Age | Commit message (Collapse) | Author |
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Fix key mapping changes when moving from macOS to other platform.
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Rename raise() to move_to_front()
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Rename `change_scene()` and `change_scene_to()`
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[Net] Rename "ssl" references to "tls" in methods and members.
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Remove / Replace old Navigation Debug Visualization
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Before this change, the SceneTree had methods named “change_scene” and
“change_scene_to”. One of them accepted a String as a parameter and the
other accepted a PackedScene, but you couldn’t tell which one was which
just by looking at their names.
This change renames those two methods to “change_scene_to_file” and
“change_scene_to_packed”. These new names came from this suggestion [1].
These new names make the difference between the two methods more clear
and hint at the fact that there’s more than one change_scene method.
[1]: <https://github.com/godotengine/godot/issues/27640#issuecomment-1081870955>
Fixes #27640.
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finished, instead of waiting for first redraw.
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Removes separate `Command` key (use `Meta` instead).
Adds an event flag to automatically remap `Command` <-> `Control` (cannot be set alongside `Control` or `Meta`).
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- removes / replaces leftovers from old navigation debug code
- cleanes SceneTree and ProjectSettings from old navigation debug
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Condition "!is_inside_tree()" is true" when AcceptDialog was visible from the editor.
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Fix file list in FileDialog not updating on first run
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Add all/individual setters for StyleBox default margins and StyleBoxTexture margin size and unbind `StyleBox*.set_*_individual()` methods
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Allow SplitContainer to have a grab area larger than its visual grabber
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was visible from the editor.
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Unbinds the following methods:
- StyleBox.set_default_margin_individual()
- StyleBoxFlat.set_corner_radius_individual()
- StyleBoxFlat.set_expand_margin_individual()
- StyleBoxTexture.set_expand_margin_individual()
- StyleBoxTexture.set_margin_size_individual()
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`percent_visible` -> `show_percentage`
`set_percent_visible` -> `set_show_percentage`
`is_percent_visible` -> `is_percentage_shown`
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With the introduction of Scene Unique Nodes, `is_unique_in_owner`, "Unique Name in Scene" and other descriptions related to the feature, the second parameter of add_child() and add_simbling() could be misunderstood to be related, at first glance.
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Add conversion for uniform_name property in visual shader
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Make `AcceptDialog` and derivatives utilize `StyleBox` fully
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Trashtalk217/fix-_edit_get_rect-navigation-link-2D
Fixed crash with calling _edit_get_rect() on NavigationLink2D
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Improve naming of theme properties throughout GUI code
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Rename CONNECT_ONESHOT to CONNECT_ONE_SHOT
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Rename every instance of `caret_blink_speed` to `caret_blink_interval`
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calling _edit_get_rect()
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Rename ItemList's bg -> panel
Rename ItemList's bg_focus -> focus
Rename ProgressBar's bg -> background
Rename ProgressBar's fg -> fill
Rename Tree's bg -> panel
Rename Tree's bg_focus -> focus
Rename ScrollContainer's bg -> panel
Rename FileDialog's *_icon_modulate -> *_icon_color
Rename FileDialog's files_disabled -> file_disabled_color
Rename CheckButton's on/off -> checked/unchecked
Rename check_v_adjust -> check_v_offset
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For consistency. Every other exposed `one_shot` is spaced out like this.
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It's been changed in EditorSettings, LineEdit, TextEdit.
Affects setters and getters, and passed parameters, too.
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Rename TileMap/GridMap.`world_to_map` and opposite to `local_to_map`
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Rename `PopupMenu`'s `set/get_current_index()` to `set/get_focused_item()`
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Rename Camera2D's `*_screen_center` and `*_position` to `get_screen_center_position` and `get_target_position`
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Replace AABB/Rect2/Rect2i has_no_* methods with has_* methods
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Rename `range_lerp` to `remap`
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Fix AudioStreamPlayer not resuming after returning to SceneTree
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For both TileMap and GridMap:
- `world_to_map` -> `local_to_map`
- `map_to_world` -> `map_to_local`
Also changes any mention of "world" in this context to "local" to avoid future confusion.
Finally, updates the docs of both methods for consistency.
In particular, adding a note on how to convert the returned values from local to global coordinates and vice versa.
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AlmightyLaxz/prevent-shapecast3d-debug-without-debugcollisions
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