extension API provides some hint.
* AudioStream has been implemented as an example, allowing to create NativeExtension based AudioStreams.
|
|
Resolves godotengine/godot-proposals#106.
Adds the following property menu options with default bindings:
- Copy Property (ctrl+c)
- Paste Property (ctrl+v)
- Copy Property Path (ctrl+shift+c)
If you hover over a property label in the inspector dock, you can copy
either the property value or the property path to the system clipboard
using the shortcuts above This is especially useful for the
`AnimationTree`, where code might reference properties like
"parameters/state/aim/move/blend_position".
One issue is that if you click a property, then click on the node you
currently have selected in the node tree, then press ctrl+shift+c, it
will still copy the selected property path rather than the node path. If
you click on a different node in the nodetree, however, ctrl+shift+c
will return to copying the nodepath.
The property value copy/paste was implemented by @KoBeWi at #39398 and
merged into this PR due to their similarity.
|
|
Allow to load multiple animations at once
|