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* Rename project file to "project.godot"Rémi Verschelde2017-05-011-1/+1
| | | | | | | | | | | | | | Slimmed down variant from the reverted #8375. The rationale behind the name change is to give Godot's project file a unique extension (".godot") that can be registered on the OS to be associated with the Godot binary (OS registration not implemented here). This PR also adds the possibility to start the game or editor if launched with the project.godot passed as argument, which paves the way for allowing a similar behaviour on a double-click in the OS file manager (code originally by @Hinsbart). Closes #6915.
* Revert "Use .godot as file extension for project files."Juan Linietsky2017-04-291-1/+1
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* added documentation for SurfaceToolclayjohn2017-04-251-1/+28
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* added descriptions for WorldEnvironment node in documentationclayjohn2017-04-241-0/+5
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* Merge pull request #8277 from tagcup/math_checksRémi Verschelde2017-04-241-2/+60
|\ | | | | Added various functions basic math classes. Also enabled math checks …
| * Added various functions basic math classes. Also enabled math checks only ↵Ferenc Arn2017-04-061-2/+60
| | | | | | | | | | | | | | | | for debug builds. Added set_scale, set_rotation_euler, set_rotation_axis_angle. Addresses #2565 directly. Added an euler angle constructor for Basis in GDScript and also exposed is_normalized for vectors and quaternions. Various other changes mostly cosmetic in nature.
* | Clarification of degrees/radians in angle methodsChris Bradfield2017-04-201-7/+18
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* | Use .godot as file extension for project files.Andreas Haas2017-04-161-1/+1
| | | | | | | | | | | | | | | | | | | | | | | | | | | | Now project files don't have to be named "godot.cfg" anymore, they can have any name so as long as it ends with *.godot. Also godot will automatically start the editor now if launched with a project file as an argument. This allows for double-clicking of projects to open them :) Code-wise this should be complete, but there's still work to do: - Make a nice icon for godot projects. - Work on installers/packaging -> register the extension and icon with godot. - Update the 2.1 to 3.0 exporter. Tested on linux and windows so far.
* | Rename [gs]et_pos to [gs]et_position for ControlsSergey Pusnei2017-04-101-8/+8
| | | | | | | | | | | | | | | | Control set_pos -> set_position Control set_global_pos -> set_global_position [gs]et_mouse_pos -> [gs]et_mouse_position [gs]et_global_mouse_pos -> [gs]et_global_mouse_position fixes #8005
* | classref: Sync with current sourceRémi Verschelde2017-04-071-705/+1651
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* Merge pull request #8259 from bojidar-bg/move-slide-wall-fixRémi Verschelde2017-04-051-0/+3
|\ | | | | Fix is_move_and_slide_on_wall, make move_and_slide floor angle configurable
| * Fix is_move_and_slide_on_wall, make move_and_slide floor angle configurableBojidar Marinov2017-04-041-0/+3
| | | | | | | | Fixes #7313
* | Made slide and reflect active verbs acting on itself in Vector2 and Vector3.Ferenc Arn2017-04-031-8/+26
|/ | | | | | | This is in alignment with other functions in vector classes. Also added checks for normalization, fixed the sign of reflect (which now corresponds to reflection along a plane mathematically), added bounce method and updated docs. Fixes #8201.
* Update classes.xml to master version, add a small feature to doc_statusBojidar Marinov2017-03-291-8538/+9169
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* Merge pull request #8122 from tagcup/axis_check_normalizationRémi Verschelde2017-03-241-6/+6
|\ | | | | Explicitly documented that Transform.basis is not necessarily an orth…
| * Explicitly documented that Transform.basis is not necessarily an orthogonal ↵Ferenc Arn2017-03-231-6/+6
| | | | | | | | | | | | | | | | matrix. Also added a check that in axis-angle rotations, axis is a normalized vector, and modified the docs accordingly. Fixes #8113.
* | Fix typos in source code using codespellRémi Verschelde2017-03-241-25/+25
|/ | | | From https://github.com/lucasdemarchi/codespell
* List Control::has_point as a virtual methodCrazyGuy1082017-03-141-0/+8
| | | | | | According to Issue #8018, a BIND_VMETHOD macro wasn't present in scene/gui/control.cpp, while it was declared to be a virtual method in scene/gui/control.h. classes.xml was updated to also list this method in Control.
* Merge pull request #7916 from RebelliousX/tab_containerRémi Verschelde2017-03-051-2/+17
|\ | | | | TabContainer's signal changes (v3)
| * - `tab_changed` signal emits only by selecting a different tab.Thaer Razeq2017-03-051-2/+17
| | | | | | | | | | | | - Added `tab_selected` signal. Which emits a signal by selecting any tab, if current tab is selected again. - Added `get_previous_tab()`. Which returns the previous shown tab. **Note:** only `tab_changed` can modify previous tab index. - Add documentation for the added function and signals. Fix a typo too.
* | Added a SceneTree.has_network_peer, closes #7922Karol Walasek2017-03-041-0/+7
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* Merge pull request #7581 from Faless/v6_wild_bindRémi Verschelde2017-02-121-4/+12
|\ | | | | TCP/UDP listen bind to address and bugfixes
| * Update docs reference for TCP_Server::listen and UDPPacketPeer::listenFabio Alessandrelli2017-01-231-4/+12
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* | Renamed engine.cfg to godot.cfg, to forcefully break compatibility with 2.xJuan Linietsky2017-02-041-1/+1
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* | grammar fixes, it's -> itsChris Bradfield2017-01-291-12/+12
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* Replace the existing PRNG (Xorshift31) with (minimal) PCG (XSH-RR variant ↵Ferenc Arn2017-01-151-5/+5
| | | | | | with 32-bit output, 64-bit state). PCG is better than many alternatives by many metrics (see www.pcg-random.org) including statistical quality with good speed.
* Finish renaming *Frame GUI classes to *RectRémi Verschelde2017-01-141-3/+3
| | | | | ReferenceFrame had been overlooked, and the cpp files still used the old names. Also ripgrep'ed it all to find some forgotten references.
* Tween: Rename times_in_sec (sic) param to durationRémi Verschelde2017-01-131-16/+16
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* some class renamesJuan Linietsky2017-01-121-1/+1
| | | | | | TextureFrame -> TextureRect Patch9Frame -> NinePatchRect ColorFrame -> ColorRect
* Merge pull request #7426 from m4nu3lf/bugfix/physicsJuan Linietsky2017-01-101-1/+35
|\ | | | | Fixed inertia tensor computation and center of mass
| * Fixed inertia tensor computation and center of massm4nu3lf2017-01-091-1/+35
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* | Merge pull request #7438 from tagcup/matrix3_rotate_fixJuan Linietsky2017-01-101-20/+28
|\ \ | | | | | | Fix the order in which additional transformations are applied
| * | Fix the order in which additional transformations are applied in Matrix3 and ↵Ferenc Arn2017-01-081-20/+28
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Transform. This is a part of the breaking changes proposed in PR #6865, solving the issue regarding the order of affine transformations described in #2565. This PR also fixes the affected code within Godot codebase. Includes improvements to documentation too. Another change is, Matrix3::get_scale() will now return negative scaling when the determinant of the matrix is negative. The rationale behind this is simple: when performing a polar decomposition on a basis matrix M = R.S, we have to ensure that the determinant of R is +1, such that it is a proper rotation matrix (with no reflections) which can be represented by Euler angles or a quaternion. Also replaced the few instances of float with real_t in Matrix3 and Transform. Furthermore, this PR fixes an issue introduced due to the API breakage in #6865. Namely Matrix3::get_euler() now only works with proper rotation matrices. As a result, the code that wants to get the rotation portion of a transform needs to use Matrix3::get_rotation() introduced in this commit, which complements Matrix3::get_scaled(), providing both parts of the polar decomposition. Finally, it is now possible to construct a rotation matrix from Euler angles using the new constructor Matrix3::Matrix3(const Vector3 &p_euler).
* | | Remove deprecated Vector2.floorf methodEmmanuel Leblond2017-01-101-7/+0
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* | | Fix codeblock tag in classes.xml for EditorSettingsEmmanuel Leblond2017-01-081-9/+11
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* / Use right handed coordinate system for rotation matrices and quaternions. ↵Ferenc Arn2017-01-031-11/+10
|/ | | | | | | | Also fixes Euler angles (XYZ convention, which is used as default by Blender). Furthermore, functions which expect a rotation matrix will now give an error simply, rather than trying to orthonormalize such matrices. The documentation for such functions has be updated accordingly. This commit breaks code using 3D rotations, and is a part of the breaking changes in 2.1 -> 3.0 transition. The code affected within Godot code base is fixed in this commit.
* Merge remote-tracking branch 'origin/gles3' into gles3-on-masterRémi Verschelde2017-01-021-13/+13
|\ | | | | | | | | Various merge conflicts have been fixed manually and some mistakes might have been made - time will tell :)
| * PBR more or less working, still working on bringing gizmos backJuan Linietsky2016-10-271-2/+2
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| * Begining of GLES3 renderer:Juan Linietsky2016-10-031-11/+11
| | | | | | | | | | | | | | | | -Most 2D drawing is implemented -Missing shaders -Missing all 3D -Editor needs to be set on update always to be used, otherwise it does not refresh -Large parts of editor not working
* | Merge pull request #7410 from nounoursheureux/masterRémi Verschelde2017-01-021-0/+5
|\ \ | | | | | | Add the 'finished' signal to AnimatedSprite
| * | Add the 'finished' signal to AnimatedSpriteWilhem Barbier2017-01-021-0/+5
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* | | Merge pull request #7271 from Faless/ipv6_cleanupRémi Verschelde2017-01-021-22/+8
|\ \ \ | | | | | | | | Fixes and improvementes for IPv6 implementation.
| * | | Migrate int.IP_TYPE_ constants to IP.TYPE_Fabio Alessandrelli2016-12-091-22/+8
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* | | | Exposing edit_resource method of EditorNode in the EditorPlugin (#7355)Bruno Ortiz2017-01-021-0/+7
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* | | Merge pull request #7322 from Jerome67000/classref-editRémi Verschelde2016-12-231-2/+2
|\ \ \ | | | | | | | | doc improvement for get_colliding_bodies() methods
| * | | doc improvement for get_colliding_bodies() methodsJerome670002016-12-171-2/+2
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* / / PopupMenu upgrade: Hide on item selection (#7306)Ivan P. Skodje2016-12-231-0/+14
|/ / | | | | | | | | | | * Added the option to set hide on item selection. Usable in GDScript and from within the source code when you want to specify popup menus you don't want to close immediately when selecting an item * Renamed getter from get_ to is_, fixed parent/child behavior, renamed bool variable to match most code and added ADD_PROPERTYNO to save some memory
* | Revert "Do not emit NOTIFICATION_READY more than once (breaking change)"Rémi Verschelde2016-11-301-2/+1
| | | | | | | | | | | | | | This reverts commit b6eab006dbd21d25a664486809109fffa9533124. This commit broke compatibility in an undesired way, as outlined in https://github.com/godotengine/godot/issues/3290#issuecomment-263388003
* | Merge pull request #7138 from bojidar-bg/ready_guardRémi Verschelde2016-11-281-1/+2
|\ \ | | | | | | Do not enter _ready twice
| * | Do not emit NOTIFICATION_READY more than once (breaking change)Bojidar Marinov2016-11-171-1/+2
| | | | | | | | | | | | Currently, there is no notification with the old behaviour, so probably breaks all cpp code relying on that notification as well.