- Add `Plane(Vector3)` constructor.
- Rename `IntersectRay` to `IntersectsRay`.
- Rename `IntersectSegment` to `IntersectsSegment`.
- Replace `Center` property with `GetCenter` method.
- Add and fix documentation about the _normal_ parameter
to Core and C# documentation.
- Remove `Transform3D(Quaternion, Vector3)` constructor from C#.
- Add `Transform3D(Projection)` constructor to C#.
- Add documentation to the `Transform3D(Projection)` constructor in Core.
- Add `Transform3D` constructor with only real_t params to C# that mirrors `Transform2D`.
- Expose `Basis` constructor with only real_t params in C#.
- Add `Transform2D(real_t, Vector2, real_t, Vector2)` constructor to C#.
Previously, EditorResourceConversionPlugin nominally existed in scripting, but there was no way for a user to actually register one.
This PR adds methods to EditorPlugin for registering/unregistering EditorResourceConversionPlugins.
Additionally, it documents EditorResourceConversionPlugin with descriptions and a basic example.
* It was not a resource, hence it was not working to load it as such.
* Changed so, when opened in editor, a parse error will not fail load and the text will be kept.
* This should allow proper editing from within the code editor, including syntax checking and saving files as-is in text.
Partially addresses #66820.
The code editor still needs to be changed for this to work.
* Button shortcuts were treated as generic input events on buttons. This means that to activate a button shortcut you had to press and release.
* This logic is removed and now shortcuts always activate on press.
* This makes the editor feel more responsive and solves problems related to this behavior.
Fixes#45033 and possibly others.
* Overrides no longer happen for set/get.
* They must be checked with a new function: `ProjectSettings::get_setting_with_override()`.
* GLOBAL_DEF/GLOBAL_GET updated to use this
This change solves many problems:
* General confusion about getting the actual or overriden setting.
* Feature tags available after settings are loaded were being ignored, they are now considered.
* Hacks required for the Project Settings editor to work.
Fixes#64100. Fixes#64014. Fixes#61908.
Removes all 3D modification resources. SkeletonIK3D is a node and still supported.
Remove deprecated Skeleton3D functionality for 4.0, so we can add it back in 4.x.
Remove local_pose_override feature from Skeleton3D and BoneAttachment3D.
Expose Skeleton3D::get_version() so IK scripts/extensions can cache bones.
Note: This change only affects 3D. SkeletonModification2D will work as before.
This class exposes no functionality to scripting itself, but is used by EditorExportPlugins.
Internally, it is what does the actual exporting of projects.
* This solution is much cleaner than the one in 3.x thanks to the use of callables.
* Works without issues in any language (no need to worry about camel or snake case).
* Editor code uses a compatibility function (too much work to redo).
Fixes#59899
Provides an obvious way to unload the currently loaded scene (which is nowhere to be found in the docs).
The SceneTree.change_scene_to() method must now always provide a valid PackedScene.
Fixes#63565.
* Fix potential crash when using bind in `Variant::get_callable_error_text()`
* Properly compute bound arguments so they can be properly shown.
* Add a function to obtain the actual bound arguments.
* Works for text, binary and imported resources
* Allows better clean up of duplicate files.
TODO (future PRs):
* Use this API for assigning new UIDs to copied files.
* Use this API for UID conflict on FS scanning (if more than one file has the same UID, the newer one(s) should get assigned a different UID).
* Remove unused `EditorPropertyMember` and related hints, previouly used by
VisualScript. Such logic should be implemented in the VS module itself.
* As the above broke compatibility with the VS module, clean up the other
hacks that were still in core in support of VisualScript.
* `PROPERTY_USAGE_INTERNATIONALIZED` was only used in Object's
`get_translatable_strings()`, which is a legacy function not used anywhere.
So both are removed.
* Reordered some usage flags after the above removal to minimize the diff.
* General clean up.
Fixes#30203.
Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
* All core types masks are now correctly marked as bitfields.
* The enum hacks in MouseButtonMask and many other types are gone. This ensures that binders to other languages non C++ can actually implement type safe bitmasks.
* Most bitmask operations replaced by functions in BitField<>
* Key is still a problem because its enum and mask at the same time. While it kind of works in C++, this most likely can't be implemented safely in other languages and will have to be changed at some point. Mostly left as-is.
* Documentation and API dump updated to reflect bitfields in core types.
`const` is used on all methods, even when they cause modification of the server. This reworks the methods of the server to only use `const` on method that don't change the state of the server.
Erasing array elements while iterating does not appear to be safe.
For example, the following prints nothing:
```
var a := [0,1,2,3,4,5,6]
for i in a:
if i % 2 == 0:
a.erase(i)
else:
print(i)
```
While this is often true for array implementations, it still seems worth
documenting explicitly. I copied the wording from Dictionary.xml.
As many open source projects have started doing it, we're removing the
current year from the copyright notice, so that we don't need to bump
it every year.
It seems like only the first year of publication is technically
relevant for copyright notices, and even that seems to be something
that many companies stopped listing altogether (in a version controlled
codebase, the commits are a much better source of date of publication
than a hardcoded copyright statement).
We also now list Godot Engine contributors first as we're collectively
the current maintainers of the project, and we clarify that the
"exclusive" copyright of the co-founders covers the timespan before
opensourcing (their further contributions are included as part of Godot
Engine contributors).
Also fixed "cf." Frenchism - it's meant as "refer to / see".
This was somewhat implied by specifically calling out nested arrays and
dictionaries, but I was still unsure and had to test it myself.
One might expect that `Resource` objects, which have a `duplicate`
method, might be deep-copied.
Changes GridMap navigation_layers from a single bitmask for the entire GridMap to a bitmask for each item used in the mesh_library with a baked navmesh.
Implements basic ASTC support:
* Only 4x4 and 8x8 block sizes.
* Other block sizes are too complex to handle for Godot image compression handling. May be implemented sometime in the future.
The need for ASTC is mostly for the following use cases:
* Implement a high quality compression option for textures on mobile and M1 Apple hardware.
* For this, the 4x4 is sufficient, since it uses the same size as BPTC.
ASTC supports a lot of block sizes, but the benefit of supporting most of them is slim, while the implementation complexity in Godot is very high.
Supporting only 4x4 (and 8x8) solves the real problem, which is lack of a BPTC alternative on hardware where it's missing.
Note: This does not yet support encoding on import, an ASTC encoder will need to be added.