[Export] Convert `uid://` names to `res://` when exporting files. #101954 opened Jan 23, 2025 Fix Theora video issues #101958 opened Jan 23, 2025 Fix ColorPicker load/save swatches button interactions #101960 opened Jan 23, 2025 Improve SSAO #101961 opened Jan 23, 2025 ...
Global mouse position > Local sprite position > Feed that to the shader. Convert it to a UV offset. Which is a single multiplication with one of the (I do not recall which.) uniforms provided to you by Godot already. 👎17 Author golddotasksquestionscommentedMar 25, 2022• edited get_...
Fixed: getServerDetails() not sending back needed struct, thanks to SlejmUr Removed: unused internal variablesVersion 3.23.1Added: internal notes about where enums are found Added: minor extra helper functions from Steam's client header Added: getSteamID32() function to convert SteamID64 to Ste...
The node creation menu is now displayed when dragging a connection to an empty space on the graph. GLES3-only functions are now distinguished from others in the creation dialog. Ability to preview the code generated by the visual shader. Ability to convert visual shaders to text-based shader...
TheMainscene also handles the game life-cycle: initializing the game (either in local or online mode), starting/stopping matches, and keeping score. Game.tscn However, it’s theGamescene which is responsible for all the “game parts” of the game. ...
Quick Open dialog (Shift + Alt + O) to open any resource in the project. Unlike the existing dialogs, it's not limited to scenes or scripts. Ability to convert a Sprite to a Mesh2D, Polygon2D, CollisionPolygon2D or LightOccluder2D. MultiMeshInstance2D node for using MultiMesh in 2D....
The Bone struct now includes a local_pose_override. The Bone struct now keeps track of its children bones, if it has any. Added functions to Skeleton3D for getting the forward vector using the information stored in the rest pose for the bones. New Basis.rotate_to_align() function. Refacto...
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// that encompasses all screens. Needed in get_screen_position(), // window_get_position, and window_set_position() // to convert between OS X native screen coordinates and the ones expected by Godot.if (displays_arrangement_dirty) { const_cast<DisplayServerOSX *>(this)->...
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