Age | Commit message (Collapse) | Author |
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Add SceneTree.unload_current_scene()
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Provides an obvious way to unload the currently loaded scene (which is nowhere to be found in the docs).
The SceneTree.change_scene_to() method must now always provide a valid PackedScene.
Fixes #63565.
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Set main window min. size via Window object instead of DisplayServer to preserve it during window updates.
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* All core types masks are now correctly marked as bitfields.
* The enum hacks in MouseButtonMask and many other types are gone. This ensures that binders to other languages non C++ can actually implement type safe bitmasks.
* Most bitmask operations replaced by functions in BitField<>
* Key is still a problem because its enum and mask at the same time. While it kind of works in C++, this most likely can't be implemented safely in other languages and will have to be changed at some point. Mostly left as-is.
* Documentation and API dump updated to reflect bitfields in core types.
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Add support for the custom initial screen for the main window, fix primary screen detection.
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Add reparent methods to Node
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screen detection.
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Add PropertyInfo overload for GLOBAL_DEF
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As many open source projects have started doing it, we're removing the
current year from the copyright notice, so that we don't need to bump
it every year.
It seems like only the first year of publication is technically
relevant for copyright notices, and even that seems to be something
that many companies stopped listing altogether (in a version controlled
codebase, the commits are a much better source of date of publication
than a hardcoded copyright statement).
We also now list Godot Engine contributors first as we're collectively
the current maintainers of the project, and we clarify that the
"exclusive" copyright of the co-founders covers the timespan before
opensourcing (their further contributions are included as part of Godot
Engine contributors).
Also fixed "cf." Frenchism - it's meant as "refer to / see".
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Improve `window_set_current_screen` and fix secondary window initial mode and positions.
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preserve it during window updates.
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and positions.
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Scale MSDF font outline with the font size and MSDF source size to match dynamic font behavior.
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Include the follow-viewport-transform into CanvasLayer transform calculations
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The following-viewport-transform was missing from several calculations
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dynamic font behavior.
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Calinou/viewport-transparent-background-rename-project-setting
Move transparent background project setting to a subsection
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This prevents the project setting from being located directly within
a root category, which is confusing from an UX perspective in the
project settings editor.
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Fix missing check if shortcut event is handled for Control-nodes
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Control-nodes without a shortcut-context were missing a check if
the event was handled, so that a single shortcut-event was passed to
multiple Control-nodes.
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Rename all gdnative occurences to gdextension
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Non-exhaustive list of case-sensitive renames:
GDExtension -> GDNative
GDNATIVE -> GDEXTENSION
gdextension -> gdnative
ExtensionExtension ->Extension (for where there was GDNativeExtension)
EXTENSION_EXTENSION ->EXTENSION (for where there was GDNATIVE_EXTENSION)
gdnlib -> gdextension
gdn_interface -> gde_interface
gdni -> gde_interface
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`window_get_position_with_decorations`.
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Added option to `get_path_to()` to get the shortest path considering unique name
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Calinou/projectsettings-vrs-texture-allow-more-formats
Allow all lossless image formats to be used for VRS texture project setting
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Fix Viewport root order after Node2D raise
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Viewport cancels existing tooltip when window looses focus
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fixes #68197
when NOTIFICATION_WM_WINDOW_FOCUS_OUT is recieved by a viewport it will now call
_gui_cancel_tooltip() to avoid it hanging around after the mouse events stop
coming in
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Make `Node.print_orphan_nodes()` static
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Update "Parent node is busy" errors to use `Callable.call_deferred()`
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Also fixes outdated method names in the messages.
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Previously the Viewport didn't initialize its canvas transform in the
RenderingServer.
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Decompress each body chunk over multiple iterations, this causes more
reallocations, but it ensures decompression will not fail no matter the
compression ratio.
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WebP can also be lossy, but the class reference now warns about the
requirement to use a lossless format for the VRS texture to work correctly.
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Remove more instances of 'instance' being used as a verb
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`SceneTree` Fix storing removed nodes to be skipped by the group calls
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