Age | Commit message (Collapse) | Author |
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- check_vadjust -> check_v_adjust
- close_h_ofs -> close_h_offset
- close_v_ofs -> close_v_offset
- commentfocus -> comment_focus
- hseparation -> h_separation
- ofs -> offset
- selectedframe -> selected_frame
- state_machine_selectedframe -> state_machine_selected_frame
- table_hseparation -> table_h_separation
- table_vseparation -> table_v_separation
- vseparation -> v_separation
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This makes it easier to spot syntax errors when editing the
class reference. The schema is referenced locally so validation
can still work offline.
Each class XML's schema conformance is also checked on GitHub Actions.
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NodeAnimation"
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Co-authored-by: Chaosus <chaosus89@gmail.com>
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Add `print_verbose()` built-in function to print in verbose mode only
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This can be used as a shorthand for:
if OS.is_stdout_verbose():
print("...")
Unlike `print_debug()`, this works in release builds too and can
be toggled off in debug builds.
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* New syntax is type safe.
* New syntax allows for type safe virtuals in native extensions.
* New syntax permits extremely fast calling.
Note: Everything was replaced where possible except for `_gui_input` `_input` and `_unhandled_input`.
These will require API rework on a separate PR as they work different than the rest of the functions.
Added a new method flag METHOD_FLAG_OBJECT_CORE, used internally. Allows to not dump the core virtuals like `_notification` to the json API, since each language will implement those as it is best fits.
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Replaced by "move_toward"
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For the time being we don't support writing a description for those, preferring
having all details in the method's description.
Using self-closing tags saves half the lines, and prevents contributors from
thinking that they should write the argument or return documentation there.
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DavidCambre/Expose_VisualScriptCustomNode_TypeHints_m
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Co-Authored-By: Rémi Verschelde <rverschelde@gmail.com>
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Or after punctuation. Tried to leave third-party stuff alone, unless it has
been heavily modified for Godot.
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Fix doc for the VisualScript class after #39649 PR
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See #43689.
Also 'fixed' some spelling for behavior in publicly visible strings.
(Sorry en_GB, en_CA, en_AU, and more... Silicon Valley won the tech spelling
war.)
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Change DocData comparators for MethodDoc and ArgumentDoc to get a better
ordering of constructors.
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Includes various changes triggered by the refactoring of method bindings.
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This makes them display in a nicer way in the editor help.
(The title will display instead of the full URL.)
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Removes the useless `@C#`, `@NativeScript` and `@VisualScript` entries.
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Handle removal of Pool*Array types and other recent changes.
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Replaced by 'step_decimals' in 3.2 via #21425.
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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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- Add some missing descriptions.
- Add links to tutorials for ARVR and AnimationTree.
- Style fixes.
- Engine changes:
* Make `AnimationNodeTransition.input_<number>` properties internal
so that they don't appear in the docs. They still appear in the
inspector based on the actual number of inputs requested.
* Drop unimplemented `CPUParticles.flatness`. It's only used for 3D
particles in `ParticlesMaterial`, and thus only relevant for
`CPUParticles3D`.
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And various fixes to bindings, hyperlinks and an uninitialized variable.
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Removes the need to have separate graphs per function for the VisualScript Nodes, and refactoring UI and other improvements such as fuzzy search, right click search boxes and in-graph editable nodes
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Fix a few missing bindings or unspecified argument names and default values.
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Co-authored-by: Xrayez <https://github.com/Xrayez>
Co-authored-by: DleanJeans <https://github.com/DleanJeans>
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