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.
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.
This is the new base branch for the classref translations to prepare them
for the 3.5 release.
This means that the 3.4 class ref translations will likely no longer get
updates, as we can't easily maintain two slightly different branches on
Weblate.
It's useful context for translators but it generates very spammy diffs whenever
a line is added or removed, changing the comments for hundreds or thousands of
msgids needlessly.
We still have the file names so it's relatively easy to search in file to find
the location of the source string.
(cherry picked from commit dbfe36728e)
A summary of the tweaked descriptions:
* "get_camera_position()" is explains what the camera position is, and mitigates the confusion between this method and Node2D.position;
* "get_camera_screen_center()" links to the "get_camera_position" method;
* "reset_smoothing()" links to the "smoothing_enabled" propriety;
* "drag_horizontal_offset" and "drag_vertical_offset" link to their respective _enabled_ properties;
* "limit_smoothed" links to the "smoothing_enabled" propriety;
* "rotating" clarifies that the camera _view_ rotates when enabled.
Partially closes https://github.com/godotengine/godot-docs/issues/5417, as some of the issues described are no longer present in 4.0, or are not fully solved in this PR.
Further tweaks are welcome, as I'm afraid this could be a too verbose. A few of these could be split into their PR if necessary.
(cherry picked from commit 6cf2623a20)
Always build with the GUI subsystem.
Redirect stdout and stderr output to the parent process console.
Use CreateProcessW for blocking `execute` calls with piped stdout and stderr (prevent console windows for popping up when used with the GUI subsystem build, and have more consistent behavior with non-blocking calls).
Add `open_console` argument to the `execute` to open a new console window (for both blocking and non-blocking calls).
Remove `interface/editor/hide_console_window` editor setting.
Remove `Toggle System Console` menu option.
Remove `set_console_visible` and `is_console_visible` functions.
* Adds proxy related methods for `HTTPClient` and `HTTPRequest`
* Adds `network/http_proxy/{host,port}` editor settings
* Makes AssetLib and Export Template Manager proxy aware
* 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`.
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>
Since we bundle the whole files in the editor binary, they actual impact the
binary size needlessly.
Automate it via `make merge`.
(cherry picked from commit 6fb47a271f)
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)
This commit was created by merging the commits presented in #39255 for
the GSoC 2020 VCS Improvement project
VCS: Make EditorVCSInterface store less amount of internal state
VCS: Add force push checkbox + more frequent VCS updates
Add force push checkbox in the Commit dock. Also add some missing
opportunities for checking the VCS state again on from UI inputs
VCS: Fix script contents not being updated on merge conflict
VCS: Add branch creation VCS interface calls
VCS: Add VCS remote creation and remote selection menus
VCS: Show more commit information + Fix truncated commit offsets
VCS: Make VCS less noisy + Fix diff view refreshes
VCS: Fix mismatched argument names in VCS helpers
VCS: Add SSH transport support for remote operations
Also, moves the editor's VCS settings registrations to
project_settings.cpp and editor_settings.cpp
VCS: Change TTR() to vformat() for branch and remote removal text
VCS: Add VCS branch icon instead of using Tree node icon
Co-authored-by: @ChronicallySerious
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.
Applying overlay materials into multi-surface meshes currently
requires adding a next pass material to all the surfaces, which
might be cumbersome when the material is to be applied to a range
of different geometries. This also makes it not trivial to use
AnimationPlayer to control the material in case of visual effects.
The material_override property is not an option as it works
replacing the active material for the surfaces, not adding a new pass.
This commit adds the material_overlay property to GeometryInstance
(and therefore MeshInstance), having the same reach as
material_override (that is, all surfaces) but adding a new material
pass on top of the active materials, instead of replacing them.
Implemented in rasterizer of both GLES2 and GLES3.