Age | Commit message (Collapse) | Author |
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Add a simple C# `.editorconfig`
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Node3D gizmo improvements
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Revert unnecessary changes to VisualScriptEmitSignal
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* Clean-up of node_3d_editor_plugin.{h,cpp}: removed unused code, fixed some bugs.
* Moved node_3d_editor_gizmos.{h,cpp} to editor/plugins.
* Added support for multiple gizmos per node. This means custom gizmos will no longer override the built-in ones and that multiple gizmos can be used in more complex nodes.
* Added support for handle IDs. When adding handles to a gizmo, an ID can be specified for each one, making it easier to work with gizmos that have a variable number of handles.
* Added support for subgizmos, selectable elements that can be transformed without needing a node of their own. By overriding _subgizmo_intersect_frustum() and/or _subgizmo_intersect_ray() gizmos can define which subgizmos should be selected on a region or click selection. Subgizmo transformations are applied using get/set/commit virtual methods, similar to how handles work.
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Revert unnecessary changes to VisualScriptEmitSignal, commit 2032b56005b2f6add6b105a00f04c05f9b292eec
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Sometimes there are meshes that doesn't have materials, so make sure to check this case before extracting the name.
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Update GDNative API version for changes from #50659
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Set the surface name when GLTF file is imported.
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DavidCambre/Expose_VisualScriptCustomNode_TypeHints_m
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Use the standard C `INFINITY` and `NAN` constants directly
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DavidCambre/VisualScriptFunction_Call_Set_Get_Improvement-2
VisualScriptFunctionNodes Improvements
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Use `is_equal_approx` in more places
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Co-Authored-By: Rémi Verschelde <rverschelde@gmail.com>
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The `Math_INF` and `Math_NAN` defines were just aliases for those
constants, so we might as well use them directly.
Some portions of the code were already using `INFINITY` directly.
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This PR improves and streamlines the workflow for VisualScriptFunctionNodes Call Set Get
Uniform design.
Drag in set-get from tree is now working.
Removes redundant method_select popup.
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Was missed as WebXR build was disabled prior to #50563.
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Re-enable building WebXR in GitHub Actions
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Add get_buffered_amount() to WebRTCDataChannel
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This pull request fixes an issue where the visual script icons weren't representative of their data.
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[Net] New `@rpc` annotation, "sync" is no longer part of mode.
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Allow dropping custom node scripts in VisualScript editor
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- Move the "sync" property for RPCs to RPCConfig.
- Unify GDScript annotations into a single one:
- `@rpc(master)` # default
- `@rpc(puppet)`
- `@rpc(any)` # former `@remote`
- Implement three additional `@rpc` options:
- The second parameter is the "sync" option (which also calls the
function locally when RPCing). One of "sync", "nosync".
- The third parameter is the transfer mode (reliable, unreliable,
ordered).
- The third parameter is the channel (unused for now).
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Optimize StringName usage
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* Added a new macro SNAME() that constructs and caches a local stringname.
* Subsequent usages use the cached version.
* Since these use a global static variable, a second refcounter of static usages need to be kept for cleanup time.
* Replaced all theme usages by this new macro.
* Replace all signal emission usages by this new macro.
* Replace all call_deferred usages by this new macro.
This is part of ongoing work to optimize GUI and the editor.
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Allows to drop custom node scripts directly in VisualScript
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on WebRTCDataChannel
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This information is exposed to the websocket server through the
client_connected-signal.
example.com/chat?id=10 gives the resource name "/chat?id=10"
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From empirical testing, this seems to provide the best compression
compared to other compression algorithms when used in the
Multiplayer Bomber demo.
Other algorithms may provide better compression ratios for more
complex games, but some compression is probably better than
no compression.
Zstandard was also not very efficient in my testing, so I added
a note in the documentation.
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The XR API changed a bit, and it's not just a rename, though probably an
easy update for someone who is qualified :).
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While there are still various bugs to solve and features to implement, the C#
support as of Godot 3.4 is fairly mature and already used by a number of users
in production. Now that we default to dotnet CLI as build tool, it also seems
to be more reliable than MSBuild.
The documentation can (and does for the most part) point out some caveats that
users should be aware of, but this info dialog has outlived its intended
purpose.
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Was looking for misuse of module headers without checking that the module is
actually enabled and got carried away...
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Separate underscore from grapheme punctuation to enable doubleclick and caret jump over snakecase variables in editor
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Implement the ability to disable classes
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caret jump over snakecase variables in editor
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* This PR adds the ability to disable classes when building.
* For now it's only possible to do this via command like:
`scons disable_classes=RayCast2D,Area3D`
* Eventually, a proper UI will be implemented to create a build config file to do this at large scale, as well as detect what is used in the project.
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Improvements to Label's layout options
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Options to clean/simplify convex hull generated from mesh
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