Age | Commit message (Collapse) | Author |
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Rename remaining "*_enable" to "*_enabled"
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Show warning when scaling Light3D nodes
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Remove invalid suffix hint for enum property
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Rename AudioStreamPlayer3D's `unit_db` to `volume_db`
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Remove leading spaces from enumerator name hints
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For `PROPERTY_HINT_ENUM` properties, enumerator names can be provided as
a comma separated list. There're a few properties that add leading
spaces to the names (e.g. `First, Second, Third`).
These spaces are included in the Inspector dropdown, which is
unexpected.
It's better to leave the surrounding spaces untouched because it could
be part of the resulting string value (the variable is a string enum).
And most other enum hints don't contain surrounding whitespaces.
This PR removes the spaces and documents this `PROPERTY_HINT_ENUM`
behavior.
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In other classes, the function _validate_property is declared as protected (in the case of Area2D), but in Area3D it's declared as private, which causes compile errors when trying to extend the class in a C++ module for example.
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change warnings=all to use /W4.
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Revert "Turn on recovery as collisions only for floor snapping"
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to unwanted behaviour for other surface than the floor."
This reverts commit 10395f5df2a1cac6ed83e674c084e62a88fcdde9.
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Remove usage of unitialized variables
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Fix `hide_slider` vs `no_slider` inconsistency in editor property code
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Instead of exporting the "create_debug_tangents" function via
METHOD_FLAG_EDITOR it gets executed by an editor plugin.
This moves it from the "Manage object properties" menu into a mesh menu. It also adds undo/redo functionality to the create debug tangents option.
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This also removes `OS::can_use_threads` from the public API since it's always
true.
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Fail `look_at()` if not inside tree
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Update NavigationAgent to use query_path
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Validate physical light units in GI classes.
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This paves the way for having agents respond to link traversal.
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Improve consistency of NavigationRegion setters
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get_reference_count()`
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Material.`proximity_fade_enable` -> `proximity_fade_enabled`
Material.`set_proximity_fade` -> `set_proximity_fade_enabled`
(Material.`is_proximity_fade_enabled` is unchanged)
Area3D.`reverb_bus_enable` -> `reverb_bus_enabled`
(`set_use_reverb_bus` & `is_using_reverb_bus` are unchanged)
RDPipelineRasterizationState:
`depth_bias_enable` -> `depth_bias_enabled`
`set_depth_bias_enable` -> `set_depth_bias_enabled`
`get_depth_bias_enable` -> `get_depth_bias_enabled`
Bonus:
Area3D.`set_reverb_bus` -> `set_reverb_bus_name`
Area3D.`get_reverb_bus` -> `set_get_reverb_bus_name`
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make `body_set_state_sync_callback` take a `Callable`
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`Sprite3D`/`AnimatedSprite3D` Fix drawing `AtlasTexture`s with vertical margins differently than in 2D
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Change return type of `get_configuration_warnings` to `PackedStringArray`
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Turn on recovery as collisions only for floor snapping
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unwanted behaviour for other surface than the floor.
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than in 2D
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`SpriteBase3D`
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fabriceci/add-recovery-as-collision-in-low-level-methods
Add recovery_as_collision in move_and_collide/test_move
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AudioStreamPlayer3D.`unit_db` -> `volume_db`
Now matches the same name AudioStreamPlayer and AudioStreamPlayer2D use.
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- Use 3 bounces by default.
- Enable environment lighting from the scene by default.
- This is not done in `3.x` for compatibility with existing projects,
but it makes sense to do this by default since pretty much all
outdoor scenes benefit from this.
- Set the custom environment color to white (like ReflectionProbe).
- Its default energy is still 0, so it's invisible by default.
- Enable the generation of dynamic object probes by default.
- Tweak the `max_texture_size` property hint for better usability.
- Improve error messages when passing invalid sizes to
`LightmapGI.set_max_texture_size()`.
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Allow negative `speed_scale` in AnimatedSprite2D & 3D
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a Callable
Prefer Callable to a C-style callback. This is helpful for GDExtension.
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Add checks for physical light units in a few more places to ensure they aren't used when disabled.
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If the `speed_scale` is set to a negative value, the animation plays in reverse.
The second parameter of `play()` still reverses as before. if `speed_scale` and the second parameter of `play()` is true, the animation plays forward.
Also updates the documentation to better describe the pausing and playing behaviour.
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Implement `Area[2D/3D].has_overlapping_[bodies/areas]`
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