Age | Commit message (Collapse) | Author |
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The previous RGBA format included unused RGB data. Using the LA8 format
removes the need to store the extra data.
The Docs have been updated to reflect the format changes.
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And fixups:
- Add missing bindings in RenderingServer
- Remove duplicate ArrayMesh enum bindings (they're in Mesh already)
- Remove redundant _unhandled_key_input binding in Control (it's in Node
already)
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Lots of internal API changes and some docstrings were lost in the conversion.
I manually salvaged many of them but for all the rendering-related ones, an
additional pass is needed.
Added missing enum bindings in BaseMaterial3D and VisualServer.
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An error message is now printed when trying to set the number of octaves
above the maximum allowed value.
The magic constant was also replaced with a define that can be
easily changed.
This closes #28714.
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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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Mention that `NoiseTexture` uses threads internally
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Provided a snippet on how to properly retrieve the noise texture data
given that it's generated in a thread.
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Follow-up to #31925, `<member />` tags just before `</members>` would cause
a parsing issue, and we'd never notice that we're no longer parsing members.
Also added space before closing `/>`.
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Thanks to @bojidar-bg's impressive work in #29380.
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- Document a few more properties and methods
- Add more information to many classes
- Fix lots of typos and gramar mistakes
- Use [code] tags for parameters consistently
- Use [b] and [i] tags consistently
- Put "Warning:" and "Note:" on their own line to be more visible,
and make them always bold
- Tweak formatting in code examples to be more readable
- Use double quotes consistently
- Add more links to third-party technologies
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Consistently wrap booleans in [code]
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Because I think github doesn't show history of renamed files
- The original work is done in commit f12a1b8
by JFonS
- Improved Documentation in commit a386af6
- Last change on the files was in commit 463af5b
- and Fixed compiler warnings in commit e5bbcb8bcf8180a54fdcc5c4291b153246d861ce
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Replace "persistance" with "persistence" in the simplex code.
Also made some minor fixes to the docs.
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Spaces were added after code blocks to ensure correct rendering
on the online class reference.
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NOTE: This changes the RPC_MODE_* enum values.
Games should be re-exported. GDNative rebuilt.
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SimplexNoise can be used to generate parameterized fractal noise based on Open Simplex.
NoiseTexture uses SimplexNoise to generate noise textures for using in
shaders/visual effects.
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