Age | Commit message (Collapse) | Author |
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References to "idle time" are progressively being replaced by
"process time" throughout the engine to avoid confusion.
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multiplayer - remove child on despawn instead of just queue_delete
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Add autocompletion for `AnimatedSprite.play()`
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This feature makes it possible to workaround problems such as:
- long baking time due to heavy synchronization when parsing geometry
from mesh instances
- crash when freeing `NavigationMeshInstance` while baking
- errors when actively baking node tree is being detached from the
scene tree
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* Changed to use the same stages as extensions.
* Makes the initialization more coherent, helping solve problems due to lack of stages.
* Makes it easier to port between module and extension.
* removed the DRIVER initialization level (no longer needed).
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Implemented by request of @neikeq to advance in the GDExtension version of Mono.
* If a Resource type is missing upon load, it will be remembered together with its data (Unless manually overriden).
* If a Node type is missing upon load, it will be also be remembered together with its data (unless deleted).
This feature makes working with GDExtension much easier, as it ensures that missing types no longer cause data loss.
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Inlcude CanvasLayer transform into calculation of Control screen position
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Decrease default sizes of some primitive and CSG meshes for consistency
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Rename Transform2D and Basis `elements` to `columns` and `rows` respectively
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Remove `RES` and `REF` typedefs in favor of spelled out `Ref<>`
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Improvements to AnimationNodeStateMachine
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Reverse tangents of capsule mesh
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These typedefs don't save much typing compared to the full `Ref<Resource>`
and `Ref<RefCounted>`, yet they sometimes introduce confusion among
new contributors.
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- Open the menu to add new animation nodes by dragging the transitions to
empty areas and automatically connecting them.
- Adds box selection to the state machine.
- Add feature to group/ungroup selected nodes in a "sub" state machine.
- Add start/end node by default. In addition, add new color to these
nodes to differentiate then.
- Add tooltip for transitions to show the connection "from -> to".
- Add new "type" of transition line when multiple transitions are
grouped.
- Add popup to connect nodes in sub state machine.
- Add dialog to select which nodes can be deleted when they are grouped.
- Add classes:
AnimationNodeStartState
AnimationNodeEndState
EditorAnimationMultiTransitionEdit
- Implements disabled transition
API Changes:
- Now it's posible to add transitions between state machines,
`AnimationNodeStateMachine::add_transition` will works with relative path,
this means you can use it like this `add_transition("Idle", "Walk", tr)`
or `add_transition("Idle", "StateMachine/Shoot)`.
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Didn't commit all the changes where it wants to initialize a struct
with `{}`. Should be reviewed in a separate PR.
Option `IgnoreArrays` enabled for now to be conservative, can be
disabled to see if it proposes more useful changes.
Also fixed manually a handful of other missing initializations / moved
some from constructors.
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Add get_region_rid() to NavigationRegion2D and NavigationRegion3D
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Add get_region_rid() to NavigationRegion2D and NavigationRegion3D
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Add dithering to ProceduralSkyMaterial to combat banding
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fabriceci/fix-move-and-collide-reported-collisions
Fix wrong collision reported on move_and_collide
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Add a Skew property to StyleBoxFlat
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Replaced `loops_current` with `end_loop` in `AnimationNodeStateMachinePlayback`
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Corrected ordering of Left/Top/Right/Bottom properties
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* Placeholder textures
* Placeholder meshes
* Placeholder material
This PR is the first step towards implementing https://github.com/godotengine/godot-proposals/issues/2756
It adds an asset type that uses no resources, which can be used to replace the existing ones on export for using on the upcoming server export.
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