Hugo Locurcio
554742312d
Document overriding project settings that have feature tags
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This non-obvious behavior can take a while to discover and fix,
so it's important to mention it in the class reference.
2021-04-12 21:51:08 +02:00
Hugo Locurcio
6c9259ff2f
Fix feature tag casing in the Windows pen tablet project setting name
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Feature tags are case-sensitive.
2021-03-22 14:18:48 +01:00
Paul Joannon
8455e901f3
class reference proofreading
2021-03-19 13:21:20 +01:00
Rémi Verschelde
4ca1e73ff9
doc: Sync classref with current source
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And move GLTF docs to its module folder.
2021-03-18 16:37:43 +01:00
Gilles Roudière
ba1344408f
Implement Navigation layers
2021-03-10 11:23:06 +01:00
Gilles Roudière
a9dc53d152
Remove Navigation2D/3D nodes, and move the navigation map to the world resource
2021-03-10 11:23:06 +01:00
Rémi Verschelde
469ac1e415
doc: Sync classref with current source
2021-03-10 10:54:21 +01:00
Fabio Alessandrelli
f34c7982c5
[HTML5] Respect allow_hidpi option during setup
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The option was forced to `true` before, unlike on other platforms.
2021-03-08 23:37:53 +01:00
Rémi Verschelde
afd0df7921
Merge pull request #46386 from KoBeWi/projekt_settingz
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Clarify ProjectSettings.save for exported projects
2021-03-07 10:17:59 +01:00
kobewi
156c402f2b
Allow to save override.cfg with ProjectSettings
2021-03-07 01:21:44 +01:00
Mateo Kuruk Miccino
89283b7b53
Logger: Cache 'flush_stdout_on_print' to improve performance, and works before ProjectSettings starts.
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ProjectSetting: Now 'application/run/flush_stdout_on_print' requires a restart of the Editor to take effect
2021-02-28 19:36:10 -03:00
PouleyKetchoupp
c4b116cff7
Added option in project settings to draw Shape2D outlines
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Disabling collision outlines can be useful for performance when the game
is running and many collision shapes are displayed.
2021-02-25 07:52:50 -07:00
Rémi Verschelde
0d1d719178
doc: Sync classref with current source
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And fix various bogus bindings following previous PRs.
2021-02-19 14:39:14 +01:00
bruvzg
3e0262509f
Move tablet driver API from OS to DisplayServer.
2021-02-18 17:12:24 +02:00
Rémi Verschelde
9b623635c8
doc: Sync classref with current source
2021-02-08 12:34:28 +01:00
Rémi Verschelde
fb01d057af
doc: Sync classref with current source
2021-01-28 11:26:37 +01:00
Rémi Verschelde
a3b76e26f3
doc: Sync classref with current source
2021-01-06 15:23:58 +01:00
Rémi Verschelde
215d18814e
doc: Sync classref with current source
2021-01-04 14:33:44 +01:00
Rémi Verschelde
96aff740fe
Merge pull request #44809 from Calinou/physics-render-layers-zero-index
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Use zero-indexing for physics and render layer names
2021-01-01 23:37:37 +01:00
Hugo Locurcio
bd0b7003e0
Document the desktop-only file logging setting override
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This closes https://github.com/godotengine/godot-docs/issues/4505 .
2020-12-30 18:39:50 +01:00
Hugo Locurcio
f87d42f4ca
Use zero-indexing for physics and render layer names
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The first layer is now Layer 0 instead of Layer 1, and the last
layer is now Layer 19 instead of Layer 20.
This helps reference physics and render layers from scripts since
layers start from 0 there.
2020-12-30 16:03:11 +01:00
clayjohn
44f8922305
Port ASSAO to Godot to replace SAO
2020-12-21 23:08:59 -08:00
Hugo Locurcio
341b9cf15a
Add a project setting to enable stdout flushing in release builds
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This can be used in server builds for journalctl compatibility.
2020-12-15 16:40:52 +01:00
Rémi Verschelde
1a001ad964
doc: Sync classref with current source
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And fixups:
- Add missing bindings in RenderingServer
- Remove duplicate ArrayMesh enum bindings (they're in Mesh already)
- Remove redundant _unhandled_key_input binding in Control (it's in Node
already)
2020-12-04 22:28:08 +01:00
Rémi Verschelde
53b23c6bdc
Merge pull request #43922 from Calinou/doc-projectsettings-globalize-path
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Improve the `ProjectSettings.globalize_path()` documentation
2020-11-28 10:29:23 +01:00
Hugo Locurcio
f415db5b75
Improve the ProjectSettings.globalize_path()
documentation
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This closes https://github.com/godotengine/godot-docs/issues/4409 .
2020-11-27 17:12:13 +01:00
bruvzg
7e2c0ffd1a
[Complex Text Layouts] Add TextServer documentation. Update Font, CanvasItem, Theme and modified controls documentation.
2020-11-26 14:25:52 +02:00
Rémi Verschelde
7a2d721536
Merge pull request #43509 from Calinou/doc-projectsettings-packetpeerstream-size
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Clarify packet peer `max_buffer_po2` in ProjectSettings documentation
2020-11-16 14:52:24 +01:00
Hugo Locurcio
c475b1fd0b
Clarify packet peer max_buffer_po2
in ProjectSettings documentation
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This closes https://github.com/godotengine/godot-docs/issues/4364 .
2020-11-16 14:13:59 +01:00
Rémi Verschelde
91dd6da2ff
Merge pull request #43246 from HaSa1002/docs-lang-5
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Docs: Port code examples to C# (M, N, O, P, Q, R)
2020-11-16 09:16:18 +01:00
HaSa1002
a3df26e554
Docs: Port Code Examples to C# (M, N, O, P, R)
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Includes:
* MarginContainer
* NavigationPolygon
* Node
* NodePath
* OS
* PackedByteArray
* PackedScene
* PacketPeerUDP
* PCKPacker
* Performance
* PhysicsShapeQueryParameters2D
* PhysicsShapeQueryParameters3D
* PrimitiveMesh
* ProjectSettings
Co-authored-by: Aaron Franke <arnfranke@yahoo.com>
2020-11-09 10:05:53 +01:00
Rémi Verschelde
a9bc440311
Merge pull request #41746 from Calinou/doc-projectsettings-fullscreen-borderless
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Improve the documentation related to fullscreen and borderless settings
2020-11-06 14:34:22 +01:00
Rémi Verschelde
424cd00f8b
doc: Sync classref with current source + fixup some bindings
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Includes various changes triggered by the refactoring of method bindings.
2020-11-04 15:38:26 +01:00
Hugo Locurcio
a1f81a52df
Improve the documentation related to fullscreen and borderless settings
2020-10-28 14:30:33 +01:00
Juan Linietsky
53d5a252bb
Revert "Replace SAO implementation with MSSAO"
2020-10-18 19:27:51 -03:00
clayjohn
366ee46774
Replace SAO implementation with MSSAO
2020-10-18 13:15:51 -07:00
Rémi Verschelde
7baefe812a
Merge pull request #42604 from KoBeWi/da100mp
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Correct the doc about linear damping
2020-10-13 11:53:01 +02:00
Tomasz Chabora
ebca7d4e4e
Correct the doc about linear damping
2020-10-13 11:41:18 +02:00
Charles Merriam
5160a9f650
Fix typo in the ProjectSettings class documentation
2020-10-13 09:55:31 +02:00
Rémi Verschelde
a33fe75050
doc: Sync classref with current source
2020-10-09 15:04:15 +02:00
Aaron Franke
439be614f4
Link to demos from within the class reference
2020-10-01 23:57:21 -04:00
Sergey Minakov
1d9b6b01db
iOS: move touch delay to settings
2020-10-01 12:36:11 +03:00
Hugo Locurcio
f83249f224
Clarify that 2D cell sizes are defined in pixels
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See https://github.com/godotengine/godot/issues/40577#issuecomment-662329021 .
2020-09-15 14:06:42 +02:00
Rémi Verschelde
4a5138bb99
Merge pull request #40400 from Arivval/load-resourcepack-with-offset
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Added PCK file loading with offset feature
2020-09-03 07:33:19 +02:00
Yilin Ma
c524d50444
added load resource pack with offset feature
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updated variables to use size_t
removed line break to make code style more consistent
added conditional check to return an error if offset field is used when loading a ZIP package
fixed typo
formatted file
added commit regarding self contained exe files
handled error loging for load zip file with offset
spelling tweak
updated conditional statement for magic check
udpated error message when load Zip file with offset is called
fix CI
Trying to fix CI
fix CI done
Added error message for loading self-contained exe with offset.
Updated documentation.
Fix indent
final fix indent
Updated documentation.
fix indents
Updated doc based on suggestion
Final fix
fixed format
2020-09-02 17:57:01 -05:00
Rémi Verschelde
23ce1dbfd5
Merge pull request #41668 from clayjohn/GLOW-HQ
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Add high quality glow mode
2020-09-01 21:04:07 +02:00
Hugo Locurcio
386f86cddf
Document how renaming the project affects the user data path
2020-09-01 19:19:25 +02:00
clayjohn
8da3c739bf
Add high quality glow mode
2020-08-31 23:16:41 -07:00
Rémi Verschelde
ee03e39da7
doc: Sync classref with current source
2020-08-31 11:25:11 +02:00
Rémi Verschelde
33b2070d2e
Remove obsolete GLES2 backend code
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This code currently isn't compiled (and cannot compile).
We plan to re-add OpenGL ES-based renderer(s) in Godot 4.0 alongside Vulkan
(probably ES 3.0, possibly also a low-end ES 2.0), but the code will be quite
different so it's not relevant to keep this old Godot 3.2 code.
The `drivers/gles2` code from the `3.2` branch can be used as a reference for
a potential new implementation.
2020-08-13 10:04:53 +02:00