Age | Commit message (Collapse) | Author |
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Adding missing include guards to header files identified by LGTM
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This addresses the issue godotengine/godot#37143
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UTF-8, LF, no BOM, and newlines at the end of files
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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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Module icons need to be renamed to PascalCase as well
for them to be registered in 4.0.
See godotengine/godot#36513.
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Fix non-latin layout scancodes on Linux, adds access to physical scancodes.
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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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Add `physical_keycode` (keyboard layout independent keycodes) to InputEventKey and InputMap.
Fix non-latin keyboard layout keycodes on Linux/X11 (fallback to physical keycodes).
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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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- Added Navigation Agents and Obstacles.
- Integrated Collision Avoidance.
This work has been kindly sponsored by IMVU.
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Implement zooming using Ctrl + Mouse wheel in the GridMap editor
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We already removed it from the online docs with #35132.
Currently it can only be "Built-In Types" (Variant types) or "Core"
(everything else), which is of limited use.
We might also want to consider dropping it from `ClassDB` altogether
in Godot 4.0.
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Don't handle Gridmap input when have no effect
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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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* Title of Sprite Editor convert preview dialogs
* Title of UV Channel Debug dialog
* Various editor warnings
* GridMap popup menu item "Paste Selects"
* Tileset editor shape button texts
* MeshLibrary update confirmation text
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makerst: Escape default values using reST markup
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The only methods left to document are resource_changed, set_clip, and
the methods dealing with baked meshes.
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Otherwise the docs would complain about values like "godot_"
which reST tries to interpret as an identifier.
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The minimum value of the slider was changed to 0.2 as zooming
works in increments of 0.2. This way, the value can go back to 1
after you've reached the slider's minimum value.
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Fixes #33155
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Gridmap : Mesh preview now scales + grid update on cell size change
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Fix gridmap error spam at startup
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Fix gridmap palette remaining invisible
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The mesh preview now correctly scales with cell_scale
Refactor the grids creation into _draw_grids() and call it if the cell_size property is changed
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Small fixes for the Tile/GridMap editors
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Properly remove GridMap node from editor on undo
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IAmActuallyCthulhu/pr/remove-redundant-author-comments
Remove redundant author doc comments
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Reorganize various menus for consistency and conciseness
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- Clean up the recent scripts dialog to match the recent scenes dialog
- Add "..." at the end of shortcuts that cause a modal dialog to appear
This closes #31148.
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Fix GridMap list text not expanding when palette is resized
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This is to close #31304
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