Age | Commit message (Collapse) | Author |
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See #43689.
Also 'fixed' some spelling for behavior in publicly visible strings.
(Sorry en_GB, en_CA, en_AU, and more... Silicon Valley won the tech spelling
war.)
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Prevents `Timer` to prematurely start and timeout immediately if internal
processing is enabled manually with `Timer.set_process_internal(true)` or
`Timer.set_physics_process_internal(true)`.
Even if the internal processing is enabled manually, the user still has to
actually start the timer with `start()` method explicitly.
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Remove all empty lines from the start of blocks defined with braces
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Lowering the Minimum Unit at Shape3D and Cameras
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Fix WAV resources ignoring the AudioServer's 'global_rate_scale' value
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Rename the `type` parameter to `node_type` in Theme and Control
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Remove property groups for Pause Mode and Script
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Added hysteresis for popup sub-menus
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Each of those only grouped 1 property, making them useless.
This closes https://github.com/godotengine/godot-proposals/issues/1840.
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Expose LineEdit scroll offset to scripts
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The underscore prefix was used to avoid the conflict between the `RID` class
name and the matching enum value in `Variant::Type`.
This can be fixed differently by prefixing uses of the `RID` class in `Variant`
with the scope resolution operator, as done already for `AABB`.
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This adds a small lag effect when opening submenus which allow the user to move directly to an item on the submenu without worrying about avoiding the autohide regions.
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-Removed FuncRef, since Callable makes it obsolete
-Removed int_types.h as its obsolete in c++11+
-Changed color names code
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Remove `Color.contrasted()` as its behavior is barely useful
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Includes various changes triggered by the refactoring of method bindings.
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Also separated Light2D in PointLight2D and DirectionalLight2D.
Used PointLight2D because its more of a point, and it does not work
the same as OmniLight (as shape depends on texture).
Added a few utility methods to Rect2D I needed.
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do not drop mouseover on WM_MOUSE_EXIT
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Returning the most contrasting color isn't a trivial task, as there
are often many possible choices. It's usually best left for the user
to implement using a script.
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The return type for `_make_custom_tooltip` is clarified as Control, and users
should make sure to return a visible node for proper size calculations.
Moreover in the current master branch, a PopupPanel will be added as parent
to the provided tooltip to make it a sub-window.
Clarifies documentation for `Control._make_custom_tooltip`, and shows how to
use the (until now undocumented) "TooltipPanel" and "TooltipLabel" theme types
to style tooltips.
Fixes #39677.
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Fix premature end of animation playing backwards
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-Rename pixel_snap to snap_2d_to_vertices
-Added snap_2d_to_transforms which is more useful
Fixes #41814
Solves proposal https://github.com/godotengine/godot-proposals/issues/1666
Supersedes #35606, supersedes #41535, supersedes #41534
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Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro>
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-Allows merging several 2D objects into a single draw operation
-Use current node to clip children nodes
-Further fixes to Vulkan barriers
-Changed font texture generation to white, fixes dark eges when blurred
-Other small misc fixes to backbuffer code.
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introduced in https://github.com/godotengine/godot/pull/43026
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fix(sprite2d): Rect is not handling pixel snap
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Put unselected tabs back in TabContainer control
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related https://github.com/godotengine/godot/issues/42985
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This makes it clearer that it expects a node type as a string
(such as "Label") instead of a type like "TYPE_ARRAY".
This is backwards-compatible since only the name of the parameter
is changed, not its order.
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missing parenthesis were added to prevent conditional statement from interacting with operations
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include parent display location in popup location calculation
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Fixup `ColorRamp` to `Gradient` renames
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Fixes issue #42722
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-Removed normal/specular properties from nodes
-Create CanvasTexture, which can contain normal/specular channels
-Refactored, optimized and simplified 2D shaders
-Use atlas for light textures.
-Use a shadow atlas for shadow textures.
-Use both items aboves to make light rendering stateless (faster).
-Reorganized uniform sets for more efficiency.
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