Commit Graph

9 Commits

Author SHA1 Message Date
e71e3ed897 Now Vector4, Vector4i, Projection, PoolVector4Array, PoolVector4iArray, are built in variant types. Also reordered the Variant's Type enum, renamed _RID in it to RID, fixed a few smaller issues and removed some very old compat code. 2022-08-16 21:55:56 +02:00
899ac5cbd8 Backported some improvements to Rect2 from Godot4. Also bound all eligible methods. 2022-08-14 13:15:22 +02:00
730bce8587 Renamed Quat to Quaternion for consistency with the other engine math classes. 2022-08-13 15:22:33 +02:00
c4e7bc1c45 Reused the old unused PROPERTY_HINT_SPRITE_FRAMES as PROPERTY_HINT_BUTTON. It allows you to add buttons to the inspectors. 2022-07-31 00:01:58 +02:00
bb5acfd745 Ported: [3.5] Update NavigationServer backport
Backports features and bugfixes from current Godot 4.0 to 3.5 and brings functions and codebase of both version largely in sync to make tutorials more compatible and future backports easier.
- smix8
8bd7c6188b
2022-07-28 22:34:28 +02:00
sps1112
8e229841be Bind vararg method flag in core constants
(cherry picked from commit 1f361b03678893cd6328702383fce6dc062e7e57)
2022-07-28 14:56:33 +02:00
c9b612f012 Added StringName as a variant type, with eventually the help of 3c0059650d . 2022-03-21 21:29:06 +01:00
527cfb88aa Added Vector2i, Vector3i, Rect2i, PoolVector2i, PoolVector3i, Vector<Vector2i>, Vector<Vector3i> classes as core variant binds. GDScript still need to be updated to be able to use them. 2022-03-21 14:01:31 +01:00
49f8e8c398 Added godot with all my currently used engine modules. 2022-03-15 13:29:32 +01:00