Andrii Doroshenko (Xrayez)
6416df8e34
Document the process of parsing command-line arguments
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Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro>
(cherry picked from commit df80e259cd
)
2020-07-24 10:31:57 +02:00
Hugo Locurcio
606d4270c6
Document several editor-related classes to 100% completion
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(cherry picked from commit fb2e4d77eb
)
2020-07-24 10:31:57 +02:00
Hugo Locurcio
0e44834cd3
Improve the VisibilityNotifier and VisibilityEnabler class descriptions
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(cherry picked from commit ce57cc43dd
)
2020-07-24 10:31:57 +02:00
Hugo Locurcio
52a33a8066
Complete the EditorSettings class documentation
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EditorSettings is now 100% documented.
(cherry picked from commit 708a0a43fb
)
2020-07-24 10:31:57 +02:00
Hugo Locurcio
7e9a51cdd5
Mention `toggled` signal for pressed state in BaseButton documentation
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This closes #40455 .
(cherry picked from commit 43dae28e9d
)
2020-07-24 10:31:57 +02:00
Hugo Locurcio
753ff1fad2
Mention the Data paths documentation in the File class
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This closes https://github.com/godotengine/godot-docs/issues/3799 .
(cherry picked from commit d4085d6bfb
)
2020-07-24 10:31:57 +02:00
Ryan Roden-Corrent
c77492408a
Clarify how to convert PrimitiveMesh to ArrayMesh.
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It took me a bit to figure this out, as I was initially doing something
more complicated like this before I realized I just had to pass
get_mesh_arrays directly to add_surface_from_arrays.
```
var arr_mesh = ArrayMesh.new()
var arrays = []
arrays.resize(ArrayMesh.ARRAY_MAX)
arrays[ArrayMesh.ARRAY_VERTEX] = c.get_mesh_arrays()
arr_mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, arrays)
```
(cherry picked from commit 933bf96523
)
2020-07-24 10:31:57 +02:00
Hugo Locurcio
5c7802a061
Document which escape sequences are supported by `String.c_unescape()`
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See https://github.com/godotengine/godot/issues/38716 .
(cherry picked from commit 04b25108ac
)
2020-07-24 10:31:57 +02:00
Hugo Locurcio
11bceb3d62
Document caveats related to Control scaling
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This is a common topic of confusion. Clarifying its intended scope
should make things easier to understand.
(cherry picked from commit a36912b3cb
)
2020-07-24 10:31:56 +02:00
Aaron Franke
3ab5183ffa
[3.2] Backport core documentation changes to 3.2
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Also add AABB.abs()
2020-07-21 21:22:54 -04:00
Rémi Verschelde
7b4b83e9dc
Merge pull request #39817 from yrk06/ExposeInertiaTensor
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Added Rigid Body Method "get_inverse_inertia_tensor"
2020-07-21 16:50:56 +02:00
Pedro J. Estébanez
06904ac215
Add DynamicFont::get_available_chars()
2020-07-20 17:45:04 +02:00
Yerik
d09b16512b
Added Method get_inverse_inertia_tensor
2020-07-19 13:51:32 -03:00
Rémi Verschelde
2244841729
doc: Sync classref with current source
2020-07-15 12:56:16 +02:00
Hugo Locurcio
e41ab634c6
Mention C# gotchas in Object's dynamic call/set/connect methods
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This closes #34015 .
(cherry picked from commit 878f03d8e3
)
2020-07-15 12:48:18 +02:00
Hugo Locurcio
f7021e57d7
Document VehicleBody3D and VehicleWheel3D limitations
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These classes have dozens of open bugs and missing features
which may not be fixed anytime soon.
It's probably better to document it upfront at this point.
(cherry picked from commit 0493e7c106
)
2020-07-15 12:48:18 +02:00
Fabio Alessandrelli
91b2d020a8
Document updated UDPServer interface.
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(cherry picked from commit 839c7b1ba3
)
2020-07-15 12:48:18 +02:00
Rémi Verschelde
3de89f78e5
Merge pull request #40265 from Calinou/doc-node-clarify-add-child-below-node
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Clarify the node parameters in `Node.add_child_below_node()` docs
2020-07-14 09:41:57 +02:00
Hugo Locurcio
fb736018c5
Clarify the node parameters in `Node.add_child_below_node()` docs
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This closes https://github.com/godotengine/godot-docs/issues/3769 .
2020-07-11 12:23:41 +02:00
Tomasz Chabora
15850687a8
Allow Area2D and 3D mouse events without a collision layer
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Co-authored-by: Tomasz Chabora <kobewi4e@gmail.com>
2020-07-11 11:14:12 +01:00
Hugo Locurcio
c2a4ce9380
Enable file logging by default on desktops to help with troubleshooting
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- Use the `.log` file extension (recognized on Windows out of the box)
to better hint that generated files are logs. Some editors provide
dedicated syntax highlighting for those files.
- Use an underscore to separate the basename from the date and
the date from the time in log filenames. This makes the filename
easier to read.
- Keep only 5 log files by default to decrease disk usage in case
messages are spammed.
(cherry picked from commit 20af28ec06
)
2020-07-10 11:03:32 +02:00
Nathan Franke
ec787f0134
Follow-Up Fix Directory Open
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(cherry picked from commit 6952458538
)
2020-07-10 10:21:39 +02:00
Hugo Locurcio
4a0fe1adb3
Add a POST request example to the HTTPRequest class documentation
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(cherry picked from commit 54db59be67
)
2020-07-10 10:09:01 +02:00
Bob Gardner
8f0d50c3ec
Update Resource.xml to explain behavior of duplicate when subresources is true and a subresource contains further nested resources.
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Updated documentation for duplicate() on Resource to better explain the behavior. As per #30385 .
(cherry picked from commit 660a780c3b
)
2020-07-10 09:00:02 +02:00
Hugo Locurcio
6eb1a2eacb
Document how to instance a PackedScene and add it as a child
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This information was already present in `@GDScript.preload()`,
but it's not easy to find.
This closes https://github.com/godotengine/godot-docs/issues/3338 .
(cherry picked from commit 23d929d540
)
2020-07-10 08:51:21 +02:00
Hugo Locurcio
81f448aa5d
Mention `SceneTree.create_timer()` in the Timer class documentation
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This closes https://github.com/godotengine/godot-docs/issues/2349
(as the linked method already contains an example).
(cherry picked from commit 1261f47c35
)
2020-07-10 08:51:21 +02:00
bruvzg
e9ab41b71d
[macOS, 3.2] Implement seamless display scaling.
2020-07-07 22:54:33 +03:00
Rémi Verschelde
07b24de868
Merge pull request #38724 from madmiraal/fix-8368-3.2
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[3.2] Support SDL2 half axes and inverted axes mappings.
2020-07-06 23:10:47 +02:00
Yuri Sizov
2b4773f0cf
Expose methods to play scene from plugin code
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(cherry picked from commit 49f6dc5004
)
2020-07-06 19:00:56 +02:00
Rémi Verschelde
1f886d1f31
Merge pull request #39867 from clayjohn/Sprite3D-mesh
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Use mesh instead of immediate for drawing Sprite3D
2020-07-06 16:36:27 +02:00
Rémi Verschelde
fcce1ca8c4
doc: Sync classref with current source
2020-07-06 14:32:13 +02:00
Hugo Locurcio
d4f4e0d7dc
Fix `String.capitalize()` description to follow camelCase changes
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This closes #40093 .
(cherry picked from commit 887099680a
)
2020-07-06 14:16:49 +02:00
Slooth
d4d57476ad
Add documentation for minimap_draw and minimap_width
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(cherry picked from commit df8f0e6215
)
2020-07-06 14:14:23 +02:00
clayjohn
6c0ff26f35
Use mesh instead of immediate for drawing Sprite3D
2020-07-03 12:19:26 -06:00
Slooth
c29da0e2fe
Update TextEdit select and select_all methods
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(cherry picked from commit b2471edf45
)
2020-07-03 15:37:58 +02:00
Slooth
62677d7da1
Add documentation for selecting_enabled
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(cherry picked from commit bc1ea1cbad
)
2020-07-03 15:37:58 +02:00
Slooth
a8d499723f
Add documentation for center_viewport_to_cursor method
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(cherry picked from commit 654d33866b
)
2020-07-03 15:34:30 +02:00
Slooth
aacbdebda3
Add documentation for shortcut_keys_enabled
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(cherry picked from commit d838282191
)
2020-07-03 15:34:30 +02:00
Aaron Franke
3fd7c33f39
Fix incorrect documentation for Vector2.angle()
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(cherry picked from commit 299c3ec1c1
)
2020-07-03 15:34:30 +02:00
Andrii Doroshenko (Xrayez)
f50c88ba7b
Clarify `Geometry.offset_polygon_2d` regarding vertices translation
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The method is used to either inflate or deflate a polygon.
For translating/transforming a polygon, use `Transform2D.xform`.
(cherry picked from commit 19b72da35d
)
2020-07-03 13:17:57 +02:00
Hugo Locurcio
8cc3d4bda6
Keep the bottom panel visible when enabling the distraction-free mode
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- Document the `EditorInterface.distraction_free_mode` property.
This closes https://github.com/godotengine/godot-proposals/issues/951 .
(cherry picked from commit e6352d1daa
)
2020-06-29 10:46:05 +02:00
Marcel Admiraal
ebff150680
Support SDL2 half axes and inverted axes mappings.
2020-06-26 06:28:56 +01:00
Andreas Gustafsson
68c273fb09
Tween.xml word order fix
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Change the word order of '...the where...' into '...where the...'.
(cherry picked from commit 5181daaf9e
)
2020-06-24 22:52:05 +02:00
Meriipu
d2347bc4ec
Clarify what a string being empty means
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Should close https://github.com/godotengine/godot-docs/issues/2432
(cherry picked from commit 2643b8fa5e
)
2020-06-24 22:52:05 +02:00
Dylan
198bd4cb0f
Environment doc update regarding Viewport usage.
2020-06-22 17:59:44 -04:00
Rémi Verschelde
8fd861ab11
doc: Sync classref with current source
2020-06-22 13:24:11 +02:00
skyace65
0b1d9f9d88
Fix Joint2D doc
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(cherry picked from commit a94ba7be59
)
2020-06-22 08:37:57 +02:00
Hugo Locurcio
9889641bae
Document how Vector2, Vector3 and Color behave in a boolean context
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See #39731 .
(cherry picked from commit 227f12478d
)
2020-06-21 21:44:02 +02:00
Aaron Franke
d9beab34c5
Update bool documentation to be more clear
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(cherry picked from commit 08577fab14
)
2020-06-21 21:42:56 +02:00
Rémi Verschelde
8ac13e50cf
Move Haiku platform port to external repository
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The Haiku port now resides at:
https://github.com/godotengine/godot-haiku-platform
While we're happy to support as many Free and Open Source platforms as we can,
we need to put the main focus on the platforms that we can reasonably maintain,
and for Haiku we have been lacking maintainers ever since the port was first
merged in 2015.
The Haiku code has not been compiling and much less working at least since the
release of Godot 3.0, and while some attempts have been made at fixing things,
it's still not functional today in the `3.2` branch (and much less in `master`,
understandably).
Having it in an external repository should hopefully enable Haiku contributors
to fix issues in their own time, and possibly tag versions compatible with
past Godot releases once they are ready.
(cherry picked from commit efcc508ee5
)
2020-06-21 21:42:26 +02:00