Age | Commit message (Collapse) | Author |
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The order of numbers is not changed except for Transform2D. All logic is done inside of their structures (and not in Variant).
For the number of decimals printed, they now use String::num_real which works best with real_t, except for Color which is fixed at 4 decimals (this is a reliable number of float digits when converting from 16-bpc so it seems like a good choice)
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Rename `String.is_abs_path()` to `String.is_absolute_path()`
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Increased String::num default decimal precision
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Fix @export and prevent non-exportable References from being exported.
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Let var2str display StringName with correct sigil
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Move FindReplaceBar out of CodeTextEditor
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update property selector's icon list
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With the change of the shortcuts for common actions like delete, copy
and paste the delete menu items in the visual script editor for members
where missing because of a missing shortcut.
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Highlight annotations in the GDScript syntax highlighter
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[Net] Refactor RPCs, remove RSETs
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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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By default, a orange color is used to highlight annotations in the
script editor.
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Rename Quat to Quaternion
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Add missing override keyword to CSharpLanguage::is_control_flow_keyword()
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MODE_DYNAMIC instead of MODE_RIGID
MODE_DYNAMIC_LOCKED instead of MODE_CHARACTER
No more special case for sleeping behavior for MODE_DYNAMIC_LOCKED
(MODE_CHARACTER was forcing the body not to sleep, which is redundant
with can_sleep and wasn't done in Bullet).
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Rename Animation TYPE_TRANSFORM to TYPE_TRANSFORM3D
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This is more consistent with `NodePath.is_absolute()`.
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Also _transform to _transform3d
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In this PR:
- Removed rset
- rpc_config can now optionally configure transfer mode
(reliable/unreliable/ordered) and channel (channels are not actually
implemented yet.)
- Refactor how the RPC id is computed to minimize the logic in Node and
scripts that now only needs a single `get_rpc_methods` function.
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Fix some warnings raised by GCC-11.1
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Rename the bundled text editor themes for consistency with themes
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The Adaptive text editor theme is the default, and has therefore
been renamed Default for consistency with the Default theme preset.
It keeps its automatic dark/light switch status.
The Default text editor theme was actually a legacy Godot 2-style theme,
so it has been renamed to Godot 2 to match the theme preset.
Its background color has been changed to be a constant opaque color,
since the new editor theme made the theme look less good on a translucent
background. The previous background color on light theme also lacked
contrast.
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Fix UV mapping on CSGSphere
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pfertyk/issue-46020-pluginscript-instance-has-crashes-godot
Check for _language in PluginScript.instance_has
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* Shader compilation is now cached. Subsequent loads take less than a millisecond.
* Improved game, editor and project manager startup time.
* Editor uses .godot/shader_cache to store shaders.
* Game uses user://shader_cache
* Project manager uses $config_dir/shader_cache
* Options to tweak shader caching in project settings.
* Editor path configuration moved from EditorSettings to new class, EditorPaths, so it can be available early on (before shaders are compiled).
* Reworked ShaderCompilerRD to ensure deterministic shader code creation (else shader may change and cache will be invalidated).
* Added shader compression with SMOLV: https://github.com/aras-p/smol-v
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gltf: Fix mesh nodes which are also bones.
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Fixes #34541
Renamed MAX_DIGITS to MAX_DECIMALS, since it only changes the
amount of digits after the decimal point.
Increased MAX_DECIMALS to 32, and made String::num use
MAX_DECIMALS consistently. If -1 is passed as
decimal precision to String::num, it now gets changed to
the correct precision based on the number's magnitude,
instead of using printf default(which is 6)
String::num_real also calculates the correct precision now.
Also made the types used in floating-point math more
consistent in a few places.
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DavidCambre/VisualScript_Missing_SequencePort_Seed
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Fix issue when two skeletons end up directly parented.
Prevent animating TRS for skinned Mesh node.
Fix animating weights on meshes with targets but no weights.
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