The `AudioEffectRecord` effect has no microphone capture-specific functionality--it can be used with any audio bus.
This patch attempts to clarify this fact (so people like me who want to capture audio output know they're in the right place) while still providing a pointer use of the effect with `AudioStreamMicrophone` for microphone capture.
(cherry picked from commit 022f49437b)
The description was probably copied from Vector3.reflect(), and
unfortunately did not match the 2D behaviour (where n is apparently the
direction vector of the symmetry line, not the normal).
(cherry picked from commit e1bf428cdc)
Confusingly, these two properties had identical descriptions even though they measure different things.
"relative_index" measures character count from the custom effect's bbcode opening tag.
"absolute_index" measures character count from the start of the bbcode text that includes the custom effect.
See the code author's own explanation here: https://github.com/godotengine/godot/pull/23658
NOTE: Doco for CharFXTransform.xml has changed significantly in 4.0, where terminology has changed to "glyph". Therefore, proposing this change for 3.x branch only.
(cherry picked from commit 89cebd79e8)
Swap the first lines of the descriptions for set_cell and set_cellv to correctly describe which accepts x and y as separate arguments and which accepts a Vector2.
Fix not relevant to master branch due to changes to TileMap.
(cherry picked from commit 73f4531c97)
This is required when sampling an albedo map from a texture array
in 3D. Otherwise, colors will look washed out.
(cherry picked from commit 491acf346d)
* Adds `indent(prefix)` to `String`
* Moves the loading of tool/doc translation into
`editor/editor_translation.{h,cpp}`
* Makes use of doc translation when generating XML class references, and
setup the translation locale based on `-l LOCALE` CLI parameter.
The XML class reference won't be translated if `-l LOCALE` parameter is
not given, or when it's `-l en`.
(cherry picked from commit c11b1850c4)
It is not uncommon to want to scroll to the most recently added child of
a ScrollContainer (e.g. a chat box or activity log). This is a little
tricky, since `ensure_control_visible` will not work on a node on the
same frame as you add it. Let's at least document that you need to wait
until the next frame.
Relates to https://github.com/godotengine/godot-proposals/issues/3629.
Backport of https://github.com/godotengine/godot/pull/55609.
Co-authored-by: Yuri Sizov <pycbouh@users.noreply.github.com>
(cherry picked from commit 22fb04bddf)
This will be changed to radians per second in Godot 4.0, but it can't
be changed in 3.x to preserve compatibility with existing projects.
(cherry picked from commit 2fe15124de)
Exposes a method in `EditorInterface` to open scripts on a specified
line and column. This method handles if the internal or the external
editor should be used.
(cherry picked from commit 9535831866)
The note was present in the SceneTree `create_timer()` class
documentation, but not in the SceneTreeTimer class documentation.
(cherry picked from commit 796ea60d11)
The doc now states that the method searches for a World2D among ancestor Viewports as well, differentiating it from the get_world_2d() getter.
and also find_world_3d()
(cherry picked from commit 81c1d5197e)
This PR adds a define BVH_EXPAND_LEAF_AABBS which is set, which stores expanded AABBs in the tree instead of exact AABBs.
This makes the logic less error prone when considering reciprocal collisions in the pairing, as all collision detect is now taking place between expanded AABB against expanded AABB, rather than expanded AABB against exact AABB.
The flip side of this is that the intersection tests will now be less exact when expanded margins are set.
All margins are now user customizable via project settings, and take account of collision pairing density to adjust the margin dynamically.
(cherry picked from commit 211dc8cd2d)