Age | Commit message (Collapse) | Author |
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C#: Make property accessors internal
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[MP] Fix nested spawning during "ready".
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We want our spawns to be notified after ready, but we need to notify
them in the order they entered tree, so that nested spawners can be used
during "ready" (instead of having to await a frame).
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GDScript: Fix typing of iterator in for loop
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Make script annotations be placed before `class_name` and `extends`
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adamscott/fix-reduce-identifier-from-base-class-script-retrieval
Fix cyclic reference errors while reducing identifiers
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C#: Implement `Mathf.SinCos`
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Fixes https://github.com/godotengine/godot/issues/69941
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Implement `Mathf.SinCos` that wraps a call to `System.Math.SinCos`,
this allows us to use the `SinCos` method more conveniently with
`real_t`.
Using `Math.SinCos` is often cheaper than separate calls to `Math.Sin`
and `Math.Cos`, and they are often used together.
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Class reference: snake_case .tscn & .gd filenames, _on_* callbacks
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Add EditorUndoRedoManager singleton
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Improve the documentation of GLTFDocument's append methods
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C#: Make `Length` and `LengthSquared` into methods in `Quaternion`.
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C#: Sync `Plane` with Core
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C#: Add missing `Transform{2D,3D}` and `Basis` constructors
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C#: Replace `Rotation` and `Scale` properties with get methods
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Fix arm64 build when using Clang
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Co-authored-by: Dmitrii Maganov <vonagam@gmail.com>
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- Add `Plane(Vector3)` constructor.
- Rename `IntersectRay` to `IntersectsRay`.
- Rename `IntersectSegment` to `IntersectsSegment`.
- Replace `Center` property with `GetCenter` method.
- Add and fix documentation about the _normal_ parameter
to Core and C# documentation.
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Previously, custom class would only auto-complete for types in GDScript.
This applies it to identifiers as well.
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- Remove `Transform3D(Quaternion, Vector3)` constructor from C#.
- Add `Transform3D(Projection)` constructor to C#.
- Add documentation to the `Transform3D(Projection)` constructor in Core.
- Add `Transform3D` constructor with only real_t params to C# that mirrors `Transform2D`.
- Expose `Basis` constructor with only real_t params in C#.
- Add `Transform2D(real_t, Vector2, real_t, Vector2)` constructor to C#.
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This is for:
https://github.com/godotengine/godot-docs/issues/6245
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- Replace `Rotation` property with `GetRotation` method in `Transform2D`.
- Replace `Scale` property with `GetScale` method in `Transform2D`.
- Replace `Scale` property with `GetScale` method in `Basis`.
Core does not expose set methods.
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The `Length` and `LengthSquared` members are implemented as methods
in every other C# struct, `Quaternion` was the only one implementing
them as properties.
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raulsntos/dotnet/remove-spherical_interpolate_with
C#: Remove `SphericalInterpolateWith` from Transform3D
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raulsntos/dotnet/intersects-without-include_borders
C#: Remove `includeBorders` parameter from `Rect2i.Intersects` and `AABB.Intersects`
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C#: Sync `Basis` with Core
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- Remove `GetOrthogonalIndex` method (moved to `GridMap`).
- Remove `GetRow` and `SetRow` methods.
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`AABB.Intersects`
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Add `IsFinite` to C# Variants
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Add `IsZeroApprox` to C# vectors
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Refactor ProjectSetting overrides
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GDScript: Fix infinite recursion in resolution of enum values
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Implement export_multiline support for Array[String] and Dictionary
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* Overrides no longer happen for set/get.
* They must be checked with a new function: `ProjectSettings::get_setting_with_override()`.
* GLOBAL_DEF/GLOBAL_GET updated to use this
This change solves many problems:
* General confusion about getting the actual or overriden setting.
* Feature tags available after settings are loaded were being ignored, they are now considered.
* Hacks required for the Project Settings editor to work.
Fixes #64100. Fixes #64014. Fixes #61908.
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Fix for navmesh baking when parsing StaticBody colliders
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etcpak: Fix ETCPAK_TYPE_ETC2_RA_AS_RG
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GDScript: Fix some issues with assignments that involve untyped things
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Add default virtual `gdscript://` path to `GDScript` instances
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GDScript: Fix extending abstract classes, forbid their construction
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