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path: root/doc/classes/Vector4i.xml
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* Core: Fix built-in enum constant bindingsDanil Alexeev2024-11-221-4/+4
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* Docs: remove duplicate wordsMax Hilbrunner2024-09-301-1/+1
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* Expose `Vector*` component-wise and scalar `min/max` to scriptingA Thousand Ships2024-05-021-0/+28
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* [Core] Add scalar versions of `Vector*` `min/max/clamp/snap(ped)`A Thousand Ships2024-05-021-0/+15
| | | | Convenience for a number of cases operating on single values
* Add keywords to improve search in the class referenceHugo Locurcio2024-02-221-1/+1
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* Fix several minor class reference issuesskyace652024-01-231-1/+1
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* Implement `Vector2i/3i/4i` methods: `distance_to` and `distance_squared_to`Jakub Marcowski2023-10-121-0/+15
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* Add Vector2/3/4i.MAX and MINkobewi2023-09-161-0/+6
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* Doctool: Remove version attribute from XML headerRémi Verschelde2023-07-061-1/+1
| | | | | | We don't use that info for anything, and it generates unnecessary diffs every time we bump the minor version (and CI failures if we forget to sync some files from opt-in modules (mono, text_server_fb).
* Bump version to 4.2-devRémi Verschelde2023-07-051-1/+1
| | | | Keep on waitin'
* Overhaul the top sections of the class reference (Core classes)VolTer2023-05-191-2/+3
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* Unify descriptions of vector methodsHaoyu Qiu2023-04-141-1/+2
| | | | | | | | * is_equal_approx * normalize * length_squared * posmod * posmodv
* C# Truncate instead of round in Vector2/3/4 to Vector2I/3I/4I conversionkleonc2023-03-311-1/+1
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* Bump version to 4.1-devRémi Verschelde2023-03-011-1/+1
| | | | Can't stop, won't stop, they said, huh?
* Merge pull request #68386 from MewPurPur/snappedi-snappedfRémi Verschelde2022-11-241-1/+8
|\ | | | | | | Implement snappedi, snappedf, and Vector[2/3/4]i.snapped
| * Implement snappedi, snappedf, and Vector[2/3/4]i.snappedVolTer2022-11-191-1/+8
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* | Document that Vector classes are 32-bitJonathan Nicholl2022-11-121-1/+1
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* Document the Vector3 and Vector4i classesHugo Locurcio2022-10-271-0/+8
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* Document Vector4iMJacred2022-09-031-0/+61
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* Rename the argument tag to param in XML documentationYuri Sizov2022-08-081-25/+25
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* Fix Vector4 serializationkobewi2022-07-291-2/+2
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* Add some missing Vector4 methodskobewi2022-07-261-0/+6
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* Implement Vector4, Vector4i, Projectionreduz2022-07-231-0/+208
Implement built-in classes Vector4, Vector4i and Projection. * Two versions of Vector4 (float and integer). * A Projection class, which is a 4x4 matrix specialized in projection types. These types have been requested for a long time, but given they were very corner case they were not added before. Because in Godot 4, reimplementing parts of the rendering engine is now possible, access to these types (heavily used by the rendering code) becomes a necessity. **Q**: Why Projection and not Matrix4? **A**: Godot does not use Matrix2, Matrix3, Matrix4x3, etc. naming convention because, within the engine, these types always have a *purpose*. As such, Godot names them: Transform2D, Transform3D or Basis. In this case, this 4x4 matrix is _always_ used as a _Projection_, hence the naming.