Rémi Verschelde
2e073ecbea
Merge pull request #42927 from lawnjelly/octree_default
...
Change render octree balance default
2020-10-21 10:19:34 +02:00
Hugo Locurcio
2dbc329704
Add a debanding property to Viewport for GLES3
...
It can be enabled in the Project Settings
(`rendering/quality/filters/use_debanding`). It's disabled
by default as it has a small performance impact and can make
PNG screenshots much larger (due to how dithering works).
As a result, it should be enabled only when banding is noticeable enough.
Since debanding requires a HDR viewport to work, it's only supported
in the GLES3 backend.
2020-10-20 19:07:15 +02:00
Rémi Verschelde
150f9ce807
Merge pull request #42009 from Calinou/theme-node-type-3.2
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Rename the `type` parameter to `node_type` in Theme and Control (3.2)
2020-10-20 15:58:41 +02:00
Hugo Locurcio
af45c97652
Add fast approximate antialiasing (FXAA) to Viewport
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This backports FXAA from the `master` branch.
Co-authored-by: Clay John <claynjohn@gmail.com>
2020-10-20 14:54:52 +02:00
Rémi Verschelde
04fb41a0f3
Merge pull request #42531 from BastiaanOlij/add_get_native_handle
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Add get native handle
2020-10-20 13:27:07 +02:00
Bastiaan Olij
1ea7358405
Add get_native_handle to OS
2020-10-20 20:23:37 +11:00
lawnjelly
10cdfda894
Change render octree balance default
...
Another bug in the octree has been discovered which can cause flickering in rare circumstances : #42895
For safety until this is fixed properly this PR reverts the default state of the octree to match the old behaviour, which doesn't appear exhibit the bug (or at least not as readily).
2020-10-20 08:49:52 +01:00
Rémi Verschelde
a239894827
Merge pull request #42902 from akien-mga/3.2-cherrypicks
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Cherry-picks for the 3.2 branch (future 3.2.4) - 5th batch
2020-10-19 22:14:05 +02:00
Juan Linietsky
388ebfb498
Merge pull request #41629 from JFonS/disable_baked_lights
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Disable lights for objects with baked lighting
2020-10-19 14:12:50 -03:00
Rémi Verschelde
311bdbc16c
doc: Sync classref with current source
2020-10-19 17:13:30 +02:00
Rémi Verschelde
4028414e0e
Revert "Made toplevel a property for Node3D and CanvasItem"
...
This reverts commit a726d011d5
.
2020-10-19 16:58:56 +02:00
Rémi Verschelde
4287af5148
doc: Make docs.godotengine.org links point to 3.2 branch
2020-10-19 16:10:01 +02:00
Aaron Franke
069ed4ec63
Link to demos from within the class reference
...
(cherry picked from commit 439be614f4
)
2020-10-19 16:10:01 +02:00
Tomasz Chabora
d9bd61508b
Document that setting node name will remove @s
...
(cherry picked from commit 02ce2f4bb9
)
2020-10-19 16:10:01 +02:00
Hugo Locurcio
8c6a5b06a2
Clarify that MultiMesh.set_instance_color()
multiplies vertex colors
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This closes https://github.com/godotengine/godot-docs/issues/4273 .
(cherry picked from commit 6975bd106a
)
2020-10-19 16:10:01 +02:00
Hugo Locurcio
8d445f3f9f
Link the Random number generation tutorial in the class reference
...
(cherry picked from commit 802c1e4df1
)
2020-10-19 16:10:00 +02:00
Charles Merriam
1a25a301db
Fix typo in the ProjectSettings class documentation
...
(cherry picked from commit 5160a9f650
)
2020-10-19 16:09:58 +02:00
Sniff
13e128b934
Docs change: More detailed description of StreamPeerTCP.is_connected_to_host()
...
(cherry picked from commit 7970e4a433
)
2020-10-19 16:09:58 +02:00
Tomasz Chabora
f7ea1e6b38
Correct the doc about linear damping
...
(cherry picked from commit ebca7d4e4e
)
2020-10-19 16:09:58 +02:00
Umang Kalra
9ec70c54ab
Explaining the behavior of focus & pressed stylebox overlap
...
(cherry picked from commit 10a7eddc5e
)
2020-10-19 16:09:58 +02:00
Rémi Verschelde
123942f61f
Merge pull request #42119 from lawnjelly/ewok3
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Unified GLES3 / GLES2 Batching
2020-10-19 15:01:10 +02:00
Hugo Locurcio
34ac0387d6
Deprecate the GIProbe Compress property due to known bugs
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This property introduced green artifacts in GI and didn't improve
performance.
The new GIProbe in `master` no longer has a Compress property.
2020-10-19 14:51:23 +02:00
Rémi Verschelde
3495cb91d8
Merge pull request #41577 from FIF15/deprecate-redundant-property-enabled-focus-mode
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Deprecate Redundant property enabled_focus_mode
2020-10-19 14:15:43 +02:00
Marcel Admiraal
b7d00a364e
Set Bullet collision shape index to zero when using a single shape
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or ConcavePolygonShape.
2020-10-19 11:50:29 +01:00
lawnjelly
c2290dbedd
Unified GLES2 / GLES3 Batching
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Batching is mostly separated into a common template which can be used with multiple backends (GLES2 and GLES3 here). Only necessary specifics are in the backend files.
Batching is extended to cover more primitives.
2020-10-16 10:34:47 +01:00
FIF15
8311a37ed9
Deprecate Redundant property enabled_focus_mode
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of BaseButton
see #41529 for details
this closes #41529
2020-10-16 14:14:04 +08:00
Hugo Locurcio
009bf148b3
Document OmniLight/SpotLight rendering limitations
2020-10-15 22:14:08 +02:00
Marcel Admiraal
c7338b8cfc
Update intersect_point documentation to mention solid shapes.
2020-10-15 16:46:16 +01:00
JFonS
fcb00ca048
Disable lights for objects with baked lighting
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Don't apply lighting to objects when they have a lightmap texture and
the light is set to BAKE_ALL. This prevents applying the same direct
light twice on the same object and makes setting up scenes with mixed
lighting much easier.
2020-10-11 20:41:40 +02:00
PouleyKetchoupp
f9544716f4
Option for software skinning in MeshInstance
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Option in MeshInstance to enable software skinning, in order to test
against the current USE_SKELETON_SOFTWARE path which causes problems
with bad performance.
Co-authored-by: lawnjelly <lawnjelly@gmail.com>
2020-10-08 16:14:55 +02:00
Marcel Admiraal
5d548d12aa
Remove reference to 3D shapes in RigidBody2D.xml contacts description.
...
(cherry picked from commit e7edbcedc9
)
2020-10-04 20:54:16 +02:00
Anant Ahuja
55d756cbab
Updated NinePatchRect's patch margin descriptions
...
(cherry picked from commit 00d9432f44
)
2020-10-04 20:53:31 +02:00
Andrii Doroshenko (Xrayez)
1a71792655
Cross-reference GDScript load
and ResourceLoader.load
in classref
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The GDScript `load` mention is moved from the class `ResourceLoader`
description to the `ResourceLoader.load` method description instead,
where it is more likely to be found.
(cherry picked from commit a8404cf56c
)
2020-10-04 20:51:40 +02:00
Ryan Roden-Corrent
d05a07235c
Fix bound return type on get_priority.
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Also adds a description explaining gizmo priority.
Inferred from:
e4363d001a/editor/plugins/spatial_editor_plugin.cpp (L5867-L5880)
e4363d001a/editor/plugins/spatial_editor_plugin.cpp (L6462-L6470)
(cherry picked from commit c6919a13da
)
2020-10-04 20:51:19 +02:00
lolligerjoj
0586c856f6
Expose Animation::value_track_interpolate to GDscript
...
(cherry picked from commit ff4af94414
)
2020-10-04 20:50:34 +02:00
Rémi Verschelde
e35687a116
Merge pull request #42478 from bruvzg/macos_dpi_32
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[3.2] Fix `get_screen_dpi` on macOS.
2020-10-01 23:03:28 +02:00
bruvzg
610728c9f1
[3.2] Fix get_screen_dpi
on macOS for non fractional display scales and update documentation.
2020-10-01 22:55:54 +03:00
Ryan Roden-Corrent
35d58c4435
Clarify store_string vs store_line.
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While the behavior can be implied from the name, it seems worth stating
it explicitly.
(cherry picked from commit 2762821c08
)
2020-10-01 16:00:47 +02:00
Duroxxigar
a726d011d5
Made toplevel a property for Node3D and CanvasItem
...
(cherry picked from commit 85a8dbb7b6
)
2020-10-01 16:00:47 +02:00
Hugo Locurcio
016ea497eb
Improve the String.is_valid_ip_address()
documentation
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This closes https://github.com/godotengine/godot-docs/issues/4097 .
(cherry picked from commit 00ade39389
)
2020-10-01 16:00:47 +02:00
Hugo Locurcio
867b0d57d6
Improve the String comparison methods' documentation
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This closes https://github.com/godotengine/godot-docs/issues/4096 .
(cherry picked from commit a2271ba3bd
)
2020-10-01 16:00:47 +02:00
Wilson E. Alvarez
5766547e33
Make "function" a property of FuncRef
...
(cherry picked from commit b4e7edabf3
)
2020-10-01 16:00:47 +02:00
Rémi Verschelde
4ad74609ce
Merge pull request #40205 from bruvzg/click-through-3
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[3.2] Add mouse event pass-through support for window.
2020-10-01 13:58:24 +02:00
Rémi Verschelde
ef223f3aa7
Merge pull request #41185 from Chaosus/vs_uniform_ref_3.2
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[3.2] Added UniformRef visual shader node
2020-10-01 13:50:08 +02:00
Sergey Minakov
42de81e235
iOS: move touch delay to settings
2020-10-01 12:36:57 +03:00
Rémi Verschelde
66cbcc1b7e
Merge pull request #41123 from lawnjelly/octree_fix
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Optimize octree and fix leak
2020-09-30 23:11:31 +02:00
Rémi Verschelde
aaf0b32e91
doc: Sync classref with current source
2020-09-29 13:57:58 +02:00
follower
0d8cbd5d8c
Doc clarity/detail for extra spacing properties
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Re: Space spacing being in addition to character spacing see:
* <d7b85fbaa1/scene/resources/dynamic_font.cpp (L858-L859)
>
Re: Value being able to be negative see example here:
* <https://github.com/godotengine/godot/issues/38630 >
But also note that nodes other than `Label` may not currently render extra space spacing correctly.
(cherry picked from commit 2ef89e0b43
)
2020-09-29 13:57:58 +02:00
Megamega53
6bfaa8a8c9
doc: Some improvements to KinematicBody docs
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Co-authored-by: Marcel Admiraal <madmiraal@users.noreply.github.com>
Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
(cherry picked from commit ca5ae64525
)
2020-09-29 13:57:58 +02:00
Justin Lee
52b3324e58
doc: Improve distance_fade documentation
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Changed the documentation of distance_fade_max_distance and min
to be consistent with the behavior of the code as well as the user
documentation. Also noted the behavior of swapping max_distance and
min_distance (where max_distance < min_distance).
Fixes #36051 .
Co-authored-by: Clay John <claynjohn@gmail.com>
(cherry picked from commit 90d1eda90e
)
2020-09-29 13:57:58 +02:00
andriyDev
98eb6e4af6
Added inspector_only option to inspect_object in EditorInterface.
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Updated docs to reflect change to inspect_object.
(cherry picked from commit 45a1c6f278
)
2020-09-29 13:57:57 +02:00
Hugo Locurcio
00e4be1926
Document the BaseMaterial3D billboard mode not being suited for VR
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See #41567 .
(cherry picked from commit ecc47ce235
)
2020-09-29 13:57:57 +02:00
Haoyu Qiu
9bf09a909b
Surrounds boolean false with code tag
...
(cherry picked from commit aa7ce12bee
)
2020-09-29 13:57:56 +02:00
skyace65
a2c4564dc3
Move note about using Resource in the File documentation
...
(cherry picked from commit 75c5a8b354
)
2020-09-29 08:54:45 +02:00
skyace65
1257beac96
Add documentation for shelf filters
...
(cherry picked from commit 75adefd4b6
)
2020-09-29 08:54:44 +02:00
Hugo Locurcio
28be48fb67
Reference the Color constants cheatsheet in the class reference
...
(cherry picked from commit de49085567
)
2020-09-29 08:54:44 +02:00
Hugo Locurcio
c33373b80a
Reference the BaseButton class explicitly in button class documentations
...
Users are sometimes confused as to the `pressed` property not being
visible in the Button class documentation. This is because `pressed`
is defined in BaseButton.
(cherry picked from commit 038baede5a
)
2020-09-24 14:43:12 +02:00
Hugo Locurcio
6036fdab70
Cross-reference AABB and Rect2 in the class reference
...
(cherry picked from commit e9eddb4f1f
)
2020-09-24 14:43:12 +02:00
Hugo Locurcio
f568413e8d
Document RichTextLabel.append_bbcode()
not closing previously open tags
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This closes #42216 .
(cherry picked from commit 3e1457f517
)
2020-09-24 14:43:11 +02:00
Hugo Locurcio
575aa3efe3
Document that the JavaScript singleton may be disabled at build-time
...
(cherry picked from commit 0422027f07
)
2020-09-24 14:43:11 +02:00
Leleat
27b09083fc
add description for ScriptEditor.open_script_create_dialog()
...
(cherry picked from commit adb205a150
)
2020-09-24 14:43:11 +02:00
Hugo Locurcio
92a85b4445
Improve documentation about VideoPlayer video formats
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This closes https://github.com/godotengine/godot-docs/issues/4021 .
(cherry picked from commit 1efe57848a
)
2020-09-24 14:43:11 +02:00
Michael Alexsander
2d848227cf
Add 'get_previous_tab()' to 'Tabs'
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(cherry picked from commit 2b319889cb
)
2020-09-24 14:43:10 +02:00
Jonathan Vice
96ca267209
Reorder sprite h_frames & v_frames
...
(cherry picked from commit 28326aec60
)
2020-09-24 14:43:10 +02:00
Yilin Ma
d571de5f81
added load resource pack with offset feature
...
(cherry picked from commit c524d50444
)
2020-09-24 14:43:09 +02:00
Hugo Locurcio
e07ac3d77e
Fix a typo in the Array class documentation
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This closes https://github.com/godotengine/godot-docs/issues/4049 .
(cherry picked from commit 603eddce86
)
2020-09-24 14:43:07 +02:00
Somnath Sarkar
1f7a3e0f8d
Sort points in a Gradient for color and offset updates.
...
(cherry picked from commit d5d832417e
)
2020-09-24 14:43:06 +02:00
Aaron Franke
76a8458753
Make the Import dock depend on the FileSystem dock
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(cherry picked from commit de6f8f9d21
)
2020-09-24 14:43:05 +02:00
Rémi Verschelde
c8859f0463
Fix typos with codespell
...
Using codespell 1.17.1.
Method:
```
$ cat > ../godot-word-whitelist.txt << EOF
ang
curvelinear
dof
doubleclick
fave
findn
leapyear
lod
merchantibility
nd
numer
ois
ony
que
seeked
synching
te
uint
unselect
webp
EOF
$ codespell -w -q 3 -I ../godot-word-whitelist.txt --skip="./thirdparty,*.po"
$ git diff // undo unwanted changes
```
2020-09-18 14:09:51 +02:00
Marcel Admiraal
fc72c3fdf5
Remove the unnecessary sync() and the restrictions it imposes on 3D Physics.
2020-09-18 10:42:59 +01:00
bruvzg
e51fed9d1b
[3.2] Add window click-through support.
2020-09-17 12:36:01 +03:00
Hugo Locurcio
939de03db7
Cross-reference AABB getter methods in the documentation
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This also clarifies that `get_aabb()` returns the AABB in local space.
See https://github.com/godotengine/godot/issues/42095 .
(cherry picked from commit 9712f8fd2d
)
2020-09-16 16:22:39 +02:00
Hugo Locurcio
369e5a7f35
Mark InterpolatedCamera as deprecated
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InterpolatedCamera has already been removed from the `master` branch.
This adds a deprecation notice to inform people about the upcoming removal
in Godot 4.0.
Its functionality could be replicated in a GDScript add-on with relative
ease.
2020-09-16 15:36:40 +02:00
Rémi Verschelde
16eb7b95be
Merge pull request #42102 from Calinou/doc-animationtreeplayer-deprecation
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Mention the AnimationTreePlayer deprecation in the class reference
2020-09-16 08:13:27 +02:00
Hugo Locurcio
868776949b
Mention the AnimationTreePlayer deprecation in the class reference
...
There's a node configuration warning already, but you can only
see it after adding the node to your scene.
2020-09-16 00:19:32 +02:00
Rémi Verschelde
3170ebc0e2
makerst: Add missing newline at EOF
...
(cherry picked from commit d435537f7e
)
2020-09-15 19:26:44 +02:00
Hugo Locurcio
34a0af8343
Clarify that 2D cell sizes are defined in pixels
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See https://github.com/godotengine/godot/issues/40577#issuecomment-662329021 .
(cherry picked from commit f83249f224
)
2020-09-15 19:26:43 +02:00
Danil Alexeev
06f3cd8bd8
Several documentation improvements
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(cherry picked from commit a4c5790350
)
2020-09-15 19:26:40 +02:00
Hugo Locurcio
738f6ea221
Document how to remove metadata from an Object
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This closes https://github.com/godotengine/godot-docs/issues/4010 .
(cherry picked from commit cba4d73b71
)
2020-09-14 14:24:14 +02:00
Ebrahim Ebrahim
508dde662a
Clarify get_data Image method
...
(cherry picked from commit b9764b6109
)
2020-09-14 11:00:50 +02:00
skyace65
de9a5b6229
Improve AudioEffectDistortion and AudioEffectFilter documentation
...
(cherry picked from commit 959f2287f6
)
2020-09-14 11:00:49 +02:00
Hugo Locurcio
e36587751f
Rename the type
parameter to node_type
in Theme and Control
...
This makes it clearer that it expects a node type as a string (such as "Label")
instead of a type like "TYPE_ARRAY". This is backwards-compatible since only
the name of the parameter is changed, not its order.
See https://github.com/godotengine/godot-proposals/issues/1495#issuecomment-691507839
2020-09-12 18:42:45 +02:00
Hugo Locurcio
74952764f3
Improve documentation related to Array error handling
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This closes https://github.com/godotengine/godot-docs/issues/3834 .
(cherry picked from commit 263f620421
)
2020-09-10 12:04:07 +02:00
Hugo Locurcio
2bc6298bce
Document that batching is only effective when using the GLES2 renderer
2020-09-09 00:58:25 +02:00
Rémi Verschelde
4a9264271d
doc: Sync classref with current source
2020-09-08 14:20:53 +02:00
Hugo Locurcio
77a6766b3e
Clarify the required child node type in the GridContainer documentation
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This closes #41822 .
(cherry picked from commit 40b5331d79
)
2020-09-08 08:56:13 +02:00
Hugo Locurcio
c040e8f93a
Document missing character behavior when drawing text with fonts
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See #40405 .
(cherry picked from commit 7735d8d0ce
)
2020-09-04 08:50:32 +02:00
Yetizone
e882d535a7
Mention Viewport.render_target_clear_mode property is intended for 2D usage
2020-09-03 07:57:01 +03:00
Hugo Locurcio
d773de6d24
Document how renaming the project affects the user data path
...
(cherry picked from commit 386f86cddf
)
2020-09-01 21:02:19 +02:00
Hugo Locurcio
be126bfd55
Document RigidBodies in character mode never sleeping automatically
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See #7996 .
(cherry picked from commit 5fbf709ca2
)
2020-09-01 21:01:58 +02:00
umarcor
b0a6439df9
doc/FileDialog: warn about access limitations in sandboxed apps
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Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
(cherry picked from commit 1ddb0e56ac
)
2020-09-01 21:01:32 +02:00
Hugo Locurcio
ef7675a053
Document support for normal and specular maps in AnimatedSprite2D
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This closes #38509 .
(cherry picked from commit 8d0099f5fc
)
2020-09-01 21:00:58 +02:00
Hugo Locurcio
cc3b69cf7b
Reference the online documentation in collision layer/mask properties
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See https://github.com/godotengine/godot-docs/pull/3863 .
(cherry picked from commit c73c327bab
)
2020-08-31 15:55:11 +02:00
Andreas Gustafsson
727bce727b
OptionButton.xml word order fix
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Change word order of 'Emitted the when...' into 'Emitted when the...'
(cherry picked from commit 8f082d63c6
)
2020-08-31 15:29:44 +02:00
Tomasz Chabora
57810f851c
Explain editor usage of current_animation
...
(cherry picked from commit 70ce86ad29
)
2020-08-31 15:29:43 +02:00
Maganty Rushyendra
fdb5561e55
Updated cursor positioning description for File open()
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Added more details about the cursor offsets for the different ModeFlags
in the `File` class.
(cherry picked from commit 5e77eea216
)
2020-08-31 15:29:43 +02:00
Hugo Locurcio
1f7f28a1eb
Document HTTPRequest not supporting request data with GET method
...
This also improves the HTTPClient class documentation to be easier
to read and more informative.
This closes #40564 .
(cherry picked from commit 2f577facc9
)
2020-08-31 15:29:43 +02:00
Hugo Locurcio
6eee52e49b
Improve the documentation related to overriding GUI theme items
...
Overriding theme items is a common point of confusion.
Hopefully, these code samples should clear things up.
(cherry picked from commit 2a8bbda2a7
)
2020-08-31 15:29:43 +02:00
skyace65
92a1c168ea
Clarify get_data texture method
...
(cherry picked from commit 635c9761a0
)
2020-08-31 15:29:43 +02:00
Hugo Locurcio
dd057d36dc
Document the GDScript debugger not supporting Thread yet
...
See https://github.com/godotengine/godot/issues/2446 .
(cherry picked from commit dec20883c1
)
2020-08-31 15:29:42 +02:00
Hugo Locurcio
a23c0aca87
Clarify that KEY_BACK
is unrelated to the Back button on Android
...
This closes #19325 .
(cherry picked from commit 359c95156a
)
2020-08-31 15:29:42 +02:00
skyace65
dea530d5ca
Add information to get thread id
...
(cherry picked from commit aa08023115
)
2020-08-31 15:29:42 +02:00
skyace65
14e1c83350
Improve touch screen button description
...
(cherry picked from commit 416cac96fa
)
2020-08-31 15:29:42 +02:00
skyace65
45e596e02f
Document where the center of mass is for RigidBody nodes
...
(cherry picked from commit 555f4f3e17
)
2020-08-31 15:29:42 +02:00
Hugo Locurcio
96ad9dc4c6
Document supported platforms for Input.get_accelerometer()
and related
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This closes #41303 .
(cherry picked from commit eee704e6f6
)
2020-08-31 15:29:41 +02:00
skyace65
8466f9147b
Mention listener node in AudioStreamPlayer3D description
...
(cherry picked from commit 51367c1bcf
)
2020-08-31 15:29:41 +02:00
Michael Alexsander
d7065106ef
State how 'MOUSE_MODE_CAPTURED' actually works in the 'Input' docs
...
(cherry picked from commit 4f13a7f47f
)
2020-08-31 15:29:41 +02:00
skyace65
2e1e1af1d2
Add defaults to tilemap set_cell function example
...
(cherry picked from commit 43ab91ca02
)
2020-08-31 15:29:41 +02:00
Hugo Locurcio
b76aa91402
Mention performance caveats about find_node()
and find_parent()
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See https://github.com/godotengine/godot-proposals/issues/1303 .
(cherry picked from commit ab2f41f598
)
2020-08-31 15:29:31 +02:00
Rémi Verschelde
7d825e2c05
Merge pull request #41046 from Calinou/doc-windowdialog-exclusive
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Mention caveats for `popup_exclusive` in the WindowDialog documentation
2020-08-31 13:24:09 +02:00
hhsdev
90ba819e7b
Documentation: specify how WindowDialog's default title bar is made
2020-08-31 16:17:53 +06:30
Hugo Locurcio
3b080845a8
Link to 2D Sprite animation tutorial in relevant class documentations
...
(cherry picked from commit 6d62e8b917
)
2020-08-25 12:58:31 +02:00
Tomasz Chabora
e880956943
Mention that body_set_state is deferred
...
(cherry picked from commit 255129a5d9
)
2020-08-25 12:58:24 +02:00
Rémi Verschelde
dbb0ad3b59
doc: Sync classref with current source
2020-08-21 02:33:44 +02:00
skyace65
5954f82e44
Update CollisionShape2D doc
...
(cherry picked from commit fe8d998858
)
2020-08-21 02:28:28 +02:00
skyace65
cd2da16d63
Clarify points in Line2D doc
...
(cherry picked from commit 3c9c541c59
)
2020-08-21 02:28:18 +02:00
Hugo Locurcio
13175b6387
Document limitations related to centering text with RichTextLabel
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This is a relatively common question on various community channels.
(cherry picked from commit 95c2e43095
)
2020-08-21 02:28:18 +02:00
Hugo Locurcio
f90931c47a
Add more error explanations in the BMP image loader
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This closes #32166 and closes #30629 .
(cherry picked from commit 40485e2479
)
2020-08-21 02:28:17 +02:00
Hugo Locurcio
a6f0810d51
Make the lack of AtlasTexture support in AnimatedTexture more prominent
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See https://github.com/godotengine/godot/issues/33855 .
(cherry picked from commit a7ad7ce3bd
)
2020-08-21 02:28:17 +02:00
Yetizone
5bc06c7014
Viewport Usage enumeration
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Mention that 3D effects are not available when using USAGE_2D
2020-08-20 17:54:14 +03:00
Rémi Verschelde
9bf5a0b791
Merge pull request #41081 from naithar/feature/ios-framework-import-3.2
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[iOS] [3.2] Export: Add a method to embed a framework
2020-08-19 14:11:27 +02:00
Sergey Minakov
910c554a1a
iOS Export: Add a method to embed a framework
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By default 'add_ios_framework' would not embed a framework to save previous behavior.
New 'add_ios_embedded_framework' would embed framework on export.
2020-08-19 14:54:59 +03:00
Rémi Verschelde
5a3096a1cd
Merge pull request #41088 from clayjohn/DOCS-32-Sprite3D
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Update Sprite3D docs to reflect recent changes
2020-08-18 23:38:58 +02:00
lawnjelly
667c970b77
Optimize octree and fix octree leak
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Prevents adding new octants until a limiting number of elements have been added to the current octant. This enables balancing the benefits of brute force against the benefits of spatial partitioning. The limit can be set per octree.
Project settings are added for rendering octree to set the best balance per project depending on number of tests per frame / tick, and the amount of editing of the octree.
Fixes octants being leaked when removing elements.
Optimize octree with cached linear lists
Storing elements in octants using linked lists is efficient for housekeeping but very slow for testing. This optimization stores additional local_vectors with Element pointers and AABBs which are cached and only updated when a dirty flag is set on the octant.
This is selectable with 2 versions of Octree : Octree and Octree_CL, Octree being the old behaviour. At present the cached list version is only used for the visual server octree (rendering) as it has only been demonstrated to be faster there so far.
This uses slightly more memory (probably a few kb in most cases) but can be significantly faster during testing (culling etc).
Co-authored-by: Sergey Minakov <naithar@icloud.com>
2020-08-18 11:02:21 +01:00
Hugo Locurcio
62256e0b3a
Reference Range signals in the Slider class documentations
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See https://github.com/godotengine/godot-docs/issues/3837 .
(cherry picked from commit eaa52cbb36
)
2020-08-17 11:05:04 +02:00
Hugo Locurcio
d4740ee643
Document the lack of kerning support in DynamicFont
...
(cherry picked from commit e506479fce
)
2020-08-17 11:04:32 +02:00
Rémi Verschelde
e283d4b5c8
Update AUTHORS and DONORS list
...
New contributors added to AUTHORS:
@hinlopen, @naithar, @rrcore, @SkyLucilfer, @TwistedTwigleg
Thanks to all contributors and donors for making Godot possible!
---
Also changes to relevant code that parses the DONORS.md to match
the new tiers.
(cherry picked from commit d2d4c1c957
)
2020-08-14 00:32:05 +02:00
Tomasz Chabora
7ce476c425
Expose NOTIFICATION_POST_ENTER_TREE
...
(cherry picked from commit 677796a2c3
)
2020-08-14 00:32:05 +02:00
Thakee Nathees
b62872d5bc
Documentation: clarify the indent parameter of JSON.print
...
(cherry picked from commit 3609351788
)
2020-08-14 00:32:05 +02:00
Tomasz Chabora
f592600ee8
Mention that Array.front/back throw error if empty
...
(cherry picked from commit 4ff1a34171
)
2020-08-14 00:32:05 +02:00
Hazar
58a30199b4
grow_mask() description added
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Description;
> Applies morphological dilation to the bitmap. The first argument is the dilation amount, Rect2 is the area where the dilation will be applied.
(cherry picked from commit 1c61c8ab55
)
2020-08-14 00:32:05 +02:00
Tomasz Chabora
5433b8470c
Improve Vector2.angle() description
...
(cherry picked from commit a09078e64b
)
2020-08-14 00:32:05 +02:00
Yuri Roubinsky
d0c705781c
[3.2] Added UniformRef visual shader node
2020-08-11 15:04:06 +03:00
Martin Capitanio
71bad8dba6
Add option to disable virtual keyboard for TextEdit
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Adding support for disabling virtual keyboard on mobile platforms, in
order to make it consistent with LineEdit.
It allows implementing a custom virtual keyboard.
See: https://github.com/godotengine/godot/pull/41139
2020-08-09 18:22:11 +02:00
clayjohn
8fdbf61df8
Update Sprite3D docs to reflect recent changes
2020-08-06 13:10:39 -07:00
Hugo Locurcio
793694fc40
Mention caveats for popup_exclusive
in the WindowDialog documentation
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This closes #41045 .
2020-08-05 12:01:31 +02:00
Hugo Locurcio
fc7451204e
Improve JSON-related documentation
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This closes https://github.com/godotengine/godot-docs/issues/3848 .
(cherry picked from commit 930e10ffff
)
2020-07-31 13:09:21 +02:00
codetorex
3869b82bc1
Added missing information about File.open_encrypted function to docs.
...
(cherry picked from commit 3f6a7c74e3
)
2020-07-31 13:08:59 +02:00
TheDuriel
7e9b7b0462
Clarify TreeItem return values
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(cherry picked from commit 0ff1ca4655
)
2020-07-31 13:08:40 +02:00
Hugo Locurcio
7c728f0ee4
Add an example for creating a button in the Button class documentation
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This closes https://github.com/godotengine/godot-docs/issues/3798 .
(cherry picked from commit 8836c7203b
)
2020-07-31 13:08:24 +02:00
Hugo Locurcio
78a6a57884
makerst: Add descriptions to method qualifiers
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This closes https://github.com/godotengine/godot-docs/issues/1753 .
(cherry picked from commit c162a39c7b
)
2020-07-30 22:46:16 +02:00
Hugo Locurcio
2987fb3b45
Improve the EditorInterface.get_editor_viewport()
description
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This closes https://github.com/godotengine/godot-docs/issues/1109 .
(cherry picked from commit 60d40d8430
)
2020-07-30 16:27:11 +02:00
Hugo Locurcio
2494224f96
Link to Thread-safe APIs in the Thread class documentation
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This closes https://github.com/godotengine/godot-docs/issues/2276 .
(cherry picked from commit f50a4b8a3b
)
2020-07-30 16:26:55 +02:00
Rémi Verschelde
6d2f8dd827
doc: Sync classref with current source
2020-07-30 16:26:45 +02:00
Rémi Verschelde
19802f7dc0
Merge pull request #33646 from NeoSpark314/gles2_highp
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Added option to enable high precision float in GLES2
2020-07-30 07:52:29 +02:00
Holger Dammertz
efe6b50f17
Added option to enable high precision float in GLES2
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An additional project setting under rendering/gles2/compatibility with the name
enable_high_float.Android is introduced that enables #define USE_HIGHP_PRECISION
in GLES2 shader on Android when it is supported by the shader compiler.
This fixes #33633 and #32813 and also https://github.com/GodotVR/godot_oculus_mobile/issues/60
and https://github.com/GodotVR/godot_oculus_mobile/issues/68 on devices that
support the highp (high precision) modifier.
2020-07-30 05:40:15 +02:00
Hugo Locurcio
4a0568b609
Document how to perform advanced string splitting using RegEx
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This closes https://github.com/godotengine/godot-docs/issues/3607 .
(cherry picked from commit 5f2b6bd476
)
2020-07-29 18:24:00 +02:00
Hugo Locurcio
bd76fcd43b
Add an example to the CanvasItem.draw_string()
documentation
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This closes https://github.com/godotengine/godot-docs/issues/3374 .
(cherry picked from commit 0c7735be5b
)
2020-07-29 18:23:45 +02:00
Hugo Locurcio
b3effe5faa
Fix incorrect key name in the Animation documentation code sample
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This closes https://github.com/godotengine/godot-docs/issues/3841 .
(cherry picked from commit 4257aa5c5c
)
2020-07-29 18:23:31 +02:00
Rémi Verschelde
36b746d903
Merge pull request #40822 from Calinou/doc-canvasitem-draw_multiline_colors-antialiased
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Document `CanvasItem.draw_multiline_colors()` not supporting width and AA
2020-07-29 12:45:17 +02:00
Hugo Locurcio
39ec3ad2e5
Document CanvasItem.draw_multiline_colors()
not supporting width and AA
2020-07-29 11:45:49 +02:00
Nathan Franke
9de0439a45
Revert "Follow-Up Fix Directory Open"
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This reverts commit ec787f0134
.
2020-07-28 13:53:57 -04:00
Rémi Verschelde
e82e9588fd
doc: Sync classref with current source
2020-07-28 11:50:39 +02:00
Hugo Locurcio
451648c34d
Improve visibility documentation for CanvasItem and Node3D
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This closes https://github.com/godotengine/godot-docs/issues/3840 .
(cherry picked from commit 27b09dfc44
)
2020-07-28 00:53:16 +02:00
Marcel Admiraal
cdb3712992
Clarify the difference between contacts and collisions.
...
(cherry picked from commit 6f1c99e5b4
)
2020-07-28 00:52:07 +02:00
Hugo Locurcio
b717a61903
Improve the Object, Reference and Resource class documentations
...
(cherry picked from commit 4275e6aad5
)
2020-07-28 00:48:33 +02:00
Hugo Locurcio
508388a9fd
Document an example dictionary returned by TileSet.tile_get_shapes()
...
(cherry picked from commit 60bb80505f
)
2020-07-28 00:39:49 +02:00
Rémi Verschelde
400a780050
Revert "Allow Area2D and 3D mouse events without a collision layer"
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This reverts commit 15850687a8
.
2020-07-27 22:46:04 +02:00
Rémi Verschelde
a2edf04fd2
Merge pull request #40469 from nekomatata/virtual-keyboard-enter-fixes-3.2
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[3.2] Fix Return key events in LineEdit & TextEdit on Android
2020-07-26 20:26:02 +02:00
Rémi Verschelde
b3d46d4809
Merge pull request #40675 from Calinou/doc-texturerect-viewporttexture
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Document ViewportTexture flipping in TextureRect
2020-07-24 23:32:46 +02:00
Hugo Locurcio
5589529cf3
Document ViewportTexture flipping in TextureRect
2020-07-24 22:30:58 +02:00
Rémi Verschelde
b40f3f9740
Style: Sync other changes from new fix_style.sh and clang_format.sh
2020-07-24 10:39:18 +02:00
QbieShay
53a3476fc2
fixed documentation for get_hit_length of spring arm 3D
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Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro>
(cherry picked from commit d1bff73611
)
2020-07-24 10:31:57 +02:00
follower
0fdfa47929
Fix presumed copy/paste error: "Returns" -> "Sets"
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I might be going out on a limb here... :D
(cherry picked from commit e38b63400c
)
2020-07-24 10:31:57 +02:00
Hugo Locurcio
ad18e16389
Document polling rate limitations in InputEventMouseMotion
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This closes #40579 .
(cherry picked from commit 924b7ea2f5
)
2020-07-24 10:31:57 +02:00
PouleyKetchoupp
930c880fa6
Add option to disable virtual keyboard for LineEdit
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Co-authored-by: Alexander Holland <alexander.holland@live.de>
(cherry picked from commit 0aa56e3ab8
)
2020-07-24 10:31:57 +02:00
Hugo Locurcio
7078d33fa1
Document HTML5 CORS restrictions in HTTPClient and HTTPRequest
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See https://github.com/godotengine/godot/issues/40247 .
(cherry picked from commit 90db42d9db
)
2020-07-24 10:31:57 +02:00
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
...
(cherry picked from commit fb2e4d77eb
)
2020-07-24 10:31:57 +02:00
Hugo Locurcio
0e44834cd3
Improve the VisibilityNotifier and VisibilityEnabler class descriptions
...
(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.
...
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
PouleyKetchoupp
c0b394572f
Fix Return key events in LineEdit & TextEdit on Android
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Depending on the device implementation, editor actions could be
received with different action ids or not at all for multi-line.
Added a parameter to virtual keyboards to properly handle single-line
and multi-line cases in all situations.
Single-line:
Input type set to text without multiline to make sure actions are sent.
IME options are set to DONE action to force action id consistency.
Multi-line:
Input type set to text and multiline to make sure enter triggers new lines.
Actions are disabled by the multiline flag, so '\n' characters are
handled in text changed callbacks.
2020-07-17 18:25:40 +02:00
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.
...
(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
...
- 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
...
(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
...
(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
...
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
...
(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
...
(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
...
(cherry picked from commit b2471edf45
)
2020-07-03 15:37:58 +02:00
Slooth
62677d7da1
Add documentation for selecting_enabled
...
(cherry picked from commit bc1ea1cbad
)
2020-07-03 15:37:58 +02:00
Slooth
a8d499723f
Add documentation for center_viewport_to_cursor method
...
(cherry picked from commit 654d33866b
)
2020-07-03 15:34:30 +02:00
Slooth
aacbdebda3
Add documentation for shortcut_keys_enabled
...
(cherry picked from commit d838282191
)
2020-07-03 15:34:30 +02:00
Aaron Franke
3fd7c33f39
Fix incorrect documentation for Vector2.angle()
...
(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
...
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
...
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
...
(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
...
(cherry picked from commit 08577fab14
)
2020-06-21 21:42:56 +02:00
Rémi Verschelde
8ac13e50cf
Move Haiku platform port to external repository
...
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
PouleyKetchoupp
b3af0b2a39
Option in RichTextLabel for height to fit content
...
(cherry picked from commit ad8081216c
)
2020-06-19 16:17:27 +02:00
Ev1lbl0w
17c87d2ec1
Expose disable_render_loop property to GDScript
2020-06-18 11:59:29 +01:00
Rémi Verschelde
bf913d6917
DocData: Skip language-specific ClassDoc without methods/constants
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Removes the useless `@C#`, `@NativeScript` and `@VisualScript` entries.
(cherry picked from commit ba0db95909
)
2020-06-18 11:29:28 +02:00
Vorblen
f46624030c
Add description for "absorbent" and "rough"
...
(cherry picked from commit 8acdbaa4f2
)
2020-06-18 11:29:28 +02:00
Andrii Doroshenko (Xrayez)
5084043373
Bind Shape2D draw method
...
(cherry picked from commit 430d1fd795
)
2020-06-18 10:51:44 +02:00
dominiks
ff185f715a
Add note about automatic window title to FileDialog documentation.
...
(cherry picked from commit d2250a2320
)
2020-06-15 14:34:35 +02:00
Hugo Locurcio
4c289058ed
Clarify Node virtual methdods not being called if node is orphan
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This closes #39489 .
(cherry picked from commit b2ba78ff0f
)
2020-06-15 14:34:35 +02:00
31
1b58f94296
Fix Image.create_from_data use_mipmaps doc
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The Image.create_from_data doc describes the "use_mipmaps" argument as a
way to generate mipmaps, but this method only allocates and loads data.
This can cause confusion, where this function reads more or less data
than expected. Update the doc to be more specific that create_from_data
is loading the mipmaps from the raw data.
(cherry picked from commit 09b324b5b6
)
2020-06-15 14:34:35 +02:00
Hugo Locurcio
469c1b5f5e
Document how to resize a SubViewportContainer to avoid stretching
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This closes #27534 .
(cherry picked from commit f818a99d0b
)
2020-06-15 14:34:35 +02:00
Ricardo Prins
d42f332fc7
Add description to TileSet.is_tile_bound() method
...
(cherry picked from commit 00398abf77
)
2020-06-15 14:34:35 +02:00
31
42312d7d4d
Fix Material.render_priority doc: no opaque sort
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Opaque objects are rendered using the depth buffer, so the end result
appears sorted, but the opaque objects themselves are not sorted.
(cherry picked from commit 608bc8f3dc
)
2020-06-15 14:34:35 +02:00
skyace65
b181b97b6c
Fix label percent visible doc description
...
(cherry picked from commit a09aeefa1d
)
2020-06-15 14:34:35 +02:00
Hugo Locurcio
5a1f94ba47
Document the in
operator in String, Array and Dictionary classes
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This also clarifies the `in` operator behavior in Object.
(cherry picked from commit 7f01f68226
)
2020-06-15 14:34:34 +02:00
bruvzg
2256946f79
[3.2] Add keyboard layout enumeration / set / get functions (macOS, Windows, Linux/X11).
2020-06-13 11:01:49 +03:00
Rémi Verschelde
c80ab247b7
doc: Sync classref with current source
...
(cherry picked from commit fef49bff0b
)
2020-06-11 10:00:07 +02:00
Victoria Fisher
aa448a2a07
Adds full description for AudioEffectRecord.xml
...
(cherry picked from commit 718221a2ff
)
2020-06-11 10:00:06 +02:00
Hugo Locurcio
c87128fa06
Improve the 3D light documentations
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See https://github.com/godotengine/godot-docs/issues/3670 .
(cherry picked from commit f7e21d8e88
)
2020-06-11 10:00:06 +02:00
SaviHex
fda49b74a1
Added a "title" attribute for the link tag in the docs xml
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(cherry picked from commit 18c08f65d6
)
2020-06-11 09:44:14 +02:00
Rémi Verschelde
3fb9c776ff
Merge pull request #39437 from akien-mga/3.2-cherrypicks
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Cherry-picks for the 3.2 branch (future 3.2.2) - 8th batch
2020-06-10 17:33:50 +02:00
Rémi Verschelde
3c7e03510c
Merge pull request #39256 from lawnjelly/tilemap_pixel2
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GLES2 batching - Add UV precision adjustment for tilemaps
2020-06-10 15:52:00 +02:00
Rémi Verschelde
7bf9787921
SCons: Format buildsystem files with psf/black
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Configured for a max line length of 120 characters.
psf/black is very opinionated and purposely doesn't leave much room for
configuration. The output is mostly OK so that should be fine for us,
but some things worth noting:
- Manually wrapped strings will be reflowed, so by using a line length
of 120 for the sake of preserving readability for our long command
calls, it also means that some manually wrapped strings are back on
the same line and should be manually merged again.
- Code generators using string concatenation extensively look awful,
since black puts each operand on a single line. We need to refactor
these generators to use more pythonic string formatting, for which
many options are available (`%`, `format` or f-strings).
- CI checks and a pre-commit hook will be added to ensure that future
buildsystem changes are well-formatted.
(cherry picked from commit cd4e46ee65
)
2020-06-10 15:30:52 +02:00
Hugo Locurcio
8e8861ed06
Mention ordering caveats for Dictionary.hash()
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See https://github.com/godotengine/godot/issues/27615 .
(cherry picked from commit 77b89263dd
)
2020-06-10 15:30:52 +02:00
Rémi Verschelde
3202df9b5c
doc: Make File store/get integer methods clearer
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Add an example on how to store signed integers on less than 64 bits,
using one bit for the signedness.
(cherry picked from commit cd25d184a5
)
2020-06-10 15:30:52 +02:00
Marcel Admiraal
7200a0eac5
Update Rigidbody 2D and 3D sleep documentation.
...
(cherry picked from commit 1b738a77c1
)
2020-06-10 15:30:52 +02:00
Rémi Verschelde
51de6732c9
AStar: Make get_closest_point() deterministic for equidistant points
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Closes godotengine/godot-docs#3667.
Supersedes #39405 .
(cherry picked from commit 187ba4c5a8
)
2020-06-10 15:30:52 +02:00
Michael Alexsander
2652a2d184
Add generic file icon and its modulation to the 'FileDialog'
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(cherry picked from commit 637927f803
)
2020-06-10 15:30:52 +02:00
Hugo Locurcio
0832ecc4a3
Document enlarging Particles visibility AABB when they cast shadows
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This closes https://github.com/godotengine/godot/issues/17267 .
2020-06-07 21:35:40 +02:00
lawnjelly
275183ef15
GLES2 batching - Add UV precision adjustment for tilemaps
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Scaling tilemaps can cause border artifacts around the edges of tiles. This has been traced to precision issues in the GPU. This PR adds an adjustment to allow a minor contraction of the UVs of rects in order to compensate for the incorrect classification of texels across the UV border.
2020-06-07 16:29:40 +01:00
Rémi Verschelde
6e1af78df4
Merge pull request #39068 from lawnjelly/kessel_settings_rename
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Rename batching project settings in preparation for GLES3
2020-06-07 14:25:50 +02:00
Pedro J. Estébanez
1ff7b0a0a9
Add shader time scaling
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Shaders' `TIME` will be affected by the new shader time scale, that is set via the also new `VisualServer::set_time_scale()`.
2020-06-06 23:59:48 +02:00
Maganty Rushyendra
b4ca613138
Clarify usage of AnimationPlayer with AnimationTree and fill in empty method descriptions
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Add clarification to docs to explain that when an `AnimationPlayer`
object is paired with an `AnimationTree`, several properties and
methods exposed by the `AnimationPlayer` class may not work as expected.
The issues occur because an `AnimationTree` runs independently, and
uses its member `AnimationPlayer* player` primarily for its
`Map<StringName, AnimationData> animation_set`.
Added descriptions for `root_motion_track` and `get_root_motion_transform`.
(cherry picked from commit 0451248ff1
)
2020-06-04 12:16:39 +02:00
Hugo Locurcio
61da4882aa
Add performance hints to the DirectionalLight shadow mode property hint
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This also clarifies some parts in the DirectionalLight documentation.
(cherry picked from commit b46756c723
)
2020-06-04 12:16:39 +02:00
Hugo Locurcio
9e01a0cd28
Add a getter and property for the editor distraction-free mode
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(cherry picked from commit cc1859efed
)
2020-06-04 12:16:39 +02:00
Hugo Locurcio
d56b9d5ebf
Disable antialiasing on the DynamicFont outline as well when requested
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This partially addresses
https://github.com/godotengine/godot-proposals/issues/943 .
(cherry picked from commit 2919fc7317
)
2020-06-04 12:09:40 +02:00
Hugo Locurcio
a3bd201cc7
makerst: Print status messages to make the CI output clearer
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This also removes an unused method.
(cherry picked from commit 9065b7ed4e
)
2020-06-04 12:09:39 +02:00
Maganty Rushyendra
25af738762
Expose get_char_size()
from Font instead of BitmapFont
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`get_char_size()` is a public virtual function defined in the `Font`
class. Implementations exist for both `BitmapFont` and `Dynamic Font`.
However, it was only exposed to the GDScript API through the Bitmap
Font, and not for Dynamic Font.
This commit exposes the function through `Font` instead.
Fixes #23967
(cherry picked from commit a4413710f9
)
2020-06-04 12:09:39 +02:00
Gustav
26c617654e
Fix ProjectSettings.save_custom documentation
...
(cherry picked from commit 728c0c1e14
)
2020-06-04 12:09:39 +02:00
Maganty Rushyendra
e51767b3c0
Document usage requirement for Viewport to sample ViewportTexture as HDR
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Modified class documentation to specify that `USAGE_3D` or
`USAGE_3D_NO_EFFECTS` is required in order to use HDR in a ViewPort.
Fixes #38702
2020-05-29 08:05:35 +08:00
lawnjelly
c7d18dec70
Rename batching project settings in preparation for GLES3
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As it now seems like we will soon have GLES3 batching working using the same intermediate layer as GLES2, it makes more sense to reuse the same batching settings for both renderers rather than duplicate project settings for GLES2 and GLES3.
2020-05-26 18:15:35 +01:00
Rémi Verschelde
acb83db1d1
doc: Sync classref with current source
2020-05-25 17:00:22 +02:00
Rémi Verschelde
11d6c0f20d
Merge pull request #38984 from Calinou/bakedlightmap-configuration-warning
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Document known bugs in BakedLightmap
2020-05-25 11:28:16 +02:00
Hugo Locurcio
5fb5fb135a
Document known bugs in BakedLightmap
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See #30929 .
2020-05-24 21:29:12 +02:00
Rémi Verschelde
b6c551e864
Merge pull request #38875 from bruvzg/tab_drv_sel_32
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[Windows, 3.2] Add tablet driver selection.
2020-05-20 13:58:26 +02:00
bruvzg
71b2abbfa3
[Windows, 3.2] Add tablet driver selection.
2020-05-20 09:36:56 +03:00
Hugo Locurcio
8ebcdeb3d7
Document that Dictionary is always passed as reference
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See #38792 .
(cherry picked from commit 675fea1648
)
2020-05-18 16:40:33 +02:00
Max Hilbrunner
ebc63dac30
Merge pull request #38784 from remram44/patch-1
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[DOC] Update description of Object.free() method
2020-05-17 20:33:57 +02:00
Fredia Huya-Kouadio
a71a338c59
Implementation of the Godot Android Plugin configuration file
2020-05-16 23:09:45 -07:00
Remi Rampin
ccf5703568
Update description of Object.free() method
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Clarify that variables pointing to an object don't become `null` when that object is freed, it just makes them invalid.
2020-05-16 12:32:41 -04:00
Rémi Verschelde
d45b96d2b1
Android: Check for deprecated GodotPaymentV3 module, direct to new plugin
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Fixes #38581 .
2020-05-15 13:32:30 +02:00
Marcel Admiraal
dd7f9b1c08
Make it clear that PhysicsDirectSpaceState is only available from
...
within _physics_process().
(cherry picked from commit bb9c104695
)
2020-05-13 16:13:47 +02:00
Hugo Locurcio
47d003fbb8
Clarify that the SSL certificate setting overrides the default bundle
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See https://github.com/godotengine/godot-docs/issues/2531 .
2020-05-12 11:52:57 +02:00
Hugo Locurcio
e77313b3ed
Clarify the id
parameter in TileMap.get_used_cells_by_id()
2020-05-12 09:26:38 +02:00
Chris Bradfield
752f61d4fe
[DOCS] minor description changes
...
(cherry picked from commit 975ed93794
)
2020-05-11 11:01:13 +02:00
Tomasz Chabora
79f3725bdd
Add documentation for the VisualShader nodes
...
(cherry picked from commit fecf79f287
)
2020-05-11 11:01:13 +02:00
lawnjelly
dcb19ed735
Add Nvidia Workaround for GLES3
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Ported GLES2 workaround code to GLES3.
2020-05-07 14:54:14 +01:00
Rémi Verschelde
4daba9bfc5
doc: Sync classref with current source
2020-05-07 13:47:06 +02:00
Thakee Nathees
1a39b4ea22
method bind TextEdit::set_line() added
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(cherry picked from commit b9acf1cedf
)
2020-05-07 13:43:43 +02:00
Marcel Admiraal
87de81258d
Make 2D and 3D KinematicBody stop_on_slope documentation the same.
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(cherry picked from commit da13b74cc8
)
2020-05-07 13:37:19 +02:00
follower
90f9f01a2f
Fix suffix property doc typo: "prefix" -> "suffix"
...
(cherry picked from commit ae067413a5
)
2020-05-06 23:30:45 +02:00
bruvzg
78266c09c4
Add support for the WinTab API for pen input. (3.2)
2020-05-05 14:56:02 +03:00
Hugo Locurcio
2293cf61c6
Document the expected normal map coordinate system where relevant
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(cherry picked from commit d8808fba85
)
2020-05-05 13:41:29 +02:00
Rémi Verschelde
ef715f37d5
Merge pull request #35091 from Faless/dtls/enet
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[3.2] DTLS support + optional ENet encryption
2020-05-05 13:40:59 +02:00
lawnjelly
53f6dafdde
Added 'disable_half_float' project setting to the class reference.
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Just forgot to do this in the original PR.
2020-05-05 09:31:10 +01:00
Rémi Verschelde
e363b65b99
doc: Sync classref with current source
2020-05-04 16:10:57 +02:00
Bastiaan Olij
02b1a5de47
Added missing spring enums for generic_6dof_joint
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(cherry picked from commit 45d1f41837
)
2020-05-04 16:10:22 +02:00
Hugo Locurcio
23ee40deff
Tweak Tween cheatsheet link formatting to avoid rST conversion bug
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reStructuredText doesn't allow embedding links in bold/italic text.
(cherry picked from commit e8a2fa6b7d
)
2020-05-04 16:10:22 +02:00
Rémi Verschelde
01a085d05f
Merge pull request #38320 from lawnjelly/kessel_pr_light_join
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GLES2 2D batching - item reordering, light joining and light modulate fix
2020-05-01 15:03:03 +02:00
Revan Ji
6a7d50403a
Add set_frame, pause, and oneshot to AnimatedTexture
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Add API documentation for said changes.
(cherry picked from commit f5029e18ca
)
2020-05-01 11:00:10 +02:00
Hugo Locurcio
be56ec9e65
Document the formats supported by Image.load()
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This partially addresses #32166 .
(cherry picked from commit a26649de42
)
2020-05-01 10:56:58 +02:00
Hugo Locurcio
6fb6107e6a
Warn when trying to open res://
or user://
with OS.shell_open()
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`OS.shell_open()` will pass on the path directly to the OS' shell
handler (which can handle file paths or URLs). It can't handle
Godot-specific paths, so these need to be converted with
`ProjectSettings.globalize_path()` first.
(cherry picked from commit d46e411b44
)
2020-05-01 10:56:58 +02:00
Bojidar Marinov
4b58d453d4
Expose the cell_size affecting VisibilityNotifier2D precision
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Refs: #4803
(cherry picked from commit d49ff7aff7
)
2020-05-01 10:56:58 +02:00
Hugo Locurcio
782d9536f3
Improve the compression project settings documentation
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(cherry picked from commit b2b8db7897
)
2020-05-01 10:56:58 +02:00
Tomasz Chabora
6bb87d7d23
Mention how to remove TreeItem from a Tree
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(cherry picked from commit f6aec99d27
)
2020-05-01 10:56:58 +02:00
Markus Sauermann
e88cde0415
Clarify Transform scaled Method description.
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(cherry picked from commit 19c8b0be45
)
2020-05-01 10:56:58 +02:00
Avantir-Chaosfire
fd6424aa04
doc: Improve Node2D to_local/to_global description
...
(cherry picked from commit 5c6f824e71
)
2020-05-01 10:56:57 +02:00
lawnjelly
451c3fc0fb
GLES2 2D batching - item reordering, light joining and light modulate fix
...
Although 2D draws in painters order with strict ordering, in certain circumstances items can be reordered to increase batching / decrease state changes, without affecting the end result. This can be determined by an overlap test.
In situation with item:
A-B-A
providing the third item does not overlap the second, they can be reordered:
A-A-B
Items already contain an AABB which can be used for this overlap test.
1)
To utilise this, I have implemented item reordering (only for single rects for now), with the lookahead adjustable in project settings. This can increase performance in situations where items may not be grouped in the scene tree by texture. It can also be switched off (by setting lookahead to 0).
2)
This same trick can be used to help join items that are lit. Lit items previously would prevent joining completely, thus missing out on performance gains other than multi-command items such as tilemaps.
In this PR, lights are assigned as bits in a bitfield (up to 64, the optimization is disabled above this), and on each try_item (for joining), the bitfield for lights and shadows is constructed and compared with the previous items. If these match the 2 items can potentially be joined. However, this can only be done without changing the rendered result if an overlap test is successful.
This overlap test can be adjusted to join items up to a specific number of item references, selectable in project settings, or turned off.
3)
The legacy uniform single rect drawing routine seems to have been identified as the source of flicker, particularly on nvidia. However, it can also be up to 2x as fast. Because of the speed the batching contains a fallback where it can use the legacy single rect method, but I have now added a project setting to make this switchable. In most cases with batching it should not be necessary (as single rects are drawn less frequently) and thus the flickering can be totally avoided.
4)
This PR also fixes a color modulate bug when drawing light passes, in certain situations (particularly custom _draw routines with multiple rects).
5)
This PR also fixes #38291 , a bug in the legacy renderer where light passes could draw rects in wrong position.
2020-05-01 07:47:33 +01:00
Fredia Huya-Kouadio
9b9f70bd20
Update the documentation for ExternalTexture
to match the restriction on Android platforms
2020-04-28 08:04:41 -07:00
Hugo Locurcio
ae0bc06eba
Improve pitch_scale
descriptions in AudioStreamPlayer documentation
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This closes #29439 .
Co-authored-by: Cheeseness <contact@jbushproductions.com>
(cherry picked from commit 4751dee7f4
)
2020-04-27 10:18:41 +02:00
Hugo Locurcio
24265c498b
Improve the procedural geometry class documentations
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This references Godot's winding order at the top of every
procedural geometry class, as well as referencing other classes
within a given geometry class.
A warning about ImmediateGeometry3D performance was also added.
(cherry picked from commit ed7347d73d
)
2020-04-27 10:14:42 +02:00
Hugo Locurcio
bbd381c987
Add an easing/transition type cheatsheet to the Tween documentation
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Related to https://github.com/godotengine/godot-docs/pull/3403 .
(cherry picked from commit 5972a9138e
)
2020-04-27 10:12:11 +02:00
Hugo Locurcio
f3cd7e3808
Document how some editor classes should be accessed as singletons only
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This closes #37687 .
(cherry picked from commit a225265b0a
)
2020-04-27 10:11:53 +02:00
Rémi Verschelde
253fc093b8
DocData: Skip unexposed classes
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Properly expose classes that we actually want accessible.
(cherry picked from commit 0ef8bcac4d
)
2020-04-21 14:15:34 +02:00