Age | Commit message (Collapse) | Author |
|
|
|
String.Capitalize() in C# now matches the behaviour of String::capitalize() in C++
|
|
|
|
|
|
in C++
|
|
|
|
Happy new year to the wonderful Godot community!
|
|
Found via ` codespell -q 3 -S ./thirdparty,*.po,./DONORS.md -L ackward,ang,ans,ba,beng,cas,childs,childrens,dof,doubleclick,expct,fave,findn,gird,hist,inout,leapyear,lod,nd,numer,ois,ony,paket,seeked,sinc,switchs,te,uint,varn`
Update editor/import/resource_importer_layered_texture.cpp
Co-authored-by: Raul Santos <raulsntos@gmail.com>
Update doc/classes/TileSetScenesCollectionSource.xml
Co-authored-by: Raul Santos <raulsntos@gmail.com>
Update scene/gui/graph_edit.cpp
Co-authored-by: Raul Santos <raulsntos@gmail.com>
Update scene/resources/animation.cpp
Co-authored-by: Raul Santos <raulsntos@gmail.com>
Update scene/resources/animation.cpp
Co-authored-by: Raul Santos <raulsntos@gmail.com>
Update scene/resources/animation.cpp
Co-authored-by: Raul Santos <raulsntos@gmail.com>
Update scene/gui/rich_text_label.cpp
Co-authored-by: Raul Santos <raulsntos@gmail.com>
Revert previously committed change
|
|
|
|
|
|
To keep consistency with GDScript, the method `Quaternion()` is renamed
`GetQuaternion()`, and made `internal` so it's not exposed to scripting.
The documentation references are also fixed.
Also, the methods `GetQuaternion()` and `GetRotationQuaternion()` are
moved below `GetEuler()` to follow alphabetic order.
|
|
|
|
If the class is generic, we must get its generic type definition and use
it to retrieve the delegates.
|
|
Some cleanup with Vector3(i)'s methods so that it is consistent with Vector2, for example it returns enums internally (GDScript still gets ints).
|
|
Renames parameters that were named differently across different
scripting languages or their documentation to use the same name
everywhere.
|
|
|
|
|
|
|
|
|
|
Reimplement ping-pong animation and reverse playback
|
|
Co-authored-by: Raul Santos <raulsntos@gmail.com>
|
|
|
|
|
|
Implements Callable.Call and Callable.CallDeferred methods in C#
|
|
NodeAnimation"
|
|
Co-authored-by: Chaosus <chaosus89@gmail.com>
|
|
|
|
any -> any_peer
sync -> call_local
ordered -> unreliable_ordered
Multiplayer.RPC_MODE_ANY -> RPC_MODE_ANY_PEER
Multiplayer.TRANSFER_MODE_ORDERED -> TRANSFER_MODE_UNRELIABLE_ORDERED
|
|
Update attribute class references in mono cache
|
|
|
|
|
|
|
|
|
|
|
|
|
|
- Adds documentation to almost every class and member in `GodotSharp`
- Fixes some old documentation to more closely follow the XML comments convention
|
|
|
|
Remove cartesian2polar and polar2cartesian
|
|
Add Vector2.from_angle() method
|
|
|
|
Rename `String::is_rel_path` to `String::is_relative_path`
|
|
|
|
|
|
This commit completely removes the RPC_MODE_MASTER ("master" keyword),
and renames the RPC_MODE_PUPPET to RPC_MODE_AUTHORITY ("auth" keyword).
This commit also renames the "Node.[get|set]_network_master" methods to
"Node.[get|set]_network_authority".
This commit also renames the RPC_MODE_REMOTE constant to RPC_MODE_ANY.
RPC_MODE_MASTER in Godot 3.x meant that a given RPC would be callable by
any puppet peer on the master, while RPC_MODE_PUPPET meant that it would
be callable by the master on any puppet.
Beside proving to be very confusing to the user (referring to where it
could be called instead of who can call it) the RPC_MODE_MASTER is quite
useless. It is almost the same as RPC_MODE_REMOTE (anyone can call) with
the exception that the network master cannot. While this could be useful
to check in some case, in such a function you would anyway need to check
in code who is the caller via get_rpc_sender_id(), so adding the check
there for those rare cases does not warrants a dedicated mode.
|
|
Expose `String.SimplifyPath` in C#
|
|
|
|
|
|
Follow up to d9d77291bca8dd1e87aa4d9e40de96d99e5ef1f6.
Renames `String.Extension` -> `String.GetExtension()` and
`String.BaseName()` -> `String.GetBaseName()`.
This makes those methods more consistent with GDScript and with
the `GetBaseDir` method.
|
|
This was needed after: 44691448911f1d29d4d79dbdd5553734761e57c4
|
|
|