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b17f0f5
Use physical shortcuts for freelook navigation in the editor
hakro Apr 7, 2023
f645bba
Fix clipboard relying on focused window
RedMser Apr 7, 2023
a5572ba
C# Truncate instead of round in Vector2/3/4 to Vector2I/3I/4I conversion
kleonc Apr 7, 2023
2c80ded
[RTL] Fix fill align and trim with enabled dropcap.
bruvzg Apr 7, 2023
f8517e1
Remember directory when installing templates file
KoBeWi Apr 7, 2023
4cc8a68
Update thorvg to 0.8.4
RedworkDE Apr 7, 2023
62dbd51
Fix descriptions not showing for theme properties
ajreckof Apr 7, 2023
bcf991d
Fix off-by-one issue where Go to Line dialog shows the incorrect line
ronyeh Apr 7, 2023
7ef4e51
TextureProgressBar Update upon texture changes
kleonc Apr 7, 2023
1aa5fce
Fix commenting collapsed function issue
jmb462 Apr 7, 2023
861399f
Re-enable script editor File menu shortcuts when the menu is hidden
jbuck3 Apr 7, 2023
e656a53
Fix several GraphEdit operations at zoom levels other than 100%
Geometror Apr 7, 2023
cc6ce69
Expose NavigationAgent path postprocessing and pathfinding algorithm …
smix8 Apr 7, 2023
99beeb3
Recreate swap chain when suboptimal to avoid error spam
clayjohn Apr 7, 2023
0382748
Properly remember snapping options per-project
KoBeWi Apr 7, 2023
87a9d2c
Improve editor state initialization
KoBeWi Apr 7, 2023
88d446f
Prevent off-screen controls in editor
KoBeWi Apr 7, 2023
2b0acb6
Fix RemoteTransform2D could fail to update AnimatableBody2D's positio…
Rindbee Apr 7, 2023
02d0f09
Added guide button to controller db, changed to use secret XInput fun…
botero-dev Apr 7, 2023
817da41
Fix some theme values affect the editor by setting a default value fo…
Maran23 Apr 7, 2023
cacc6c5
Prevent color conversion of the big Godot logo
YuriSizov Apr 7, 2023
585f4ed
GraphNode ignore non-visible children for minimum size.
JohanAR Apr 7, 2023
eab0386
ci: wait for static check results before starting builds
yedpodtrzitko Apr 7, 2023
1f51ced
Fix moving position indicator out of bounds in FileAccessMemory
Listwon Apr 7, 2023
ba9f298
gltf: Remove obsolete hack to embed gltf textures in advanced import
lyuma Apr 7, 2023
9598eb9
Fix the Python type error when creating the .sln file
HK-SHAO Apr 7, 2023
589c32e
Fix the issue preventing dragging in the 2D and visual shader editor
Apr 7, 2023
2805f7b
CI: Visibly print trailing whitespace when static checks fail
akien-mga Apr 7, 2023
a99b046
[ci/windows] remove obsolete 'tools' in the name
umarcor Apr 7, 2023
233bd4a
SVG: fix tvg::Picture->size() and scale based errors.
capnm Apr 7, 2023
05fa6e3
[SVG Font] Keep a copy of UTF-8 XML source string during the whole SV…
bruvzg Apr 7, 2023
7c62d11
Modify "physics/3d/solver/contact_max_allowed_penetration" precision …
Malcolmnixon Apr 7, 2023
ba5335f
[Web] Fix keycode/physical keycode mixed up.
bruvzg Apr 7, 2023
c62f8f9
Fix AudioStreamPlayer2D crash when PhysicsServer2D runs on thread
smix8 Apr 7, 2023
66a8ddf
Fix CompressedTextureLayered description in the class reference
Calinou Apr 7, 2023
210879d
Warn if a concave shape is assigned to ConvexPolygonShape2D
Rgtemze Apr 7, 2023
6755478
Fix NavigationObstacles not being added to avoidance simulation
smix8 Apr 7, 2023
66633d1
Fix the limit for interpolation of R0 with respect to metallic and SSR
n0tank3sh Apr 7, 2023
967ad04
Add changelog for 4.0.3
YuriSizov Apr 7, 2023
177be9b
Initialize editor values on first launch
KoBeWi Apr 7, 2023
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3 changes: 2 additions & 1 deletion .github/workflows/android_builds.yml
Original file line number Diff line number Diff line change
@@ -1,5 +1,6 @@
name: 🤖 Android Builds
on: [push, pull_request]
on:
workflow_call:

# Global Settings
env:
Expand Down
3 changes: 2 additions & 1 deletion .github/workflows/ios_builds.yml
Original file line number Diff line number Diff line change
@@ -1,5 +1,6 @@
name: 🍏 iOS Builds
on: [push, pull_request]
on:
workflow_call:

# Global Settings
env:
Expand Down
3 changes: 2 additions & 1 deletion .github/workflows/linux_builds.yml
Original file line number Diff line number Diff line change
@@ -1,5 +1,6 @@
name: 🐧 Linux Builds
on: [push, pull_request]
on:
workflow_call:

# Global Settings
env:
Expand Down
3 changes: 2 additions & 1 deletion .github/workflows/macos_builds.yml
Original file line number Diff line number Diff line change
@@ -1,5 +1,6 @@
name: 🍎 macOS Builds
on: [push, pull_request]
on:
workflow_call:

# Global Settings
env:
Expand Down
41 changes: 41 additions & 0 deletions .github/workflows/runner.yml
Original file line number Diff line number Diff line change
@@ -0,0 +1,41 @@
name: 🔗 GHA
on: [push, pull_request]

concurrency:
group: ci-${{github.actor}}-${{github.head_ref || github.run_number}}-${{github.ref}}-runner
cancel-in-progress: true

jobs:
static-checks:
name: 📊 Static
uses: ./.github/workflows/static_checks.yml

android-build:
name: 🤖 Android
needs: static-checks
uses: ./.github/workflows/android_builds.yml

ios-build:
name: 🍏 iOS
needs: static-checks
uses: ./.github/workflows/ios_builds.yml

linux-build:
name: 🐧 Linux
needs: static-checks
uses: ./.github/workflows/linux_builds.yml

macos-build:
name: 🍎 macOS
needs: static-checks
uses: ./.github/workflows/macos_builds.yml

windows-build:
name: 🏁 Windows
needs: static-checks
uses: ./.github/workflows/windows_builds.yml

web-build:
name: 🌐 Web
needs: static-checks
uses: ./.github/workflows/web_builds.yml
6 changes: 4 additions & 2 deletions .github/workflows/static_checks.yml
Original file line number Diff line number Diff line change
@@ -1,5 +1,6 @@
name: 📊 Static Checks
on: [push, pull_request]
on:
workflow_call:

concurrency:
group: ci-${{github.actor}}-${{github.head_ref || github.run_number}}-${{github.ref}}-static
Expand All @@ -21,7 +22,8 @@ jobs:
sudo apt-get install -qq dos2unix clang-format-15 libxml2-utils python3-pip moreutils
sudo update-alternatives --remove-all clang-format || true
sudo update-alternatives --install /usr/bin/clang-format clang-format /usr/bin/clang-format-15 100
sudo pip3 install black==22.3.0 pygments pytest==7.1.2 mypy==0.971
sudo pip3 install black==22.3.0 pytest==7.1.2 mypy==0.971
git config diff.wsErrorHighlight all

- name: File formatting checks (file_format.sh)
run: |
Expand Down
3 changes: 2 additions & 1 deletion .github/workflows/web_builds.yml
Original file line number Diff line number Diff line change
@@ -1,5 +1,6 @@
name: 🌐 Web Builds
on: [push, pull_request]
on:
workflow_call:

# Global Settings
env:
Expand Down
5 changes: 3 additions & 2 deletions .github/workflows/windows_builds.yml
Original file line number Diff line number Diff line change
@@ -1,5 +1,6 @@
name: 🏁 Windows Builds
on: [push, pull_request]
on:
workflow_call:

# Global Settings
# SCONS_CACHE for windows must be set in the build environment
Expand Down Expand Up @@ -30,7 +31,7 @@ jobs:
sconsflags: debug_symbols=no vsproj=yes
bin: "./bin/godot.windows.editor.x86_64.exe"

- name: Template (target=template_release, tools=no)
- name: Template (target=template_release)
cache-name: windows-template
target: template_release
tests: false
Expand Down
118 changes: 118 additions & 0 deletions CHANGELOG.md
Original file line number Diff line number Diff line change
Expand Up @@ -4,6 +4,123 @@ All notable changes to this project will be documented in this file.

The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/).

## [4.0.3] - TBD

See the [release announcement](https://godotengine.org/article/maintenance-release-godot-4-0-3) for details.

### Added

#### Editor

- Properly remember snapping options per-project ([GH-74682](https://github.com/godotengine/godot/pull/74682)).
- Remember directory when installing templates file ([GH-74735](https://github.com/godotengine/godot/pull/74735)).
- Improve editor state initialization ([GH-75563](https://github.com/godotengine/godot/pull/75563)).

#### Navigation

- Navigation: Expose NavigationAgent path postprocessing and pathfinding algorithm options ([GH-75326](https://github.com/godotengine/godot/pull/75326)).

#### Physics

- Warn when a concave polygon is assigned to ConvexPolygonShape2D ([GH-56671](https://github.com/godotengine/godot/pull/56671)).

### Changed

#### 3D

- Use physical shortcuts for freelook navigation in the editor ([GH-73651](https://github.com/godotengine/godot/pull/73651)).

#### Buildsystem

- Wait for static check results before starting other CI builds ([GH-65232](https://github.com/godotengine/godot/pull/65232)).
- Remove obsolete 'tools' in a CI workflow name ([GH-75687](https://github.com/godotengine/godot/pull/75687)).
- Visibly print trailing whitespace when static checks fail ([GH-75700](https://github.com/godotengine/godot/pull/75700)).

#### C#/.NET

- Truncate instead of round in Vector2/3/4 to Vector2I/3I/4I conversion ([GH-75477](https://github.com/godotengine/godot/pull/75477)).

#### Editor

- Prevent off-screen controls in editor ([GH-73646](https://github.com/godotengine/godot/pull/73646)).
- Re-enable script editor File menu shortcuts when the menu is hidden ([GH-74319](https://github.com/godotengine/godot/pull/74319)).
- Prevent color conversion of the big Godot logo ([GH-75653](https://github.com/godotengine/godot/pull/75653)).

#### GUI

- Ignore invisible children of GraphNode for minimum size ([GH-72240](https://github.com/godotengine/godot/pull/72240)).
- Update `TextureProgressBar` upon texture changes ([GH-75532](https://github.com/godotengine/godot/pull/75532)).
- Keep a copy of UTF-8 XML source string during the SVG font processing ([GH-75675](https://github.com/godotengine/godot/pull/75675)).

#### Import

- gltf: Remove obsolete hack to embed gltf textures in advanced import ([GH-75636](https://github.com/godotengine/godot/pull/75636)).

#### Physics

- Modify contact_max_allowed_penetration precision to 3 significant digits ([GH-75665](https://github.com/godotengine/godot/pull/75665)).

#### Rendering

- Recreate swap chain when suboptimal to avoid error spam ([GH-72859](https://github.com/godotengine/godot/pull/72859)).

#### Thirdparty

- thorvg updated to 0.8.4.

### Fixed

#### 2D

- Fix RemoteTransform2D could fail to update AnimatableBody2D's position or rotation ([GH-75487](https://github.com/godotengine/godot/pull/75487)).

#### Audio

- Fix AudioStreamPlayer2D crash when PhysicsServer2D runs on thread ([GH-75728](https://github.com/godotengine/godot/pull/75728)).

#### Buildsystem

- Fix the Python type error when creating the .sln file ([GH-75309](https://github.com/godotengine/godot/pull/75309)).

#### Core

- Fix moving position indicator out of bounds in FileAccessMemory ([GH-75641](https://github.com/godotengine/godot/pull/75641)).

#### Editor

- Fix off-by-one issue where "Go to Line" dialog shows the incorrect line number ([GH-75523](https://github.com/godotengine/godot/pull/75523)).

#### GUI

- Fix commenting collapsed function issue ([GH-75070](https://github.com/godotengine/godot/pull/75070)).
- Fix fill align and trim with enabled dropcap in `RichTextLabel` ([GH-75504](https://github.com/godotengine/godot/pull/75504)).
- Fix descriptions not showing for theme properties ([GH-75559](https://github.com/godotengine/godot/pull/75559)).
- Fix some theme values affect the editor by setting a default value for them ([GH-75566](https://github.com/godotengine/godot/pull/75566)).
- Fix several GraphEdit operations at zoom levels other than 100% ([GH-75595](https://github.com/godotengine/godot/pull/75595)).

#### Import

- SVG: fix tvg::Picture->size() and scale based errors. ([GH-75034](https://github.com/godotengine/godot/pull/75034)).

#### Input

- Fix guide button detection with XInput and Xbox Series controllers ([GH-73200](https://github.com/godotengine/godot/pull/73200)).
- Fix the issue preventing dragging in the 2D editor ([GH-75113](https://github.com/godotengine/godot/pull/75113)).
- Fix keycode/physical keycode mix up on web ([GH-75738](https://github.com/godotengine/godot/pull/75738)).

#### Navigation

- Navigation: Fix NavigationObstacles not being added to avoidance simulation ([GH-75756](https://github.com/godotengine/godot/pull/75756)).

#### Porting

- Windows: Fix clipboard relying on focused window ([GH-73878](https://github.com/godotengine/godot/pull/73878)).

#### Rendering

- Fix interpolation of R0 for metallic and calculation of the Fresnel Shlick term in SSR ([GH-75368](https://github.com/godotengine/godot/pull/75368)).


## [4.0.2] - 2023-04-04

See the [release announcement](https://godotengine.org/article/maintenance-release-godot-4-0-2) for details.
Expand Down Expand Up @@ -2817,6 +2934,7 @@ See the [release announcement](https://godotengine.org/article/godot-3-3-has-arr
- Only WebAssembly is supported now, since all browsers supporting WebGL 2.0 also support WebAssembly.


[4.0.3]: https://github.com/godotengine/godot/compare/4.0.2-stable...4.0.3-stable
[4.0.2]: https://github.com/godotengine/godot/compare/4.0.1-stable...4.0.2-stable
[4.0.1]: https://github.com/godotengine/godot/compare/4.0-stable...4.0.1-stable
[4.0]: https://github.com/godotengine/godot/compare/3.2-stable...4.0-stable
Expand Down
2 changes: 1 addition & 1 deletion core/input/godotcontrollerdb.txt
Original file line number Diff line number Diff line change
Expand Up @@ -2,7 +2,7 @@
# Source: https://github.com/godotengine/godot

# Windows
__XINPUT_DEVICE__,XInput Gamepad,a:b12,b:b13,x:b14,y:b15,start:b4,back:b5,leftstick:b6,rightstick:b7,leftshoulder:b8,rightshoulder:b9,dpup:b0,dpdown:b1,dpleft:b2,dpright:b3,leftx:a0,lefty:a1,rightx:a2,righty:a3,lefttrigger:a4,righttrigger:a5,platform:Windows,
__XINPUT_DEVICE__,XInput Gamepad,a:b12,b:b13,x:b14,y:b15,start:b4,guide:b10,back:b5,leftstick:b6,rightstick:b7,leftshoulder:b8,rightshoulder:b9,dpup:b0,dpdown:b1,dpleft:b2,dpright:b3,leftx:a0,lefty:a1,rightx:a2,righty:a3,lefttrigger:a4,righttrigger:a5,platform:Windows,

# Android
Default Android Gamepad,Default Controller,leftx:a0,lefty:a1,dpdown:h0.4,rightstick:b8,rightshoulder:b10,rightx:a2,start:b6,righty:a3,dpleft:h0.8,lefttrigger:a4,x:b2,dpup:h0.1,back:b4,leftstick:b7,leftshoulder:b9,y:b3,a:b0,dpright:h0.2,righttrigger:a5,b:b1,platform:Android,
Expand Down
9 changes: 7 additions & 2 deletions core/input/input_event.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -474,10 +474,15 @@ String InputEventKey::to_string() {
return vformat("InputEventKey: keycode=%s, mods=%s, physical=%s, pressed=%s, echo=%s", kc, mods, physical, p, e);
}

Ref<InputEventKey> InputEventKey::create_reference(Key p_keycode) {
Ref<InputEventKey> InputEventKey::create_reference(Key p_keycode, bool p_physical) {
Ref<InputEventKey> ie;
ie.instantiate();
ie->set_keycode(p_keycode & KeyModifierMask::CODE_MASK);
if (p_physical) {
ie->set_physical_keycode(p_keycode & KeyModifierMask::CODE_MASK);
} else {
ie->set_keycode(p_keycode & KeyModifierMask::CODE_MASK);
}

ie->set_unicode(char32_t(p_keycode & KeyModifierMask::CODE_MASK));

if ((p_keycode & KeyModifierMask::SHIFT) != Key::NONE) {
Expand Down
2 changes: 1 addition & 1 deletion core/input/input_event.h
Original file line number Diff line number Diff line change
Expand Up @@ -195,7 +195,7 @@ class InputEventKey : public InputEventWithModifiers {
virtual String as_text() const override;
virtual String to_string() override;

static Ref<InputEventKey> create_reference(Key p_keycode_with_modifier_masks);
static Ref<InputEventKey> create_reference(Key p_keycode_with_modifier_masks, bool p_physical = false);

InputEventKey() {}
};
Expand Down
4 changes: 2 additions & 2 deletions core/io/file_access_memory.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -144,7 +144,7 @@ uint64_t FileAccessMemory::get_buffer(uint8_t *p_dst, uint64_t p_length) const {
}

memcpy(p_dst, &data[pos], read);
pos += p_length;
pos += read;

return read;
}
Expand Down Expand Up @@ -172,5 +172,5 @@ void FileAccessMemory::store_buffer(const uint8_t *p_src, uint64_t p_length) {
}

memcpy(&data[pos], p_src, write);
pos += p_length;
pos += write;
}
3 changes: 2 additions & 1 deletion doc/classes/CompressedCubemap.xml
Original file line number Diff line number Diff line change
Expand Up @@ -5,10 +5,11 @@
</brief_description>
<description>
A cubemap that is loaded from a [code].ccube[/code] file. This file format is internal to Godot; it is created by importing other image formats with the import system. [CompressedCubemap] can use one of 4 compresson methods:
- Uncompressed (uncompressed on the GPU)
- Lossless (WebP or PNG, uncompressed on the GPU)
- Lossy (WebP, uncompressed on the GPU)
- VRAM Compressed (compressed on the GPU)
- VRAM Uncompressed (uncompressed on the GPU)
- Basis Universal (compressed on the GPU. Lower file sizes than VRAM Compressed, but slower to compress and lower quality than VRAM Compressed)
Only [b]VRAM Compressed[/b] actually reduces the memory usage on the GPU. The [b]Lossless[/b] and [b]Lossy[/b] compression methods will reduce the required storage on disk, but they will not reduce memory usage on the GPU as the texture is sent to the GPU uncompressed.
Using [b]VRAM Compressed[/b] also improves loading times, as VRAM-compressed textures are faster to load compared to textures using lossless or lossy compression. VRAM compression can exhibit noticeable artifacts and is intended to be used for 3D rendering, not 2D.
See [Cubemap] for a general description of cubemaps.
Expand Down
3 changes: 2 additions & 1 deletion doc/classes/CompressedCubemapArray.xml
Original file line number Diff line number Diff line change
Expand Up @@ -5,10 +5,11 @@
</brief_description>
<description>
A cubemap array that is loaded from a [code].ccubearray[/code] file. This file format is internal to Godot; it is created by importing other image formats with the import system. [CompressedCubemapArray] can use one of 4 compresson methods:
- Uncompressed (uncompressed on the GPU)
- Lossless (WebP or PNG, uncompressed on the GPU)
- Lossy (WebP, uncompressed on the GPU)
- VRAM Compressed (compressed on the GPU)
- VRAM Uncompressed (uncompressed on the GPU)
- Basis Universal (compressed on the GPU. Lower file sizes than VRAM Compressed, but slower to compress and lower quality than VRAM Compressed)
Only [b]VRAM Compressed[/b] actually reduces the memory usage on the GPU. The [b]Lossless[/b] and [b]Lossy[/b] compression methods will reduce the required storage on disk, but they will not reduce memory usage on the GPU as the texture is sent to the GPU uncompressed.
Using [b]VRAM Compressed[/b] also improves loading times, as VRAM-compressed textures are faster to load compared to textures using lossless or lossy compression. VRAM compression can exhibit noticeable artifacts and is intended to be used for 3D rendering, not 2D.
See [CubemapArray] for a general description of cubemap arrays.
Expand Down
3 changes: 2 additions & 1 deletion doc/classes/CompressedTexture2D.xml
Original file line number Diff line number Diff line change
Expand Up @@ -5,10 +5,11 @@
</brief_description>
<description>
A texture that is loaded from a [code].ctex[/code] file. This file format is internal to Godot; it is created by importing other image formats with the import system. [CompressedTexture2D] can use one of 4 compression methods (including a lack of any compression):
- Uncompressed (uncompressed on the GPU)
- Lossless (WebP or PNG, uncompressed on the GPU)
- Lossy (WebP, uncompressed on the GPU)
- VRAM Compressed (compressed on the GPU)
- VRAM Uncompressed (uncompressed on the GPU)
- Basis Universal (compressed on the GPU. Lower file sizes than VRAM Compressed, but slower to compress and lower quality than VRAM Compressed)
Only [b]VRAM Compressed[/b] actually reduces the memory usage on the GPU. The [b]Lossless[/b] and [b]Lossy[/b] compression methods will reduce the required storage on disk, but they will not reduce memory usage on the GPU as the texture is sent to the GPU uncompressed.
Using [b]VRAM Compressed[/b] also improves loading times, as VRAM-compressed textures are faster to load compared to textures using lossless or lossy compression. VRAM compression can exhibit noticeable artifacts and is intended to be used for 3D rendering, not 2D.
</description>
Expand Down
3 changes: 2 additions & 1 deletion doc/classes/CompressedTexture2DArray.xml
Original file line number Diff line number Diff line change
Expand Up @@ -5,10 +5,11 @@
</brief_description>
<description>
A texture array that is loaded from a [code].ctexarray[/code] file. This file format is internal to Godot; it is created by importing other image formats with the import system. [CompressedTexture2DArray] can use one of 4 compresson methods:
- Uncompressed (uncompressed on the GPU)
- Lossless (WebP or PNG, uncompressed on the GPU)
- Lossy (WebP, uncompressed on the GPU)
- VRAM Compressed (compressed on the GPU)
- VRAM Uncompressed (uncompressed on the GPU)
- Basis Universal (compressed on the GPU. Lower file sizes than VRAM Compressed, but slower to compress and lower quality than VRAM Compressed)
Only [b]VRAM Compressed[/b] actually reduces the memory usage on the GPU. The [b]Lossless[/b] and [b]Lossy[/b] compression methods will reduce the required storage on disk, but they will not reduce memory usage on the GPU as the texture is sent to the GPU uncompressed.
Using [b]VRAM Compressed[/b] also improves loading times, as VRAM-compressed textures are faster to load compared to textures using lossless or lossy compression. VRAM compression can exhibit noticeable artifacts and is intended to be used for 3D rendering, not 2D.
See [Texture2DArray] for a general description of texture arrays.
Expand Down
8 changes: 1 addition & 7 deletions doc/classes/CompressedTextureLayered.xml
Original file line number Diff line number Diff line change
Expand Up @@ -4,13 +4,7 @@
Base class for texture arrays that can optionally be compressed.
</brief_description>
<description>
A texture array that is loaded from a [code].ctexarray[/code] file. This file format is internal to Godot; it is created by importing other image formats with the import system. [CompressedTexture2D] can use one of 4 compresson methods:
- Uncompressed (uncompressed on the GPU)
- Lossless (WebP or PNG, uncompressed on the GPU)
- Lossy (WebP, uncompressed on the GPU)
- VRAM Compressed (compressed on the GPU)
Only [b]VRAM Compressed[/b] actually reduces the memory usage on the GPU. The [b]Lossless[/b] and [b]Lossy[/b] compression methods will reduce the required storage on disk, but they will not reduce memory usage on the GPU as the texture is sent to the GPU uncompressed.
Using [b]VRAM Compressed[/b] also improves loading times, as VRAM-compressed textures are faster to load compared to textures using lossless or lossy compression. VRAM compression can exhibit noticeable artifacts and is intended to be used for 3D rendering, not 2D.
Base class for [CompressedTexture2DArray] and [CompressedTexture3D]. Cannot be used directly, but contains all the functions necessary for accessing the derived resource types. See also [TextureLayered].
</description>
<tutorials>
</tutorials>
Expand Down
6 changes: 6 additions & 0 deletions doc/classes/NavigationAgent2D.xml
Original file line number Diff line number Diff line change
Expand Up @@ -147,6 +147,12 @@
<member name="path_metadata_flags" type="int" setter="set_path_metadata_flags" getter="get_path_metadata_flags" enum="NavigationPathQueryParameters2D.PathMetadataFlags" default="7">
Additional information to return with the navigation path.
</member>
<member name="path_postprocessing" type="int" setter="set_path_postprocessing" getter="get_path_postprocessing" enum="NavigationPathQueryParameters2D.PathPostProcessing" default="0">
The path postprocessing applied to the raw path corridor found by the [member pathfinding_algorithm].
</member>
<member name="pathfinding_algorithm" type="int" setter="set_pathfinding_algorithm" getter="get_pathfinding_algorithm" enum="NavigationPathQueryParameters2D.PathfindingAlgorithm" default="0">
The pathfinding algorithm used in the path query.
</member>
<member name="radius" type="float" setter="set_radius" getter="get_radius" default="10.0">
The radius of the avoidance agent. This is the "body" of the avoidance agent and not the avoidance maneuver starting radius (which is controlled by [member neighbor_distance]).
Does not affect normal pathfinding. To change an actor's pathfinding radius bake [NavigationMesh] resources with a different [member NavigationMesh.agent_radius] property and use different navigation maps for each actor size.
Expand Down
6 changes: 6 additions & 0 deletions doc/classes/NavigationAgent3D.xml
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Expand Up @@ -150,6 +150,12 @@
<member name="path_metadata_flags" type="int" setter="set_path_metadata_flags" getter="get_path_metadata_flags" enum="NavigationPathQueryParameters3D.PathMetadataFlags" default="7">
Additional information to return with the navigation path.
</member>
<member name="path_postprocessing" type="int" setter="set_path_postprocessing" getter="get_path_postprocessing" enum="NavigationPathQueryParameters3D.PathPostProcessing" default="0">
The path postprocessing applied to the raw path corridor found by the [member pathfinding_algorithm].
</member>
<member name="pathfinding_algorithm" type="int" setter="set_pathfinding_algorithm" getter="get_pathfinding_algorithm" enum="NavigationPathQueryParameters3D.PathfindingAlgorithm" default="0">
The pathfinding algorithm used in the path query.
</member>
<member name="radius" type="float" setter="set_radius" getter="get_radius" default="0.5">
The radius of the avoidance agent. This is the "body" of the avoidance agent and not the avoidance maneuver starting radius (which is controlled by [member neighbor_distance]).
Does not affect normal pathfinding. To change an actor's pathfinding radius bake [NavigationMesh] resources with a different [member NavigationMesh.agent_radius] property and use different navigation maps for each actor size.
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