| Commit message (Collapse) | Author | Age | Files | Lines |
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Deprecate push_unhandled_input
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The functionality of `push_unhandled_input` has changed so that it no
longer propagates input events to SubViewports.
This makes it less predictable and it should be deprecated in favor of
`push_input` which provides the same functionality and more.
Also this deprecation simplifies the Viewport-API by reducing the methods
for pushing input events, so that users don't need to worry about when
to use which function in order to insert input events.
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Implement Vulkan pipeline caching
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Document how to use the global animation library in GDScript
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Docs: Add FileAccess.close, remove duplicate example
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Remove constrained view in the 2D editor
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We initially added an option to disable constraining the 2D editor view.
This setting was still enabled by default to avoid confusing users
who end up scrolling too far away from their current scene
(which is a problem if you don't know about the F key to focus
on the selection).
However, it's probably a better choice to unconstrain the 2D editor view
by default because:
- Lots of people don't know about this setting and wonder how they
can scroll far away from the scene. This feels really limiting for them,
and it can even lead to some people thinking Godot intentionally limits
scene sizes.
- The 3D editor doesn't have such a contrain mechanism.
This makes the 2D editor more consistent with the 3D editor.
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Document AnimationRootNode
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winston-yallow/expose-marking-project-settings-internal
Expose method to set a project setting as internal
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Implement `TreeItem.add_child`
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Add more info on the nature of NAN
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Update HTTPRequest Class Documentation
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Reword the timeout member definition to indicate that example timeout values are suggestions.
Add definition for timeout constant.
Apply suggestions from code review
Co-authored-by: Yuri Sizov <11782833+YuriSizov@users.noreply.github.com>
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Document that clamp works with any type that supports greater/less than
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Clarify doc for Color.hex
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The "alpha channel first" seems misleading to me. It doesn't match with
the examples, so remove it. Add a more detailed specification of the
expected number format in hex.
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Add Stretch Mode description to ProjectSettings.xml
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Update doc/classes/ProjectSettings.xml
Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro>
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Create a virtual mouse move event after moving child nodes in tree
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This updates mouse cursor and mouse-over-states without the need
for additional mouse movements.
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Document seamless caveats on small textures in NoiseTexture2D and NoiseTexture3D
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This also harmonizes "normal map" spelling across the class reference.
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Update outdated syntax in `JavaScriptBridge` doc
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According to `JavaScriptBridge`, thus takes a Callable, not an object/string pair.
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Docs: Fix SurfaceTool example caps typo
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Mention that the not operator cannot be used with Strings and StringNames
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Old description implied that the normal texture would not be displayed while the button is on focus. That is not the case.
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Fix more issues with code tags in class reference
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Improve `Window` documentation
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Add a square fill mode to GradientTexture2D
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Overhaul the top sections of the class reference (Physics classes)
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Overhaul the top sections of the class reference (GUI classes)
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Overhaul the top sections of the class reference (Core classes)
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