Age | Commit message (Collapse) | Author |
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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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Applying #30187.
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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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Also move module-specific classes to their own module's `doc_classes`
folder.
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Consistently wrap booleans in [code]
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