Age | Commit message (Collapse) | Author |
|
* New syntax is type safe.
* New syntax allows for type safe virtuals in native extensions.
* New syntax permits extremely fast calling.
Note: Everything was replaced where possible except for `_gui_input` `_input` and `_unhandled_input`.
These will require API rework on a separate PR as they work different than the rest of the functions.
Added a new method flag METHOD_FLAG_OBJECT_CORE, used internally. Allows to not dump the core virtuals like `_notification` to the json API, since each language will implement those as it is best fits.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Optimise `is_layout_rtl`.
|
|
|
|
|
|
Found via `codespell -q 3 -S ./thirdparty,*.po,./DONORS.md -L ackward,ang,ans,ba,beng,cas,childs,childrens,dof,doubleclick,fave,findn,hist,inout,leapyear,lod,nd,numer,ois,ony,paket,seeked,sinc,switchs,te,uint`
|
|
|
|
|
|
* Added explicit return type to the SNAME macro.
* Add some extra SNAME usages.
* Change some ClassDB methods to use const StringName & arguments.
* Cache the Window parent in Control because it's used in
is_layout_rtl(), which is called often.
* Only enable internal processing for viewports that need it.
* Change CanvasItem::group to be a StringName because it's only used as
that.
|
|
|
|
Fix Control::get_screen_position() not considering viewport scale
|
|
* Functions to convert to/from degrees are all gone. Conversion is done by the editor.
* Use PROPERTY_HINT_ANGLE instead of PROPERTY_HINT_RANGE to edit radian angles in degrees.
* Added possibility to add suffixes to range properties, use "min,max[,step][,suffix:<something>]" example "0,100,1,suffix:m"
* In general, can add suffixes for EditorSpinSlider
Not covered by this PR, will have to be addressed by future ones:
* Ability to switch radians/degrees in the inspector for angle properties (if actually wanted).
* Animations previously made will most likely break, need to add a way to make old ones compatible.
* Only added a "px" suffix to 2D position and a "m" one to 3D position, someone needs to go through the rest of the engine and add all remaining suffixes.
* Likely also need to track down usage of EditorSpinSlider outside properties to add suffixes to it too.
|
|
Rename `is_a_parent_of()` to `is_ancestor_of()`
|
|
* Deprecates GDNative in favor of a simpler, lower level interface.
* New extension system allows registering core engine classes.
* Simple header interface in gdnative_interace.h
|
|
|
|
|
|
|
|
|
|
|
|
Warn about changing size only when it's relevant
|
|
- Update Viewport MSAA property hints to match the currently
exposed values.
- Add some performance hints to property hints.
|
|
|
|
Renamed incorrect "hint" variable names to "usage" in
`_get_property_list()`, as "hint" implies one of the PROPERTY_HINT_*
values, which is not the case here.
|
|
|
|
Previously, the warnings were passed as a string and delimitation of which were hard coded at each implementation.
|
|
Add methods to remove theme overrides
|
|
Fix removal of `rect_min_size` not triggering resize
|
|
fixes #46672
|
|
|
|
|
|
|
|
|
|
|
|
|
|
This reverts commit ef1d58f034233a0d8b5d0b5dbf539e851ffc726c.
|
|
|
|
Allow to create a node at specific position
|
|
|
|
|
|
|
|
-Advanced Settings toggle also hides advanced properties when disabled
-Simplified Advanced Bar (errors were just plain redundant)
-Reorganized rendering quality settings.
-Reorganized miscelaneous settings for clean up.
|
|
-For inspector refresh, the inspector now detects if a property change by polling a few times per second and then does update the control if so. This process is very cheap.
-For property list refresh, a new signal (property_list_changed) was added to Object. _change_notify() is replaced by notify_property_list_changed()
-Changed all objects using the old method to the signal, or just deleted the calls to _change_notify(<property>) since they are unnecesary now.
|
|
Allow to override drop data in LineEdit
|
|
|
|
Happy new year to the wonderful Godot community!
2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.
We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)
Here's to a great year 2021 for all Godot users 🎆
|