This adds constants to projects build via Godot Mono which allows project to conditionally react to different operating systems and 32/64 Bit architecture. Additionally .NET libraries could support multiple engines like Unity and Godot at the same time when compiled from Godot and reacting to definitions.
* Expose EditorNavigationMeshGenerator as an engine singleton so users
can generate navmesehes from `tool` scripts.
* Add support for generating navmeshes from static colliders. All
collision shapes are supported except for Plane (since Plane is an
infinite collider and navmeshes need to have finite geometry).
* When using static colliders as a geometry source, a layer mask can be
specified to ignore certain colliders.
* Don't rely on global transform. It still should give the exact same
results but allows for building navmeshes on nodes that are not in the
tree (useful in `tool` scripts).
* Update navigation gizmos after every new bake.
This work has been kindly sponsored by IMVU.
A big refactor to the WebRTC module. API is now considered quite stable.
Highlights:
- Renamed `WebRTCPeer` to `WebRTCPeerConnection`.
- `WebRTCPeerConnection` no longer act as `PacketPeer`, it only handle the connection itself (a bit like `TCP_Server`)
- Added new `WebRTCDataChannel` class which inherits from `PacketPeer` to handle data transfer.
- Add `WebRTCPeerConnection.initialize` method to create a new connection with the desired configuration provided as dictionary ([see MDN docs](https://developer.mozilla.org/en-US/docs/Web/API/RTCPeerConnection/RTCPeerConnection#RTCConfiguration_dictionary)).
- Add `WebRTCPeerConnection.create_data_channel` method to create a data channel for the given connection. The connection must be in `STATE_NEW` as specified by the standard ([see MDN docs for options](https://developer.mozilla.org/en-US/docs/Web/API/RTCPeerConnection/createDataChannel#RTCDataChannelInit_dictionary)).
- Add a `data_channel_received` signal to `WebRTCPeerConnection` for in-band (not negotiated) channels.
- Renamed `WebRTCPeerConnection` `offer_created` signal to `session_description_created`.
- Renamed `WebRTCPeerConnection` `new_ice_candidate` signal to `ice_candidate_created`
binding_functions.size() and an instance's binding_data.size() can get out of sync. They sync up when an instance's bindings are requested. When binding functions are registered after creating an instance's bindings, the instance's bindings are out of sync until requested again. If they're never requested, they're never synced.
unregister_binding_functions indexes into binding_data, but only checks that its safe to index into binding_functions. When they're out of sync, indexing fails.
This revision checks that it's safe to index into binding_data.
Moved GDNative singletons discoverer from register_types to
GDNativeSingletonEditor.
Fix enable/disable switch in GDNativeLibrarySingletonEditor.
Separate `gdnative/singletons` and `gdnative/singletons_disabled`
project settings, keeping "on by default" behavior.
Store general properties in ConfigFile too when modifying them.
Additionally set config_file property as internal as it's not editable
from inspector. It also does not appear to get saved in a meaningful way
(saved as Object(ConfigFile, ...))
Reasoning: ID is not an acronym, it is simply short for identification, so it logically should not be capitalized. But even if it was an acronym, other acronyms in Godot are not capitalized, like p_rid, p_ip, and p_json.
solves #26796
- ADD `String to_string()` method to Object which can be overriden by `String _to_string()` in scripts
- ADD `String to_string(r_valid)` method to ScriptInstance to allow langauges to control how scripted objects are converted to strings
- IMPLEMENT to_string for GDScriptInstance, VisualScriptInstance, and NativeScriptInstance
- ADD Documentation about `Object.to_string` and `Object._to_string`
- Changed `Variant::operator String` to use `obj->to_string()`
Fix freetype build issue for javascript platform.
When disabling optimizations (SMID) in specific freetype, source files,
we need to make sure to copy all other CPPFLAGS, not just override them.
This change fixes a few outstanding issues and greatly improves the usability
of the GridMap editor through the following changes:
- Copied mesh now gets displayed during pasting (also renamed the related
identifiers accordingly)
- Duplication/paste indicator now gets rotated around the correct pivot point
(duplication worked properly before, but the indicator was shown misplaced
when rotated)
- Selected mesh library item cursor is no longer shown during selection and
duplication/pasting
- Back rotate X/Y/Z is now working during duplication/pasting
- Added true cut operation thanks to now having a proper clipboard (clear
operation got remapped to the DEL key)
- Got rid of some weird workarounds in the duplication code
- Fill and clear operations now correctly make the selection marker inactive
as this was broken partly due to the workarounds mentioned above
(duplication continues to keep the selection marker active to allow
subsequent duplications)
- Clear current selection on RMB, but treat selection as an action so previous
selection can be restored on undo
- Separated selection and paste indicator data as it's prone to error and
confusion and it's anyway needed now that selection is treated as an action
- Added support for cancelling paste, selection, and even unselect the
currently selected mesh library item with the ESC key (previously there
wasn't a way to unselect)
- Changed the key binding of fill/clear/duplicate operations to use Ctrl as a
modifier
- Changed erase to use RMB instead of Shift+RMB (free look is available
through Shift+F anyway, so no need to occupy RMB for it during gridmap
editing)
- Removed unused area, external connector, and configure menu items (there's
also the non-functional clip mode menu items, but I'm not sure whether there
are any plans with that, I suppose it's meant to be an editor aid)
- Renamed INPUT_COPY to INPUT_PICK to better reflect its purpose
- Added support for using Shift+Q and Shift+E to select multiple floors/planes
without actually changing the current floor/plane as it happens when using
e.g. the mouse wheel
Fixes#25373 and #15883
Include paths are processed from left to right, so we use Prepend to
ensure that paths to bundled thirdparty files will have precedence over
system paths (e.g. `/usr/include` should have lowest priority).