Age | Commit message (Collapse) | Author |
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Also changed CapsuleMesh to make settings consistent between render and
physics.
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Use key enum instead of plain integers for input code
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Various text layout improvements (TextLine, TextParagraph, Label, TextServer)
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Node Auto Arrangement in GraphEdit/VisualScript/VisualShader
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This PR and commit adds the functionality to arrange nodes in VisualScript/VisualShader editor. The layout generated by this
feature is compact, with minimum crossings between connections
& uniform horizontal & vertical gaps between the nodes.
This work has been sponsored by GSoC '21.
Full list of additions/changes:
• Added arrange_nodes() method in GraphEdit module.
• This method computes new positions for all the selected
nodes by forming blocks and compressing them.
The nodes are moved to these new positions.
• Adding this method to GraphEdit makes it available for
use in VisualScript/VisualShaders editors and its other
subclasses.
• Button with an icon has been added to call arrange_nodes() in GraphEdit.
• This button is inherited by VisualScript/VisualShaders editors
to invoke the method.
• Undo/redo is functional with this method.
• By using signals in arrange_nodes(), position changes are registered
in undo/redo stack of the subclass that is using the method.
• Metadata of the method has been updated in ClassDB
• Method description has been added to class reference of GraphEdit
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Fix 3D moving platform logic
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Same thing that was already done in 2D, applies moving platform motion
by using a call to move_and_collide that excludes the platform itself,
instead of making it part of the body motion.
Helps with handling walls and slopes correctly when the character walks
on the moving platform.
Also made some minor adjustments to the 2D version and documentation.
Co-authored-by: fabriceci <fabricecipolla@gmail.com>
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Fix infinite loop when creating a newly inherited GDScript file
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Fix applied rotation from moving platforms in move_and_slide
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When synchronizing CharacterBody motion with moving the platform using
direct body state, only the linear velocity was taken into account.
This change exposes velocity at local point in direct body state and
uses it in move_and_slide to get the proper velocity that includes
rotations.
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Continue when glTF2 lights fail to parse.
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Implement inherits_script() for NativeScript and PluginScript
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Ensure MSBuildPanel buttons are instantiated
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Add a missing call to disable warnings on a forked env for freetype's
`sfnt.c`.
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Fix LSP parsing get_node only from the scene root
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[Net] Default @rpc annotation should be puppet, not master.
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While the client emitting "peer_connect" for the server, the status was
still set to CONNECTION_CONNECTING, causing bugs in the upper layer.
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- Implements new `KeyValuePairs` and `KeyValuePairAt` internal calls
to get the `key` and the `value` in one call.
- Caches the `DictionaryEntry` to reuse properties without repeating
internal calls.
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Adds documentation to `Godot.Collections.Dictionary` in C#.
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Renames `RotationQuaternion` to be more consistent with `get_rotation_quaternion`
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Renames `RandSeed` method to be more consistent with `Math::rand_from_seed`
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Add theme item descriptions to the online documentation
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Implement LSP didSave notification and rename request
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[Net] Implement RPC channels in MultiplayerAPI.
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- Extracts the parameters logic to a single method
- Simplify the handling of null parameters
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Implemented initial DAP support
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Implemented "output" event
Refactored "seq" field generation
Prevent debugging when editor and client are in different projects
Removed unneeded references to peer on the parser
Refactored way to detect project path
Implemented "setBreakpoints" request
Fix double events when terminating from client
Refactored "stopped" event
Implemented "stopped" with breakpoint event
Implemented "stackTrace", "scopes" and "variables" request
Report incoming number of stack dump variables
Implemented proper reporting of scopes and variables from stack frames
Prevent editor from grabbing focus when a DAP session is active
Implemented "next" and "stepIn" requests
Implemented "Source" checksum computing
Switched expected errors from macros to silent guards
Refactored message_id
Respect client settings regarding lines/columns behavior
Refactored nested DAP fields
Implement reporting of "Members" and "Globals" scopes as well
Fix error messages not being shown, and improved wrong path message
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WebsocketPeer outbound buffer fixes and buffer size query
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